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Maze (1973 video game)

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supported up to eight players or computer-controlled figures in a maze at once, which was now a 16 by 32 grid. Thompson worked on the PDS-1 code that allowed for more players, the visuals for the bullets, the score-keeping, the ability to see a top-down view of the maze, and a cheat command to move through walls. Lebling, meanwhile, wrote the PDP-10 code to connect all of the players and allow text messaging between terminals, a simple "robot" player that could play the game if there were not enough human players, and a program for players to create their own maze layouts. When he discovered that the robot players were too difficult for some players, he altered the robot players to move slower once they scored a certain number of points. Players were represented in the maze as their three-letter user id, along with an arrow pointing which way they were facing. The game was popular around the lab as well as with other MIT students, who would make accounts on the system just to play
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easier to create hardware that did not need to treat the floor and ceiling differently than other sides. Woltman added robot players like in the computer version of the game, but the trio discovered that since humans found it difficult to visualize where they were in the multi-level maze, the robot players were much harder to beat despite their simple algorithm. They made the difficulty adjustable in response by letting the player adjust the hardware speed, in turn making the robots react slower. As the hardware could not use a computer monitor, the team used
525: 381: 42: 560:, which he enthusiastically described to Guyton using the name "Mazewar". After Guyton moved to Xerox, the pair felt that the game would be suited to the Alto and could be improved on there, and Wahrman got copies of the PDP-10 and PDS-1 code. The pair spent the next year working on the game, which has been inconsistently remembered as 497: 285:'s position in it, while later versions kept the top-down view next to or below the viewscreen at all times. Different versions of the game support different numbers of players; the initial concept only supported two players, while the first main version of the game supported eight players at different 344:
program, wherein the player had a goal of traversing the maze to its exit. Palmer and Thompson expanded the game to support two players at once using two PDS-1s linked together with a serial cable, and then added the ability for the two players to shoot one another. Colley added the ability to "peek"
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on the screen, thereby displaying a 3D model that looked solid rather than see-through. Colley created a program that could rotate a solid-seeming cube on the screen, and the trio considered how to make a fun program with it, as students at the lab, including Thompson, had previously created versions
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by Jim Bowery, to be one of the "joint ancestors" of the genre. It has additionally been credited with a variety of other firsts, such as level editing due to Lebling's editor, observer mode and radar from the top-down view, and avatars from the representation of other players. Despite its number of
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that are either empty or solid and form a flat plane containing walls of equal height. The game contains a default maze layout, but players can provide their own upon starting the game. The player can move forward and backwards between spaces at a rate of one space per key press and can turn left or
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programming language and were assisted by several other Xerox employees, including Steven Hayes, Bill Verplank, Jim Sandman, and Bruce Malasky. The text representation of other players was replaced with a large eyeball drawn by Verplank. The game was an immediate hit around the office, and within a
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of arcade games on the computers. Palmer suggested creating a maze that the user could move through, which he and Colley agreed could work if it was a flat maze composed of cubes where the player's view could only be at 90 degree angles. Colley came back to the other two the next day with the basic
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or allow them to shoot. Other players in the maze are displayed as the letters of their usernames along with an indicator of which direction they are looking; later versions of the game replaced this with the image of an eyeball. Players can also send text messages that are displayed on the screens
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decided to recreate and expand the game on the Project MAC computer system. Although Lebling does not recall shooting in the version of the game Thompson showed him, it was soon re-added as the pair greatly expanded the game. The new version of the game used the PDP-10 as a centralized server and
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titled "The Maze Game"; Thompson designed the computer hardware, Woltman wrote the software, and Horowitz created the display system. In this version, the maze was a 16 by 16 by 16 cube with no gravity in which the player could move up and down just as they did forward and back, as they found it
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Players can shoot bullets, which rapidly move away from the player and hit other players upon touching them; shooting a player earns the shooter ten points, while being shot loses the target five points. After being shot, the target has two seconds to move away before they can be shot again. The
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displays of the Alto, added the top-down display of the maze and the player's position in it to always be below the first-person view, and changed the networking code to handle multiple systems talking directly to each other without a central PDP-10 server. They rewrote the game entirely in the
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local network by up to 30 players. The game featured five different character avatars, including an eyeball similar to that found in the Xerox version of the game, four different types of robot players, additional maze features such as teleporters, and walls made of lines rather than blocks.
