Pong (Rev E)

Arcade 1972 Atari Ball & Paddle
PONG is a basic simulation of the racket sport of table tennis. A small square representing a ping pong ball travels across the screen in a linear trajectory. If the square strikes the perimeter of the playing field, or one of the simulated paddles, the square ricochets based on the angle of the impact.

Game play consists of players moving their respective paddles vertically to defend their scoring zones. Players score one point by maneuvering the square past their opponent's paddle.

PONG can be played either by a single player pitted against a computerized opponent, or by two players each controlling a paddle.

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Contents of the ROM :

Technical

CPU
  • maincpu netlist (@ 1000 Mhz)
Chipset
  • DAC (@ 0 Mhz)
Display
  • Orientation Yoko
  • Resolution 255 x 246
  • Frequency 60.053687 Hz
Controlers
  • Number of players 2
  • Number of buttons 0
  • Kind of controler paddle

If you liked Pong (Rev E)

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Scoring for Pong (Rev E)

Scoring went up to 21 pts.

Tips on Pong (Rev E)

The only instruction for a game this primative : avoid missing ball for high score.

Pong (Rev E) and M.A.M.E.

0.146u1 [Couriersud]
0.36b10 [Juergen Buchmueller]

Artwork available

NOTE:
- This game has no roms. http://www.youtube.com/watch?v=pDrRnJOCKZc
- In the dipswitch menu you can set 'The Ending Score' from 11 to 15 (default 11)

WIP:
- 0.147u3: Symbols starting with _ are reserved in many BSD-derived environments (machine\netlist.h) [Robert Muth].
- 20th October 2012: Mr. Do - And now that MAME supports Pong, the real bezel artwork can be moved from the Other Games page to here. Originally vectored by jcroach, on loan from Vintage Arcade Superstore.
- 0.147u1: Oliver Stöneberg fixed pong/pongf crash on exit - re-introduces a memory leak for now (machine\netlist.c).
- 0.147: Updated netlist implementation: Now supports any resolution fitting reasonably into a UINT64. Execution now uses a list sorted by execution time. Implementation now supports analog and digital inputs / outputs. First step in a move to "terminals" being both input / output. Improved object model. Pong: Rewrote video code, now emulates a monitor by analyzing the analog video signal and identifying vsync and hysnc pulses. Removed all hacks. Overall performance increase of about 10% over the previous "pongf" implementation. Fixed Pong crash in debug build [Couriersud]. Changed netlist clock speed to 1GHz, visible area to 375x246 and VSync to 60.053687Hz.
- 0.146u4 Implemented a generic implementation to model discrete net lists [Couriersud]: Based on timeslot modelling, the implementation models gate delays in logic chips. Design ready to be split into a generic and a MAME implementation part. Design prepared to merge in discrete components from discrete. Supports code based as well as external net list parsing. Ultimately, net lists and discrete emulation should share one code base. The class design was set up to accomplish this. There is no point in having multiple 555, 7474 implementations around. Most of the code will be moved to lib/netlist going forward to allow usage in other projects. Pong now uses netlist.h. This implementation reproduces all gate timing and 555 related effects as described by Dr. H. Holden in his 2012 publication "ATARI PONG E CIRCUIT ANALYSIS & LAWN TENNIS". There are now two game entries: a) pongf: This illustrates how a workaround has to be used in the absence of gate timing. The game uses a code based netlist. b) pong: This uses gate timing at a resolution of approx. 140 MHz. The netlist itself is read from the rom region. Phill W. fixed constant overflow, 64 bit constants require U64() macro (machine\netlist.c).
- 0.146u1: Couriersud re-added Pong (Rev E) (Atari 1972). Work in progress. The games is playable and has sound, however I suspect some minor bugs due to the order of expression evaluation. I commit this mainly for documentation purposes. The modelling of the TTL circuits will change to a device/connection class infrastructure updating inputs immediately if they changed going forward.
- 6th January 2008: AdamB - Finally got around to releasing the first version of my Discrete Integrated Circuit Emulator, DICE. This is a very early release and hasn't been tested fully, so there may be some bugs still. So far only Pong is supported, hopefully more games will be added in the future.
- 25th February 2007: Mr. Do - You can grab Pong artwork, vectored by Jcroach, on loan from Vintage Arcade Superstore.
- 22nd February 2002: The Gamer fixed Pong which was broken in 0.58.
- 0.37b12: MASH made some fixes to Pong.
- 0.36RC1: This game was removed from MAME. Nicola wrote: Pong was too much of a simulation and too little of an emulation. It didn't really fit into MAME's architecture which is CPU-based and targeted at accurately reproducing the gameplay of the original.
- 0.36b11: Changed description to 'Pong'.
- 21st November 1999: Juergen Buchmueller fixed Pong in 16bpp mode.
- 0.36b10: Juergen Buchmueller added Pong! (Atari 1972). This game has no roms.

LEVELS: 1 (endless)

Other Emulators:
* DICE
* Laser (Pong and Pong Doubles)

Romset: 11 kb / 1 files / 2.80 zip
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