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Topic: Spacewar


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  Spacewar - Wikipedia, the free encyclopedia
Spacewar was an early video game by Stephen "Slug" Russell, a multiplayer space-combat simulation inspired by Doc Smith's Lensman series of science fiction novels.
The basic gameplay of Spacewar involves two armed spaceships attempting to shoot one another whilst maneuvering in the gravity well of a star.
Arcade versions of Spacewar were released as the Galaxy Game (1971), Computer Space by Nutting Associates (1971), and Space Wars by Cinematronics (1977), the latter being the most commercially successful.
en.wikipedia.org /wiki/Spacewar   (572 words)

  
 Spacewar - Uncyclopedia
Spacewar was an offshoot of the Apollo Program, which eventually laid the basic groundwork of today's Star Wars and asteroid deflection systems.
The USSR went on to an upset victory of 1-0 and subsequently conquered Earth and the rest of the galaxy.
Meanwhile, NASA decided to redesign and simplify the original Spacewar spacecraft and divert all of their remaining funding to the perennial problem of asteroid control, even though the original hyperspace glitch was never solved.
uncyclopedia.org /wiki/Spacewar   (232 words)

  
 SpaceWar - S23Wiki   (Site not responding. Last check: 2007-11-05)
SpaceWar was running on the PDP-1 computer at MIT.
SpaceWar may be the most important computer game ever.
The first trackball (and thus, the first mouse) was a SpaceWar control at MIT.
is-root.de /wiki/SpaceWar   (136 words)

  
 1UP: The Essential 50 Part 1 -- Spacewar   (Site not responding. Last check: 2007-11-05)
Whatever the case, Spacewar was unquestionably the most influential "first" interactive computer game, a game which was enjoyed by a large community of early programmers while the other claimants languished in obscurity.
The principles upon which Spacewar was built are observed even today throughout the industry, and particularly within the PC first-person shooter community.
Spacewar hasn't been completely forgotten, nor is it likely to be.
www.findarticles.com /p/articles/mi_zd1up/is_200401/ai_ziff116291   (1159 words)

  
 jargon, node: SPACEWAR   (Site not responding. Last check: 2007-11-05)
SPACEWAR /n./ A space-combat simulation game, inspired by E. "Doc" Smith's "Lensman" books, in which two spaceships duel around a central sun, shooting torpedoes at each other and jumping through hyperspace.
SPACEWAR aficionados formed the core of the early hacker culture at MIT.
Less than nine years after that, SPACEWAR was commercialized as one of the first video games; descendants are still feeping in video arcades everywhere.
www.jargon.net /jargonfile/s/SPACEWAR.html   (106 words)

  
 ClassicGaming.com - Game of the Week: Spacewar   (Site not responding. Last check: 2007-11-05)
Spacewar is generally believed to be the first videogame ever created.
Let me tell you the guys who made Spacewar managed to pull off some astonishing techniques, like one where they would let each other get dragged by the star, and the start spraying death at the other one while rotating and thrusting to avoid being destroyed by the star (or colliding into each other).
All in all, Spacewar is a fun game, which impresses if you stop to think when was it created, how much it weighs (less than 4KB methinks), and on which machines it ran.
www.classicgaming.com /rotw/spacewar   (985 words)

  
 [No title]
After the new Digital Equipment computer with its display was installed in late 1961, the group simply began thinking about what might be the best way to demonstrate the power of the new machine and hit on the idea of a graphical simulation of a battle between two spaceships.
Spacewar was an obvious choice, but no one in the group sensed what impact the program would have over a decade and a half of popularity.
Moreover, the "Spacewar" program became an integral part of a spreading hackers' culture as it was carried on punched paper tape to the dozen or so research centers and universities that had the early PDP minicomputer.
ed-thelen.org /comp-hist/PDP-1-SpaceWar-Article.html   (1183 words)

