The Real Inventors of Arcade Videogames Copy
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Spacewarduino
1 SPACEWARDUINO Kaivan Wadia (Department of EECS) – Massachusetts Institute of Technology Advisor: Prof. Philip Tan ABSTRACT Spacewar! was one of the first ever computer games developed in the early 1960s. Steve Russell, Martin Graetz and Wayne Witaenem of the fictitious "Hingham Institute" conceived of the game in 1961, with the intent of implementing it on a DEC PDP-1 computer at MIT. Alan Kotok obtained some sine and cosine routines from DEC following which Steve Russell started coding and the first version was produced by February 1962. Spacewar! was the first computer game written at MIT. In the duration of this project we hope to implement the same game on an Arduino Microcontroller with a Gameduino shield while examining the original assembly code and staying as true to the original version of the game as possible. 2 TABLE OF CONTENTS 1. INTRODUCTION 3 2. UNDERSTANDING THE SOURCE CODE 4 3. VECTOR GRAPHICS AND SPACESHIPS 7 4. SPACEWAR! NIGHT SKY 9 5. THE ARDUINO/GAMEDUINO IMPLEMENTATION 11 6. CONCLUSION 13 7. REFERENCES 14 3 1. INTRODUCTION The major aim of this project is to replicate the first computer game written at MIT, Spacewar!. In the process we aim to learn a lot about the way video games were written for the machines in the pioneering days of computing. Spacewar! is game of space combat created for the DEC PDP-1 by hackers at MIT, including Steve Russell, Martin Graetz, Wayne Witaenem, Alan Kotok, Dan Edwards, and Peter Samson. The game can be played on a Java emulator at http://spacewar.oversigma.com/. -
Computer in French
Volunteer Information Exchange Sharing what we know with those we know Volume 5 Number 8 September 11, 2015 Contribute To The VIE Links You Might Enjoy Long before the Neiman-Marcus “Kitchen Computer” and before any recipes on your PC, there was ECHO • Creation of Evans and Sutherland IV, a one-off home computer. Dave Cortesi writes a • 10 Pictures of PCs in schools in the 80's wonderful article describing this one-of-a-kind artifact. • Computer Art in 1969 Bill Worthington writes of his opportunity to visit the University of Manchester and the reconstructed • In Memoriam: Karl Taub, who started the Computer “Baby.” And he took some excellent pictures for us. Science departments at Carnagie Mellon and Columbia Universities in the 70's. Thanks once more to Chris Garcia for telling us about three recent acquisitions. • Ed Thelen sends along this link about the Librascope LGP-30. As always, send us your stories, anecdotes and adventures in computing. • Kate McGregor sent this link about the several Jim Strickland [email protected] archiving activities at Cisco iwhich the CHM is leading. • Happy 17 th birthday, Google—Sept 4 CHM Blog Ken Shirriff has written several excellent and detailed Recent CHM Blog Entries articles recently about the innards of the 1401. Kirsten Tashev keeps us up-to-date on new CHM blog • 1402 Operations entries. • Details on 1401 Qui-Binary arithmetic • Guest blogger, Adam Spring writes on Amiga • 1403 Print mechanism – explanation and animation Computing. The Amiga computer celebrated its 30th birthday at CHM this July. • 1401 Core Memory Operation Peter Hart will speak on “Making Shakey, the World's Docent Training: Women In Computing First Intelligent Robot on September 14. -
ILLUSTRATIONS Figure 1.1 Eadweard Muybridge, Descending
APPENDIX: ILLUSTRATIONS Figure 1.1 Eadweard Muybridge, Descending Stairs and Turning Around, photographs from series Animal Locomotion, 1884-1885. 236 237 Figure 1.2 Marcel Duchamp, Nude Descending a Staircase, No. 2 oil on canvas, 1912. Philadelphia Museum of Art. 238 Figure 1.3 Giacomo Balla, Dynamism of a Dog on a Leash, oil on canvas, 1912. Albright-Knox Art Gallery, Buffalo, New York. 239 Figure 1.4 A. Michael Noll, Gaussian Quadratic, computer-generated image, 1963. 240 Figure 1.5 Stephen Rusell with Peter Samson, Martin Graetz,Wayne Witanen, Alan Kotok, and Dan Edwards, Spacewar!, computer game, designed at MIT on DEC PDP-1 assembler, 1962. Above: view of screen. Below: console. 