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code. Ken Harrenstien and Charles Frankston rewrote portions of the game to use fewer resources so that the PDP-10 could run more than one instance of the game at the same time. Another researcher, Tak To, wrote a "Maze Watcher" program that ran on an
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firsts, the limited availability of the game due to its reliance on specific, expensive computer hardware meant that it was not a large influence on video games or on the modern first-person shooter genre, which is generally held to have started with
201:. Due to the popularity of the game, laboratory managers at MIT both played it while also trying to restrict its use due to the large amount of time students were spending on it. There are reports that the Defense Advanced Research Projects Agency ( 590:, which were some of the few non-Xerox locations that owned Xerox Alto computers. Guyton maintained the game for another six months before leaving Xerox for RAND. In 1981, Xerox commercially released a modified version of the Alto as the 669:
Advertisements for the game referred to it as "a direct descendant of the well known M.I.T. and Xerox PARC network classics" and at one point listed it as for sale directly by MacroMind for US$ 49.95. It was followed by
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along with adding scoring, top-down map views, and a level editor. Other programmers at MIT improved this version of the game, which was also playable between people at different universities over the nascent
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games, leading to a continual back and forth as players found ways to avoid the program—or simply turn it off, as the system had no security mechanism to prevent it. Project MAC was part of the nascent
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around corners without moving because he felt it was too easy to be shot while trying to move and then turn. By the end of 1973, all three developers had left NASA to go to college, and they took the
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to be one of the "joint ancestors" of the genre. It has additionally been credited with a variety of other firsts, such as the first level editor, first observer mode and radar, and first
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The original version of the game was developed by high school students Steve Colley, Howard Palmer, and Greg Thompson in mid to late 1973 during a school work/study program at the
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spread to them as well, allowing multiplayer games across the ARPANET. According to Lebling, the first multiplayer game between institutions was between students at MIT and the
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and Stanford: it was later reported that at one point DARPA banned it from the network as half of the communication traffic between Stanford and MIT was for the game.
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computer. The Xerox version went on to inspire many different takes on the first-person maze game concept in the 1980s and 1990s, released under many different names.
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players' scores are displayed next to the view of the maze. Early versions of the game let the player overlay the screen with a top-down view of the maze and their
455:) they attempted to limit use of the program. At Vezza's request, Lebling created a "Maze Guncher" program that would run in the background and crash any running 160:
originally developed in 1973 and expanded in 1974. The first version was developed by high school students Steve Colley, Greg Thompson, and Howard Palmer for the
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Wolf, Mark J. P. (November 2, 2012). "BattleZone and the Origins of First-Person Shooting Games". In Voorhees, Gerald A.; Call, Joshua; Whitlock, Katie (eds.).
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design class, in which he had to do a group project with Mark Horowitz and George Woltman. For the project, they created a hardware system that could run
1031: 245:, but due to its reliance on specific, expensive computer hardware its direct influence on video games and the first-person shooter genre was limited. 1208: 174:. By the end of 1973 the game featured shooting elements and could be played on two computers connected together. After Thompson began school at the 1099: 1134: 996: 877: 272:
increments. They can also peek around corners, which changes their view as if they had both moved forward and turned, but does not move their
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concept, with a variety of graphical styles and differences from the original versions, were released in the 1980s and 1990s. These include
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that Horowitz made act as vector displays. After the class, the game remained as an example for future students for several years.