  
 SpaceWar: A Fun Game to Play   (Site not responding. Last check: 2007-11-05)
SpaceWar is a simple program that I wrote in the September of my senior year at high school to learn how to program for windows with C++.
SpaceWar provides support for up to four players at once on the same computer and sports a variety of different modes of play.
SpaceWar was written as a project to simultaneously gain a working knowledge of C++ and of Win32 programming.
www.stanford.edu /~jjshed/spacewar   (378 words)

  
 Spacewar
Here Spacewar was introduced to a new group and was extensively updated for their new machine, the PDP-10.
Spacewar was no exception: the machine had an excellent port of the Cinematronics version.
One file in particular is a definite read, it's a history of Spacewar written by one of its founders, Martin Graetz (scanned in by Eric Fischer).
www3.sympatico.ca /maury/games/space/spacewar.html   (4252 words)

  
 The origin of Spacewar
Hearing no reply (our innocence of current film technology, economics, and copyright laws was enormous), we often passed the time in the Hingham Street common room in deep wishful thought, inventing special effects and sequences for a grand series of space epics that would never see a sound stage.
The users of the TX-0 were a melange of students, staff researchers and professors with not much in common other than their need for large amounts of largely unstructured computer time.
The original Spacewar PDP-1 was retired in 1975 and put in storage at DEC's Northboro warehouse, where it serves as a parts source for the similar machine now on display at Digital's Computer Museum in Marlboro, MA.
www.elfqrin.com /docs/SpaceWar/spacewar.html   (5301 words)

  
 SPACEWAR - by Stewart Brand - Fanatic Life and Symbolic Death Among the Computer Bums.   (Site not responding. Last check: 2007-11-05)
As Russell explains it, everything at MIT had priority over Spacewar, but it was an educational computer after all, and developing new programs (of Spacewar) was educational, and then those programs needed testing...
Spacewar was ' not an outgrowth of any work on computer-graphics, but it may have inspired - some of it.
Within weeks of its invention Spacewar was spreading across the country to other computer research centers, who began adding their own wrinkles.
www.prakinf.tu-ilmenau.de /~hirsch/Projects/Squeak/SpaceWar/RollingStone/RollingStone.html   (7939 words)

  
 SpaceWar   (Site not responding. Last check: 2007-11-05)
A talented player can aim torpedos such that their trajectory is deflected by the sun's gravitational force until it intersects with the other player's ship.
Excerpts from a 1963 Datamation article which mentions Spacewar at Stanford..
Spacewar receives considerable discussion, as you might imagine.
www.wheels.org /spacewar   (376 words)

  
 ClassicGaming.com - The History of Computer Gaming - Part 2
Among several different excuses, his main one was he didn't have a sine-cosine routine that would be necessary to plot ship movement, and it was too complicated for him to sit and start figuring out.
With the paper tape copies of Spacewar being freely distributed, by the mid 60's it had been distributed all across the country to colleges and businesses.
And it culminated in Nolan creating the first coin operated video game Computer Space in 1971, (which was based off of Spacewar), single handedly creating the coin operated video game industry and leading to the creation of Atari and the establishment of video games as we now know it.
www.classicgaming.com /features/articles/computergaminghistory/index2-2.shtml   (1674 words)

  
 [No title]
Spacewar 4.0 SPACEWAR 4.0 by Mark Berger mberger8837@vax2.winona.msus.edu http://www.geocities.com/Area51/6661 Based on SPACEWAR 3.1 by Christian Conkle conkle@europa.com http://www.europa.com/~conkle SPACEWAR 4.0 is a game of interstellar space fighter combat set in the far future.
SPACEWAR 4.0 can be played with 2 or more players.
Look for SPACEWAR 4.0 expansions: Wing Commander III: Heart of the Tiger Wing Commander IV: The Price of Freedom Wing Commander: The Aces Club CREATING A SQUADRON There are two ways of creating a squadron.
www.mecha.com /~conkle/spacewar/spacewar4.txt   (4462 words)