241 Figure 1.6 Andy Warhol, Self-Portrait, photograph of image created on Commodore Amiga 1000 computer using Graphicraft software, 1986. 242 Figure 1.7 Nam June Paik, Magnet TV, black and white television with magnet, 1965. 243 Figure 1.8 Nam June Paik, Zen for TV, black and white television, 1963-1975. 244 Figure 1.9 Vito Acconci, Centers, performance on video, 20 minutes, 1971. 245 Figure 1.10 Joan Jonas, Left Side, Right Side, performance on video, 1972. Pat Hearn Gallery, New York. 246 Figure 1.11 Dan Graham, Present Continuous Past, installation view, 1974. 247 Figure 1.12 Gary Hill, Hole in the Wall, installation at the Woodstock Artists Association, Woodstock, NY, 1974. 248 Figure 1.13 Nam June Paik, TV Buddha, mixed-media video sculpture, installed at Stedelijk Museum, Amsterdam, 1974. 249 Figure 2.1 jodi (Joan Heemskerk and Dirk Paesmans), wwwwwwwww.jodi.org, screenshot. -
What the Past Teaches Us About Optimal Product Development
WHITE PAPER | AUGUST 2020 What the Past Teaches us about Optimal Product Development The Study of Goal Definitions and Managing Hierarchical Systems Trade-offs. The Market Leader in Mechatronics and Detailed Design Service | simplexitypd.com INTRODUCTION Development of products that involve firmware, electrical and mechanical engineering can get complicated. There can often be seemingly conflicting priorities related to hierarchical product requirements, cost, or development timeframes. This complexity is nothing new. In this paper, we will break down or decompose how to manage the tradeoffs between these systems, but first, we will review this process through the lens of the development process of the DEC-PDP-1 personal computer (circa 1960) as a history lesson in optimal product development. THE FIRST PERSONAL COMPUTER In 1960, Digital Equipment Corporation (DEC) released the PDP-1 personal computer. When the machine was released, it was a stellar achievement of cost / performance optimization. This machine was quite small compared with the “mainframes” of the day, behemoths that occupied entire rooms and were serviced by a “priesthood” of operators who fed in punched cards, mounted magnetic tape reels, and tore off reams of paper that came from the printers. The PDP-1 by contrast was meant to be a “personal computer,” operated by technical folks directly interacting with its front panel and other peripherals. Many consider this machine the first personal computer, as it needed no special room, no special air conditioning, no special power wiring, and no specially trained operators. The PDP-1 could add two 18-bit numbers in 5 microseconds. And it had a (core) memory of 4K 18-bit words. -
UC Berkeley Previously Published Works
UC Berkeley UC Berkeley Previously Published Works Title Building the Second Mind, 1961-1980: From the Ascendancy of ARPA-IPTO to the Advent of Commercial Expert Systems Permalink https://escholarship.org/uc/item/7ck3q4f0 ISBN 978-0-989453-4-6 Author Skinner, Rebecca Elizabeth Publication Date 2013-12-31 eScholarship.org Powered by the California Digital Library University of California Building the Second Mind, 1961-1980: From the Ascendancy of ARPA to the Advent of Commercial Expert Systems copyright 2013 Rebecca E. Skinner ISBN 978 09894543-4-6 Forward Part I. Introduction Preface Chapter 1. Introduction: The Status Quo of AI in 1961 Part II. Twin Bolts of Lightning Chapter 2. The Integrated Circuit Chapter 3. The Advanced Research Projects Agency and the Foundation of the IPTO Chapter 4. Hardware, Systems and Applications in the 1960s Part II. The Belle Epoque of the 1960s Chapter 5. MIT: Work in AI in the Early and Mid-1960s Chapter 6. CMU: From the General Problem Solver to the Physical Symbol System and Production Systems Chapter 7. Stanford University and SRI Part III. The Challenges of 1970 Chapter 8. The Mansfield Amendment, “The Heilmeier Era”, and the Crisis in Research Funding Chapter 9. The AI Culture Wars: the War Inside AI and Academia Chapter 10. The AI Culture Wars: Popular Culture Part IV. Big Ideas and Hardware Improvements in the 1970s invert these and put the hardware chapter first Chapter 11. AI at MIT in the 1970s: The Semantic Fallout of NLR and Vision Chapter 12. Hardware, Software, and Applications in the 1970s Chapter 13. -