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is believed to be the first 3D first-person game ever made. It is likely also the earliest example of what was later termed the
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is believed to be the first 3D first-person game ever made. It is likely also the earliest example of what was later termed the
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game. The first was partially developed by Thompson himself; in the fall of 1976 he took an electrical engineering
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also played the game, as the lab was funded for serious purposes by the Defense Advanced Research Projects Agency (
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in which players traverse a flat maze and shoot opponents to score points. The maze layout is represented by a
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There's some debate over exactly what the first ever first-person perspective video game was, but it's either
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genre; prior confusion over the development timeline of the game has led to it being considered, along with
51: 1435: 1194: 754:, the multiple versions of the game are all inconsistently referred to, even by their creators, as either 134: 212:, including a specialized hardware-based game by Thompson and other students as well as a version titled 1321: 1087: 264: 1431: 1122: 984: 863: 433: 388:
At MIT, Thompson became involved in computer modeling of dynamic systems at MIT's Project MAC (now the
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Once Thompson and Lebling converted the game to the PDP-10, other programmers further developed the
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few weeks it had spread to other Xerox locations. Eventually, it migrated to MIT, Stanford, and
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networking protocol. Wahrman had played the game at MIT in 1976 while he and Guyton worked at
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networked to eight less-powerful PDS-1s for use as graphical terminals. Thompson brought
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Photo of Xerox Alto version of the game, featuring the eyeball avatar of another player
310: 380: 1478: 985:"Steve Colley's accounting of the beginning of Maze (and other history and thoughts)" 477: 1267: 1083: 906: 630: 518: 412: 404: 321: 179: 164: 67: 361:, respectively, at the start of 1974. The game has been inconsistently named both 318: 269: 161: 83: 1383:, a space combat game which purports to be the first ever 3D multiplayer title. 407:
of code for several programs from NASA Ames to MIT in February 1974, including
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computers, which could communicate with each other directly using the nascent
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Jim Bowery's 32-player, 3D networked, first-person perspective space shooter
914: 369:: while Thompson and Colley, writing in a 2004 retrospective, refer to it as 313:, California. The trio were working on creating graphical representations of 1401: 1238: 1162: 707: 686: 665: 657: 650: 496: 1199: 868: 723: 718:'s networking technology connecting many different companies' computers; 699: 691: 576:. They adapted the graphics from the vector displays of the PDS-1 to the 553: 465: 448: 208:
Thompson and other programmers later developed several other versions of
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terminal and would display a top-down view of the maze and players in a
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of a three-dimensional object would not be visible to a viewer and then
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The Xerox version of the game was adapted by Christopher Kent for the
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in 1992, which was bundled with Macintosh computers for a time.
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was played almost constantly outside of the primary lab hours.
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proliferated after it, in turn inspiring further versions of
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used as evidence of prior art in later copyright court case
1347:"Blast from the Past: The Dawn of the First-Person Shooter" 1020:"Howard Palmer reports the True Early History of Maze War!" 899:
Handy, Alex (July 2005). "The First First-person Shooter".
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MIT Computer Science and Artificial Intelligence Laboratory
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Although the source code for the game refers to itself as
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Programmers have created several variants of the original
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expanded it into an eight-player game using the school's
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Steve Colley, Greg Thompson, Howard Palmer (NASA version)
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Guns, Grenades, and Grunts: First-Person Shooter Games