  
 Home Computer Games: The Origin Of Spacewar!
There would be at least two spaceships, each controlled by a set of console switches ("Gee, it would be neat to have a joystick or something like that.
Reasoning that a ship entering hyperspace would cause a local distortion of space-time resulting in a warp-induced photonic stress emission (see how easy this is?), I made the disappearing ship leave behind a short Minskytron signature (Figure 4).
The original Spacewar PDP-1 was retired in 1975 and put in storage at DEC's Northboro warehouse, where it serves as a parts source for the similar machine now on working display at Digital's Computer Museum in Marlboro, MA.
www.atarimagazines.com /cva/v1n1/spacewar.php   (5184 words)

  
 The Impact of Emerging Technologies: The Start of Computer Games   (Site not responding. Last check: 2007-11-05)
In less than a year, the programmers, led by Steven Russell, produced Spacewar, a game complete with rocket-powered spaceships, missiles, gravitational effects, and even an unpredictable "hyperspace" function.
Although it was never commercialized, Spacewar inspired those who would bring video games to the masses 10 years later.
After the creation of Spacewar, Russell moved to Stanford University and has since spent his career in the computing and banking industries, including stints with a couple of gaming startups.
www.technologyreview.com /articles/05/06/issue/trailing.asp?trk=nl   (782 words)

  
 The Dot Eaters - Player1 Stage1 - Classic Video Game History   (Site not responding. Last check: 2007-11-05)
Working summers as a manager at an arcade in a Salt Lake City amusement park at 19 years old, he becomes convinced of the commercial viability of a videogame like Spacewar, if only the system that ran it could be scaled down from university mainframes and into a more reasonably compact version.
He even goes so far as to move his second daughter Britta into her older sister's room so he can turn Britta's into a workshop to work on the translation.
When 1971 rolls around Bushnell is convinced that he's on the right track, and he leaves Ampex to work on the Computer Space game full time.
www.emuunlim.com /doteaters/play1sta1.htm   (2839 words)

  
 Andy Selle Releases SpaceWar Source Code - ticalc.org
Actually, I believe Spacewar was not just one of the first computer games, it was THE first one.
At least he's still 'active' enough in the TI community to release the source code to a game that he made a long time ago.
SpaceWar rules, though I must use YAS to play it (Kirk meyer released a similar game in 2000 for the 86).
www.ticalc.org /archives/news/articles/9/95/95154.html   (1714 words)

  
 SpaceWar! 7800
The first step was to simply put the tile map and the tile sprites in and rejigger the DL building code to include them.
My first task is to recreate the Expensive Planetarium from the original PDP SpaceWar!, which was an accurate starfield background.
I realized that the thrust problem wasn't with the velocity limitting since I had seen it when that code wasn't being executed, and when it was executed the speed stuttered.
www.livejournal.com /users/spacewar_a78   (2667 words)

  
 The Linux Game Tome   (Site not responding. Last check: 2007-11-05)
Spacewar is an arcade game in wich two players have to destroy each-others space ship by hitting them with their lasers.
It is written in SDL and currently runs on both the Windows and Linux operating system, but it should compile on more platforms.
My point is that I did not know of the original spacewar when I started writing, and that that isn't strange that it seems like a clone since it is a very simple idea that everyone can come up with.
www.happypenguin.org /show?Spacewar   (532 words)

  
 Home of the Underdogs - Entry: SpaceWar   (Site not responding. Last check: 2007-11-05)
SpaceWar is the first PC port of the first computer game ever made - what more needs to be said?
The Spacewar page at Wheels.org has some nice descriptions and anecdotes:
Whether or not you are interested in the history of computer games, SpaceWar is one classic that you wouldn't want to miss.
www.the-underdogs.org /game.php?id=3916   (352 words)

