Spacewar (video Game)
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Spacewar (video Game)
''Spacewar!'' is a space combat video game developed in 1962 by Steve Russell in collaboration with Martin Graetz, Wayne Wiitanen, Bob Saunders, Steve Piner, and others. It was written for the newly installed DEC PDP-1 minicomputer at the Massachusetts Institute of Technology. After its initial creation, ''Spacewar!'' was expanded further by other students and employees of universities in the area, including Dan Edwards and Peter Samson. It was also spread to many of the few dozen installations of the PDP-1 computer, making ''Spacewar!'' the first known video game to be played at multiple computer installations. The game features two spaceships, "the needle" and "the wedge", engaged in a dogfight while maneuvering in the gravity well of a star. Both ships are controlled by human players. Each ship has limited weaponry and fuel for maneuvering, and the ships remain in motion even when the player is not accelerating. Flying near the star to provide a gravity assist was a commo ...
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Steve Russell (computer Scientist)
Stephen Russell (born 1937), also nicknamed "Slug", is an American computer scientist most famous for creating ''Spacewar!'', well known for being the first widely distributed video game. Biography Born in Hartford, Connecticut, Russell attended Dartmouth College in Hanover, New Hampshire, from 1954 to 1958. Russell wrote the first two implementations of the programming language Lisp for the IBM 704 mainframe computer. It was Russell who realized that the concept of universal functions could be applied to the language. By implementing the Lisp universal evaluator in a lower-level language, it became possible to create the Lisp interpreter; prior development work on the language had focused on compiling the language. He invented the continuation to solve a double recursion problem for one of the users of his Lisp implementation. In 1962, Russell created and designed ''Spacewar!'', with the fellow members of the Tech Model Railroad Club at the Massachusetts Institute of Techno ...
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Porting
In software engineering, porting is the process of adapting software for the purpose of achieving some form of execution in a computing environment that is different from the one that a given program (meant for such execution) was originally designed for (e.g., different CPU, operating system, or third party library). The term is also used when software/hardware is changed to make them usable in different environments. Software is ''portable'' when the cost of porting it to a new platform is significantly less than the cost of writing it from scratch. The lower the cost of porting software relative to its implementation cost, the more portable it is said to be. Etymology The term "port" is derived from the Latin '' portāre'', meaning "to carry". When code is not compatible with a particular operating system or architecture, the code must be "carried" to the new system. The term is not generally applied to the process of adapting software to run with less memory on the sam ...
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TX-0
The TX-0, for ''Transistorized Experimental computer zero'', but affectionately referred to as tixo (pronounced "tix oh"), was an early fully transistorized computer and contained a then-huge 64 K of 18-bit words of magnetic-core memory. Construction of the TX-0 began in 1955 and ended in 1956.Highlights from ''The Computer Museum Report'' Volume 8 Spring 1984
The Computer Museum, Boston, MA, archived at ed-thelen.org, retrieved 2010-2-19
It was used continually through the 1960s at . The TX-0 incorpo ...
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Batch Processing
Computerized batch processing is a method of running software programs called jobs in batches automatically. While users are required to submit the jobs, no other interaction by the user is required to process the batch. Batches may automatically be run at scheduled times as well as being run contingent on the availability of computer resources. History The term "batch processing" originates in the traditional classification of methods of production as job production (one-off production), batch production (production of a "batch" of multiple items at once, one stage at a time), and flow production (mass production, all stages in process at once). Early history Early computers were capable of running only one program at a time. Each user had sole control of the machine for a scheduled period of time. They would arrive at the computer with program and data, often on punched paper cards and magnetic or paper tape, and would load their program, run and debug it, and carry off their ou ...
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Steve Russell-PDP-1-20070512
''yes'Steve is a masculine given name, usually a short form (hypocorism) of Steven or Stephen Notable people with the name include: steve jops * Steve Abbott (other), several people * Steve Adams (other), several people * Steve Alaimo (born 1939), American singer, record & TV producer, label owner * Steve Albini (born 1961), American musician, record producer, audio engineer, and music journalist * Steve Allen (1921–2000), American television personality, musician, composer, comedian and writer * Steve Armitage (born 1944), British-born Canadian sports reporter * Steve Armstrong (born 1965), American professional wrestler * Steve Antin (born 1958), American actor * Steve Augarde (born 1950),arab author, artist, and eater * Steve Augeri (born 1959), American singer * Steve August (born 1954), American football player * Stone Cold Steve Austin (born 1964), American professional wrestler * Steve Aylett (born 1967), English author of satiri ...
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International Center For The History Of Electronic Games
The International Center for the History of Electronic Games (ICHEG) collects, studies, and interprets video games, other electronic games, and related materials and the ways in which electronic games are changing how people play, learn, and connect with each other, including across boundaries of culture and geography. Located at The Strong in Rochester, New York, United States, it houses one of the world's largest, most comprehensive collections of electronic game platforms, games, and related materials, with more than 37,000 items. History Originally created as a national center, the International Center for the History of Electronic Games changed its name in March 2010 to more accurately reflect the global impact of electronic games on society and culture. In December 2013 the ICHEG received a donation of several SSI video games, for instance Computer Bismarck, notable for including the source code for preservation. In 2014 a collection of Brøderbund games and a 'virtua ...