Robert Alan Saunders
SMITHSONIAN INSTITUTION LEMELSON CENTER FOR THE STUDY OF INVENTION AND INNOVATION Robert Alan Saunders Transcript of an interview conducted by Christopher Weaver at National Museum of American History Washington, D.C., USA on 29 November 2018 with subsequent additions and corrections For additional information, contact the Archives Center at 202-633-3270 or [email protected] All uses of this manuscript are covered by an agreement between the Smithsonian Institution and Robert Alan Saunders dated November 29, 2018. For additional information about rights and reproductions, please contact: Archives Center National Museum of American History Smithsonian Institution MRC 601 P.O. Box 37012 Washington, D.C. 20013-7012 Phone: 202-633-3270 TDD: 202-357-1729 Email: [email protected] Web: http://americanhistory.si.edu/archives/rights-and-reproductions Preferred citation: Robert Alan Saunders, “Interview with Robert Alan Saunders,” conducted by Christopher Weaver, November 29, 2018, Video Game Pioneers Oral History Collection, Archives Center, National Museum of American History, Smithsonian Institution, Washington, DC. Acknowledgement: The Smithsonian’s Lemelson Center for the Study of Invention and Innovation gratefully acknowledges financial support from the Entertainment Software Association and Coastal Bridge Advisors for this oral history project. For additional information, contact the Archives Center at 202-633-3270 or [email protected] Abstract Robert Saunders begins discussing his early family life, education, and early exposure to electrical engineering. He next recounts his time at MIT, recalling members of the Tech Model Railroad Club and his work with the TX-0 and PDP-1 computers. Saunders discusses the contributions of Spacewar! team members to the project and his development of the original PDP-1 game controllers. -
Finding Aid to the Atari Coin-Op Division Corporate Records, 1969-2002
Brian Sutton-Smith Library and Archives of Play Atari Coin-Op Division Corporate Records Finding Aid to the Atari Coin-Op Division Corporate Records, 1969-2002 Summary Information Title: Atari Coin-Op Division corporate records Creator: Atari, Inc. coin-operated games division (primary) ID: 114.6238 Date: 1969-2002 (inclusive); 1974-1998 (bulk) Extent: 600 linear feet (physical); 18.8 GB (digital) Language: The materials in this collection are primarily in English, although there a few instances of Japanese. Abstract: The Atari Coin-Op records comprise 600 linear feet of game design documents, memos, focus group reports, market research reports, marketing materials, arcade cabinet drawings, schematics, artwork, photographs, videos, and publication material. Much of the material is oversized. Repository: Brian Sutton-Smith Library and Archives of Play at The Strong One Manhattan Square Rochester, New York 14607 585.263.2700 [email protected] Administrative Information Conditions Governing Use: This collection is open for research use by staff of The Strong and by users of its library and archives. Though intellectual property rights (including, but not limited to any copyright, trademark, and associated rights therein) have not been transferred, The Strong has permission to make copies in all media for museum, educational, and research purposes. Conditions Governing Access: At this time, audiovisual and digital files in this collection are limited to on-site researchers only. It is possible that certain formats may be inaccessible or restricted. Custodial History: The Atari Coin-Op Division corporate records were acquired by The Strong in June 2014 from Scott Evans. The records were accessioned by The Strong under Object ID 114.6238. -
An Opportunity for In-Game Ad Placement.Pdf