  
 Jim's Random Notes - Spacewar!   (Site not responding. Last check: 2007-11-05)
The first video game was conceived and written by MIT students on the PDP-1 back in 1961 and 1962.
Spacewar was a two-player game in which players tried to shoot each other's ships.
It's running a version of the Spacewar program that was compiled by a PDP-1 assembler written in PERL.
www.mischel.com /diary/2001/08/01.htm   (155 words)

  
 The Galaxy Gamem
Spacewar was a magical game that captivated everyone that played it.
However, since time on the mainframe computers required to support Spacewar was billed to users at rates of several hundred dollars per hour, Spacewar was usually played only by system programmers when the mainframe was idle; times like 2am!
After three and a half months of labor, Spacewar was about to be delivered to the masses.
www-db.stanford.edu /pub/voy/museum/galaxy.html   (951 words)

  
 Spacewar!   (Site not responding. Last check: 2007-11-05)
The first version of "Spacewar!" was developed for the PDP-1 at MIT in 1960.
You must try to aim torpedos, such that their trajectory is deflected by the sun's gravitational force until it hits the other player's ship, but watch out YOU don't get sucked in!
Below is a link to MIT Media Lab who made a version of "Spacewar!" that works in your browser, however we cannot get it to work on Windows XP operating systems.
www.guinnessworldrecords.com /gamezone/spacewar/spacewarintro.asp   (184 words)

  
 Computer History Museum - Lectures - Steve Russell
A game called "SpaceWar!" was possibly the last thing DEC expected.
For their part, Russell and his group simply went about trying to figure out what would be the best way to show the power of this new machine and came up with the idea of a graphical battle simulation between two spaceships.
Galaxy Game is a reprogrammed version of Spacewar!, which was conceived in 1961 by Martin Graetz, Stephen Russell, and Wayne Wiitanen and first realized on the PDP-1 at M.I.T. in 1962 by Stephen Russell, Peter Samson, Dan Edwards, and Martin Graetz, together with Alan Kotok, Steve Piner, and Robert A. Saunders using PDP-1 assembly language.
www.computerhistory.org /events/lectures/games_05072002/russell   (331 words)

  
 BBC NEWS | In Depth | dot life | Happy 40th, computer games
United States President John F Kennedy was coping with the aftermath of the Bay of Pigs invasion, Berliners were learning to live with the wall, the Beatles were singing up a storm at the Cavern club, and in Boston a small group of programmers were about to invent the computer games industry.
Most computers at that time were huge, expensive machines tended by men in white coats who defended their whirring, clicking charges with all the high-minded zeal of, well, zealots.
Giddy with the power of the TX-0 and another MIT computer, a DEC PDP-1, the group decided to recreate the galactic vista of Doc Smith's work using the 30 line display and mighty nine kilobytes of memory available on the PDP.
news.bbc.co.uk /hi/english/in_depth/sci_tech/2000/dot_life/newsid_1464000/1464171.stm   (732 words)

  
 Spacewar!
Besides Nolan Bushnell another early addict was Alan Kay, who is credited with inventing the WIMP interface at Xerox Parc.
He said: “The game of Spacewar blossoms spontaneously wherever there is a graphics display connected to a computer."
I quote: “Yet Spacewar, if anyone cared to notice, was a flawless crystal ball of things to come in computer science and computer use:”
www.stibbe.net /History/Games_Speech/Spacewar!.htm   (506 words)

  
 [rhi] SpaceWar   (Site not responding. Last check: 2007-11-05)
Here is a local copy of Stewart Brant's well known Rolling Stone article "SPACEWAR - Fanatic Life and Symbolic Death Among the Computer Bums" published 7 December 1972.
After reading Stewart Brand's famous SPACEWAR article (Rolling Stone, 7 December 1972), especially after I found the Smalltalk-72 code fragments at the end of it :-), I got exited about that game.
So, I decided to use it as a starting point for a little prototype to explore Squeak's Morphic.
www.prakinf.tu-ilmenau.de /~hirsch/Projects/Squeak/SpaceWar   (128 words)

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