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Special contributions were, aside from Peter Samson's Expensive Planetarium that could have well served as a stand-alone program, the addition of the gravity computations by Dan Edward and his ingenious outline-compiler which allowed only the inclusion of gravity.
Even with the extensive JIT-code produced by the outline-compiler the memory condition were not tense, allowing for ample space for patches and even the parallel use of the online-debugger ddt.
Stories of swapping in and out values of shared storage locations for terse memory are urban myths and do not withstand an inspection of the source code.
Resources were not so much restricted by the amount of memory available or the particular execution time, but by the requirements of refreshing the screen at a steady frame rate and the delay caused by the display's response to any plotting commands.
While an internal instruction completed in 5 microseconds, the display required 50 microseconds to respond with a completion pulse.
This was caused by some cooling circuits in the display, which prevented the beam from oscillating or "ringing" while jumping at high speeds from one plotting location to the next.
Therefore, the real expensive article was a dot on the display. While the game was for some years, with a few exceptions, available on DEC machines only, it saw its spreading by frequent ports to other platforms in the s and provided a popular entertainment to the happy few who had access to a computer with a suitable screen.
Some settings to modify the game's behavior could be adjusted by flipping one of the sense switches, an array of 6 switches dedicated to user interaction on the PDP-1 's console.
The menu items always reflect the options available with the particular program. You may also use the keyboard to toggle sense switches by pressing the SHIFT key and the appropriate number key Most versions of Spacewar!
Steve Russell: "It was quite interesting to fiddle with the parameters, which of course I had to do to get it to be a really good game.
By changing the parameters you could change it anywhere from essentially just random, where it was pure luck, to something where skill and experience counted above everything else.
These "often changed constants" could be altered either by manipulating individual bits by the means of the operator's console or, more likely, by the use of the online-debugger ddt.
The emulator provides access to most of these "constants" by a special parameters dialog, accessible by the options menu. The parameters are bounded to sane values e.
Note: While called "constants" in the comments, the entries in this setup table weren't actually parameters, but entire instruction that could have even been replaced by jumps to subroutines that would return the value this was even encouraged by the comments.
The program wouldn't just look up these entries, it would actually execute the given instruction. Avoiding the perils of proper programming, the parameters dialog is sticking with the original instructions and allows the adjustment of their operands in a somewhat user-friendly fashion.
A well established way to set up a game of Spacewar! Orbits established, they would align their ships, ready to launch their torpedoes against the opponent.
Players are encouraged to use gravity as a friend rather than engaging in a quite hopeless attempt to fight against it. In case you would happen to have additional informations, please contact me.
Graetz, MIT. If, when walking down the halls of MIT, you should happen to hear cries of "No! Another western is not being filmed — MIT students and others are merely participating in a new sport, SPACEWAR!
Planned and programmed by Stephen R. Russell under the auspices of the Hingham Institute Study Group on Space Warfare, SPACEWAR is an exciting game for two players, many kibitzers, and a PDP The game starts with each player in control of a spaceship displayed on PDP's scope face equipped with propulsion rockets, rotation gyros, and space torpedoes.
The use of switches to control apparent motion of displayed objects amply demonstrates the real-time capabilities of the PDP Also displayed on the scope is a central sun which excerts a gravitational influence on the spaceships.
The entire battle is conducted against a slowly moving background of stars of the equatorial sky. The object of the game is to destroy the opponent's ship with torpedos.
The computer follows the targets and participants have an opportunity to develop tactics which would be employed in any future warfare in space.
Your editor visited the MIT Campus in Room and can verify an excellent performance. Enthusiasm nevertheless ran high and the battle continued while young Mr.
Russell trued to explain his program. Russell also said that symbolic and binary tapes were available. Please contact Mr.
Russell for additional information. You may note that there is no notion of hyperspace yet in this text, the version in question being apparently Spacewar!
In ca. SPACEWAR The demonstration you are watching on the cathode ray tube is called Spacewar. At first look, Spacewar is a fascinating space-age game, in which two players maneuver rocket-armed spaceships in the near weightlessness of space until one is in position to fire the winning shot.
More important, Spacewar is typical of simulation techniques used in psychology laboratories to analyze the problems of man-machine relationships in complex or little-understood situations.
General-purpose computers and other digital equipment play a key role in many scientific studies. The PDP-1 computer used in Spacewar is performing calculations at speeds up to , per second as it interprets the operator's switch actions and sends positional information to the display at a rate of 20, points per second.
To give some idea of the complexity of the computer's task, we might mention that in storing and plotting the relative positions and speeds of the spaceships, rockets, stars, and sun, PDP-1 is referring to Newton's laws of motion stored in its word core memory.
Thus the operators must compensate for gravitational attraction when the spaceships come close to the sun. They go to work almost immediately, since minimum customer training is required.
Ample controls and indicators provide easy and convenient operation and control. The Precision CRT Display Type 30 demonstrated here is one of the family of computer-operated displays designed by Digital Equipment Corporation to extend greatly the usefulness of the computers.
With the unique Light Pen Type 32, a completely untrained operator can communicate with the computer.
For example, the Light Pen aimed at the scope face could signal the computer to modify an engineering drawing displayed at the scope.
The modified drawing would be displayed instantaneously. Fleet Action , a new old-style game based on the original Spacewar!
Kuhfeld's flavor of Spacewar! This application is actually up for a re-write. Frame by Frame On: display each frame, Off: double frames, no flicker.
Emulation speed Normal x 1 Faster x 1. Clear Scores. HIT TAB ON KEYBOARD TO SWAP CONTROL BOXES AND SHIPS. Special subpixel rendering is employed in order to boost the visible resolution beyond the physical resolution provided by the display element in the browser.
Compare these contemporary photos:   . Versions available by the "versions menu" at the top left of the emulated display : Spacewar!
The program is dated "24 sep 62" and is loaded from an authentic binary paper-tape image spacewar3. Colission radii and turning pivots of the ships have been adjusted accordingly.
This is quite similar to the presentation seen in other emulations. Please mind that the changes have minor effects on the gameplay. The code is based on the original PDP-1 assembler sources by Steve Russell as available at bitsavers.
Landsteiner, ; this is not an authentic version! The program features the pre-particle-system "Crock Explosion"  and optionally a faster movement of the starfield sense switch 4 , torpedoes are single shot only no salvoes.
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