THE 1960S

Spacewar!

In 1962, MIT had just received its new PDP-1 from Digital Equipment Corporation, a machine that stood apart from the usual computing behemoths. This computer featured a cathode ray tube display capable of showing images in real time, a technical feat that would prove game-changing.

Steve Russell, a young programmer passionate about science fiction, discovered this machine with wonder. An avid reader of Edward Elmer Smith’s space adventures and his Lensman series, he immediately envisioned recreating on this screen the cosmic battles that had so captivated his imagination. With a few accomplices, he embarked on creating what would become Spacewar!, unaware he was giving birth to the first interactive video game in history.

The principle they developed seemed deceptively simple: two spaceships battling in space, each controlled by a player. Rotation, acceleration, torpedo firing—the basic controls were enough to create fierce duels. But Russell and his team placed a star at the center of the screen whose gravitational pull disrupted trajectories and turned each match into a tactical challenge.

The PDP-1 wasn’t designed for this kind of exercise. Lacking multiplication and division instructions, it forced the programmers to exercise considerable ingenuity in calculating rotations and trajectories. This technical constraint, far from discouraging the team, stimulated their creativity. Alan Kotok and Bob Saunders also built custom control boxes, abandoning the computer’s crude panel switches for controls worthy of a space cockpit.

Peter Samson pushed the refinement even further. He programmed a star field of astronomical precision, faithfully reproducing the celestial vault. This addition, ironically dubbed Expensive Planetarium, transformed the screen into a window on the cosmos. The team soon added a “hyperspace” function, a panic button that teleported the distressed ship to a random point on the screen, at increasing risk of self-destruction with each use.

The distribution of Spacewar! followed a different rhythm than the legends tell. The 55 units that came off the production lines, about twenty of which equipped with displays, made the PDP-1 a rare machine. The game first circulated within the closed circle of universities and research centers that possessed these exceptional computers. It took until the late 1960s and the arrival of new display models from IBM, DEC, HP, and Control Data Corporation for Spacewar! to truly begin spreading.

Each installation developed its own variants. At the University of Minnesota, Albert Kuhfeld devised the “Minnesota Panic Button” in 1967, a camouflage device that made ships invisible. At Cambridge, M.S. Peterson and John C. Viner created DUEL, a version where space transformed into a “viscous” environment that gradually slowed combatants. At the University of Illinois, on the PLATO system, Richard Blomme adapted the game with ASCII character graphics and invented a player matchmaking system of striking modernity.

These programming nights at MIT never took place during official hours. Students waited for the machines to free up from their research tasks before indulging in their experiments. This nocturnal clandestinity forged an unprecedented computing culture, where the pleasure of programming trumped institutional constraints. Spacewar! was an unexpected training ground where students who programmed it absorbed computing principles faster than with traditional academic methods.

The game soon attracted attention beyond the academic world. In 1971, Nolan Bushnell and Ted Dabney, after discovering Spacewar! at Stanford, created Computer Space, the first attempt at commercializing video games in arcades. Bill Pitts and Hugh Tuck followed an identical path with Galaxy Game, an adaptation installed at Stanford. These initiatives marked the early stirrings of an industry that would revolutionize entertainment.

Russell and his team’s approach broke with the utilitarian vision of computing. Their machines, initially designed for scientific calculation and administrative management, suddenly revealed their creative and recreational potential. Spacewar! demonstrated the importance of interactivity, graphical interface, and user-centered programming—concepts that would influence the development of personal computing.

The source code freely circulating among universities represented the spirit of sharing that would later characterize free software. This openness encouraged programmers to modify and enrich the game, creating a multitude of versions. DEC adopted Spacewar! as a test program for its computers: if the game ran correctly, the machine was declared operational.

In 1972, Stewart Brand organized the “Spacewar Olympics” at the Stanford Artificial Intelligence Laboratory, a tournament that thrust the game into the spotlight. Rolling Stone magazine covered the event, introducing the general public to this new form of electronic competition. Ralph Gorin had developed for the occasion a sophisticated version supporting up to five simultaneous players, enhanced with space mines and other tactical innovations.