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The Strong
The Strong is an interactive, collections-based educational institution in Rochester, New York, United States, devoted to the study and exploration of play. It carries out this mission through six programmatic arms called "Play Partners": * National Toy Hall of Fame * World Video Game Hall of Fame * International Center for the History of Electronic Games * The Brian Sutton-Smith Library and Archives of Play * ''American Journal of Play'' * The Woodbury School It also houses The Strong National Museum of Play, the National Museum of Play. Independent and not-for-profit, The Strong houses hundreds of thousands of historical materials related to Play (activity), play. These enable a multifaceted array of research, exhibition, and other interpretive activities that serve a diverse audience of adults, families, children, students, teachers, scholars, collectors, and others around the globe. History The Strong was founded by Margaret Woodbury Strong in 1968 as the "Margaret Woodbur ...
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World Video Game Hall Of Fame
The World Video Game Hall of Fame is an international hall of fame that opened on June 4, 2015. It is located in The National Museum of Play's ''eGameRevolution'' exhibit; the hall's administration is overseen by The Strong and the International Center for the History of Electronic Games. The World Video Game Hall of Fame's creator is Jon-Paul C. Dyson, who is The Strong's Vice President for Exhibit Research and Development and the Director of the International Center for the History of Electronic Games. Video games become eligible for the World Video Game Hall of Fame by meeting four basic criteria: * Icon Status – is widely recognized and remembered * Longevity – is more than a passing fad and has enjoyed popularity over time * Geographical Reach – meets the above criteria across international boundaries * Influence – has exerted significant influence on the design and development of other games, on other forms of entertainment, or on popular culture and society in ge ...
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Library Of Congress
The Library of Congress (LOC) is the research library that officially serves the United States Congress and is the ''de facto'' national library of the United States. It is the oldest federal cultural institution in the country. The library is housed in three buildings on Capitol Hill in Washington, D.C.; it also maintains a conservation center in Culpeper, Virginia. The library's functions are overseen by the Librarian of Congress, and its buildings are maintained by the Architect of the Capitol. The Library of Congress is one of the largest libraries in the world. Its "collections are universal, not limited by subject, format, or national boundary, and include research materials from all parts of the world and in more than 470 languages." Congress moved to Washington, D.C., in 1800 after holding sessions for eleven years in the temporary national capitals in New York City and Philadelphia. In both cities, members of the U.S. Congress had access to the sizable collection ...
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Game Canon
The game canon is a list of video games to be considered for preservation by the Library of Congress. ''The New York Times'' called the creation of this list "an assertion that digital games have a cultural significance and a historical significance". Game canon is modeled on the efforts of the National Film Preservation Board, which produces an annual list of films that are subsequently added to the National Film Registry, which is managed by the Library of Congress. The game canon committee comprises Henry Lowood, game designers Warren Spector and Steve Meretzky, Matteo Bittanti, and Joystiq journalist Christopher Grant. History The game canon project was started by Henry Lowood, curator of the ''History of Science and Technology Collections'' at Stanford University. He started to preserve video games and video-game artifacts in 1998, and in the years following, he has noted that video games are something worthy of preserving. Henry Lowood submitted the proposal to the Library o ...
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Asteroids (video Game)
''Asteroids'' is a space-themed multidirectional shooter arcade game designed by Lyle Rains and Ed Logg released in November 1979 by Atari, Inc. The player controls a single spaceship in an asteroid field which is periodically traversed by flying saucers. The object of the game is to shoot and destroy the asteroids and saucers, while not colliding with either, or being hit by the saucers' counter-fire. The game becomes harder as the number of asteroids increases. ''Asteroids'' was conceived during a meeting between Logg and Rains, who decided to use hardware developed by Howard Delman previously used for '' Lunar Lander''. Asteroids was based on an unfinished game titled ''Cosmos''; its physics model, control scheme, and gameplay elements were derived from '' Spacewar!'', '' Computer Space'', and ''Space Invaders'' and refined through trial and error. The game is rendered on a vector display in a two-dimensional view that wraps around both screen axes. ''Asteroids'' was one ...
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Computer Space
''Computer Space'' is a space combat arcade game developed in 1971. Created by Nolan Bushnell and Ted Dabney in partnership as Syzygy Engineering, it was the first arcade video game as well as the first commercially available video game. ''Computer Space'' is a derivative of the 1962 computer game ''Spacewar!'', which is possibly the first video game to spread to multiple computer installations. It features a rocket controlled by the player engaged in a missile battle with a pair of hardware-controlled flying saucers set against a starfield background. The goal is to score more hits than the enemy spaceships within a set time period, which awards a free round of gameplay. The game is enclosed in a custom fiberglass cabinet, which Bushnell designed to look futuristic. Bushnell and Dabney designed the game in 1970–71 to be a coin-operated version of ''Spacewar!''. After the pair were unable to find a way to economically run the game on a minicomputer such as the Data General Nova, ...
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