480 Chapter 24 An Opportunity for In- Game Ad Placement: The History of the Video Game Industry Interpreted Through the Meaning Lifecycle Heather M. Schulz The University of Texas at Austin, USA Matthew S. Eastin The University of Texas at Austin, USA AbstrAct It is argued here that the potential connections video game advertisers can build with consumers makes this new medium a strong force in the digital media world. A meaning-based model is introduced to explain the fluctuation of meaning over time, which is caused by the individual and social interpretation and integration of signs and symbols. The history of video games will be comprehensively interpreted through this model to explain the active identification going on between consumers and video games. IntroductIon of room for advertising growth. In the academic realm, in-game ad placement has been subjected In-game ad placement, defined as the process to an increasing amount of research over the last of placing advertisements in video games, is decade (Nelson, 2002; Chaney, Lin, & Chaney, a rapidly growing industry with $295 million 2004; Grigorovici & Constantin, 2004; Nicovich, spent in 2007, $403 million spent in 2008, and 2005; Yang, Roskos-Ewoldsen, Dinu, & Arpan, $443 million spent in 2009 (Verna, 2008; Verna, 2006; Lee & Farber, 2007; Wise, Bolls, Kim, & 2009). However, video game sales for 2008 Venkataraman, 2008). It is argued here that the were $22 billion, with $11.7 billion of that be- potential connections advertisers can build with ing in entertainment software sales, $8.9 billion consumers makes this new medium a strong force in hardware console sales, over $2 billion in in the digital media world. -
Alan Kotok & David R.R. Webber
JAi^ E F! N E T: ALAN KOTOK & DAVID R.R. WEBBER www.newriders.cirm 201 West 103rd Street, Indianapolis, Indiana 46290 ~ — An Imprint of Pearson Education . Boston • Indianapolis • London • Munich • New York • San Francisco vi ebXML: The New Global Standard for Doing Business over the Internet Table of Contents PART I Executive Overview of ebXML 1 There's No Business Like E-Business 3 In Case You Hadn't Noticed, Doing Business Is Different Now 6 Business Isn't So Simple Anymore 11 From Just-in-Case to Just-in-Time Inventories 16 Investors Want to See Your Internet Strategy 22 Higher Volumes, Larger Scale, Bigger Numbers 23 Can Your Company's Systems Keep Pace? 26 Direct to Consumer 28 Disintermediation 28 Business to Business 29 Distributors 29 References and Affiliates 29 Muki-Vendor Malls 30 Standardizing Information Systems 30 Electronic Data Interchange (EDI): E-Business as We (Used to) Know It 31 Aim to Improve the Business Process 40 Sweat the Details 40 Aim for Interoperability 40 Link to Other Technologies 41 Endnotes 42 2 ebXML in a Nutshell 47 Vision and Scope 47 Software Processes, Puzzles, and Pyramids 49 ebXML Process Flow ,• 53 A Look at the ebXML Technical Architecture 55 Business Processes and Objects 57 Core Components 58 Trading Partner Profiles and Agreements 62 Registries and Repositories 64 Messaging Functions 68 Messaging Specifications 69 ebXML Message Package 69 Reliable Message Flow 11 Getting Started with ebXML 71 Endnotes 74 Table of Contents vii 3 ebXML at Work 77 Case 1: Go-Go Travel, in Search of a New Business -
New Joysticks Available for Your Atari 2600
May Your Holiday Season Be a Classic One Classic Gamer Magazine Classic Gamer Magazine December 2000 3 The Xonox List 27 Teach Your Children Well 28 Games of Blame 29 Mit’s Revenge 31 The Odyssey Challenger Series 34 Interview With Bob Rosha 38 Atari Arcade Hits Review 41 Jaguar: Straight From the Cat’s 43 Mouth 6 Homebrew Review 44 24 Dear Santa 46 CGM Online Reset 5 22 So, what’s Happening with CGM Newswire 6 our website? Upcoming Releases 8 In the coming months we’ll Book Review: The First Quarter 9 be expanding our web pres- Classic Ad: “Fonz” from 1976 10 ence with more articles, games and classic gaming merchan- Lost Arcade Classic: Guzzler 11 dise. Right now we’re even The Games We Love to Hate 12 shilling Classic Gamer Maga- zine merchandise such as The X-Games 14 t-shirts and coffee mugs. Are These Games Unplayable? 