331:. Colley was developing a method of determining which 1264:"Headshot: A visual history of first-person shooters" 1123:"Jim Guyton's Story of Maze at Xerox (Alto and Star)" 1078: 1076: 1074: 126: 110: 102: 76: 58: 34: 1024:The Maze War 30 Year Retrospective at the DigiBarn 978: 976: 1195:"The Complete History Of First-Person Shooters" 1127:Stories from the Maze War 30 Year Retrospective 1092:Stories from the Maze War 30 Year Retrospective 989:Stories from the Maze War 30 Year Retrospective 694:by Xanth Software in 1987, which was ported as 216:by Jim Guyton, Mike Wahrman, and colleagues at 1228: 1226: 1088:"David Lebling's Story of Maze at MIT (1974+)" 942: 940: 938: 936: 934: 932: 930: 928: 926: 924: 8: 232:genre and is considered along with the 1974 1448:for "The Maze Game" hardware design project 1515:Video games developed in the United States 857: 855: 853: 443:game for onlookers. Although lab director 167:during a school work/study program at the 40: 31: 1288:—a kind of forebear to space combat sims 634:in 1991 without direct inspiration from 540:(PARC), and Mike Wahrman, who worked at 349:program with them. Thompson went to the 72:Jim Guyton, Mike Wahrman (Xerox version) 1510:Public-domain software with source code 775: 743: 653:released a version of the game for the 532:In 1977, Jim Guyton, a staff member at 1137:from the original on February 23, 2022 1102:from the original on February 23, 2022 1034:from the original on November 15, 2020 1408:from the original on January 21, 2022 1274:from the original on October 15, 2017 1174:from the original on December 2, 2012 351:Massachusetts Institute of Technology 176:Massachusetts Institute of Technology 7: 1193:Jensen, K. Thor (October 11, 2017). 480:these cross-country games incurred. 474:University of California, Santa Cruz 1262:Moss, Richard (February 14, 2016). 816:Thompson, Greg (November 7, 2004). 704:Super Nintendo Entertainment System 268:right or look behind themselves in 1211:from the original on June 12, 2020 1057:. Stripe Press. pp. 308–309. 961:from the original on June 17, 2020 864:"The Game Archaeologist: Maze War" 862:Olivetti, Justin (June 12, 2012). 838:from the original on July 17, 2021 726:by Mike Kienenberger in 1994, and 355:California Institute of Technology 25: 1304:joint ancestors of the FPS genre. 999:from the original on May 11, 2022 680:Several other games based on the 486:University of Southern California 1018:Palmer, Howard (November 2004). 949:"The first first-person shooter" 880:from the original on May 6, 2018 484:was particularly popular at the 1345:Davison, Pete (July 17, 2013). 1156:Shahrani, Sam (April 5, 2006). 983:Colley, Steve (November 2004). 826:Vintage Computer Festival 7.0. 1379:for many years afterwards; or 947:Moss, Richard (May 21, 2015). 1: 1121:Guyton, Jim (November 2004). 1053:Waldrop, M. Mitchell (2018). 394:Digital Equipment Corporation 384:DEC PDP-10 mainframe computer 184:Digital Equipment Corporation 1458:gameplay by Tom Uban at the 664:, which was playable on the 625:space flight simulation game 315:computational fluid dynamics 234:space flight simulation game 819:The aMazing History of Maze 1531: 588:Carnegie Mellon University 50:on an Imlac PDS-1D at the 1467:of Xerox Alto version of 828:Mountain View, California 594:, and the source code to 538:Palo Alto Research Center 492:The Maze Game and Mazewar 373:; Palmer refers to it as 39: 1505:Multiplayer online games 1397:Maze Wars+ advertisement 1131:DigiBarn Computer Museum 1096:DigiBarn Computer Museum 1028:DigiBarn Computer Museum 993:DigiBarn Computer Museum 832:DigiBarn Computer Museum 1460:Computer History Museum 1438:for the MIT version of 902:Computer Games Magazine 824:Computer History Museum 464:, the precursor to the 447:and assistant director 52:Computer History Museum 734:by IndiVideo in 1998. 529: 501: 434:Evans & Sutherland 385: 153:, is a 3D multiplayer 1490:First-person shooters 1322:Bloomsbury Publishing 1233:Barton, Matt (2019). 527: 499: 383: 1452:Imlac Maze War Video 615:first-person shooter 392:), which featured a 307:Ames Research Center 258:first-person shooter 230:first-person shooter 172:Ames Research Center 155:first-person shooter 117:First-person shooter 1377:Eye of the Beholder 1357:on October 15, 2017 528:Xerox Alto computer 510:digital electronics 411:. He and co-worker 359:Stanford University 1442:, as of April 1974 1241:. pp. 47–51. 909:. pp. 45–47. 645:at DEC in 1986 as 530: 502: 445:J. C. R. Licklider 401:mainframe computer 386: 277:of other players. 190:mainframe computer 1331:978-1-4411-9144-1 1290:Star Wars: X-Wing 1248:978-1-00-000092-4 1235:Vintage Games 2.0 1086:(November 2004). 1064:978-1-73226-511-0 1055:The Dream Machine 256:is a multiplayer 140: 139: 16:(Redirected from 1522: 1485:1973 video games 1432:Assembler source 1418: 1417: 1415: 1413: 1392: 1386: 1385: 1364: 1362: 1353:. Archived from 1342: 1336: 1335: 1313: 1307: 1306: 1281: 1279: 1259: 1253: 1252: 1230: 1221: 1220: 1218: 1216: 1190: 1184: 1183: 1181: 1179: 1153: 1147: 1146: 1144: 1142: 1118: 1112: 1111: 1109: 1107: 1080: 1069: 1068: 1050: 1044: 1043: 1041: 1039: 1015: 1009: 1008: 1006: 1004: 980: 971: 970: 968: 966: 944: 919: 918: 905:. 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Index

Maze War
Computer monitor showing a green vector view of a maze
Computer History Museum
Developer(s)
Dave Lebling
Platform(s)
Imlac PDS-1
PDP-10
Xerox Alto
Xerox Star
Genre(s)
First-person shooter
maze
Single-player
multiplayer
first-person shooter
maze game
Imlac PDS-1
minicomputer
NASA
Ames Research Center
Massachusetts Institute of Technology
Dave Lebling
Digital Equipment Corporation
PDP-10
mainframe computer
terminals
ARPANET
DARPA
Xerox

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