16 So be sure to check online with us for all the latest and My Favorite Hedgehog 18 greatest in classic gaming news Ode to Arcade Art 20 and fun. Roland’s Rat Race for the C-64 22 www.classicgamer.com Survival Island 24 Head ‘em Off at the Past 48 Classic Ad: “K.C. Munchkin” 1982 49 My .025 50 Make it So, Mr. Borf! Dragon’s Lair 52 and Space Ace DVD Review How I Tapped Out on Tapper 54 Classifieds 55 Poetry Contest Winners 55 CVG 101: What I Learned Over 56 Summer Vacation Atari’s Misplays and Bogey’s 58 46 Deep Thaw 62 38 Classic Gamer Magazine December 2000 4 “Those who cannot remember the past are condemned to Issue 5 repeat it” - George Santayana December 2000 Editor-in-Chief “Unfortunately, those of us who do remember the past are Chris Cavanaugh condemned to repeat it with them." - unaccredited [email protected] Managing Editor -Box, Dreamcast, Play- and the X-Box? Well, much to Sarah Thomas [email protected] Station, PlayStation 2, the chagrin of Microsoft bashers Gamecube, Nintendo 64, everywhere, there is one rule of Contributing Writers Indrema, Nuon, Game business that should never be X Mark Androvich Boy Advance, and the home forgotten: Never bet against Bill. -
Oral History of Ted Dabney; 2012-07-16
Oral History of Samuel F. (Ted) Dabney Interviewed by: Chris Garcia Recorded: July 16, 2012 Mountain View, California CHM Reference number: X6557.2013 © 2012 Computer History Museum Oral History of Ted Dabney Garcia: We are here on July 16, 2012 with Mr. Ted Dabney. Okay, so let’s just start with a little bit of early stuff. When and where were you born? Dabney: San Francisco. Garcia: Local boy. Dabney: Yes. Garcia: Oh, okay, and that was in the— Dabney: Year of 1937. I was born 12 days before the Golden Gate Bridge and I was in a baby buggy going across it. <laughs> Garcia: Wow, good call. Okay, and did you go to school in San Francisco? Did you grow up there? Dabney: I went to school— well, I went to a lot of schools. My first high school was Las Gatos and then when I moved back to San Francisco, I wasn’t very good academically so I went to a trade school at John O’Connell, took trade drafting because I didn’t know what I wanted to do, but I had had a course at Hunter’s Point. A friend of mine had gotten me into a course there where we studied analytic geometry. I didn’t know what it meant but I just loved the course, so when I got into John O’Connell, I took trade drafting because I didn’t know what I wanted to do but I knew I was going to have to draw it. <laughs> Then, in fact actually while I was at John O’Connell, I was 16 years old. -
F2FEC Unites Industry with Soul
EDUCATION F2FEC unites industry with soul Johnny “Joey” Jones tells his inspirational story. Photo by Tim Sealy before making that first step towards the gold medal of “service excellence,” employees need to come first over the customers. The Ritz-Carlton accomplishes its Ron White spills secrets to increasing gold standard by evaluating potential one’s memory capabilities. employees first on their passion and Photo by Tim Sealy second on their experience. “You can’t teach people to care,” she said. he Face 2 Face Entertainment a keynote address by Alexandra Valen- Moreover, Valentien quoted former Conference was held Feb. tin, corporate director of culture trans- Ritz-Carlton president, Horst Schulze’s 20-22 in Colorado Springs at formation at The Ritz-Carlton Leader- T service model: “Ladies and gentlemen the Broadmoor. The annual gathering ship Center. Valentin, who joined the serving ladies and gentlemen.” To was brought to fruition by its found- Ritz-Carlton family in 1997, spoke of explain how members of a company ers the Three Amigos: Ben Jones, the company’s strategies, which revolve should always behave no matter their general manager and FEC specialist around the concepts of “employee status or role. at Live Oak Bank; Rick Iceberg, pres- engagement” and “the essence of per- Once a company has assembled its ident of C.J. Barrymore’s; and George formance excellence.” team of Olympians, Valentin said the Smith, president of Family Entertain- According to Valentin, the main rea- next goal is to set guest expectations ment Group. sons as to what keeps a company from high, and maintain those expectations Soul was the theme of this year’s turning the aforementioned concepts going forward by creating profiles on F2FEC, and served as a hopeful cat- into reality are low talent pools, poor each guest, implementing lateral ser- alyst in igniting passion, camaraderie, consistency, and employment turnover.