Spacewar 1 and the Beginnings of Video Game Aesthetics
masswerk.at
masswerk.at
I played this a lot with a buddy. One day some clown came into the arcade and saw me playing. He said he was the best in the world, and wanted to challenge me to one game (for $20). I kept trying to fend him off and decline his challenge, but my friend put up the money.
I had never played anyone so good, and it took me a little while to adapt to his tactics. After a few minutes, I beat him. My friend collected his money, and then the guy started running around the arcade (Sega Center) yelling "This guy is the best Space War player!" over and over again while pointing at me. I was pretty embarrassed for him.
It's funny how you were embarrassed for him. He probably wasn't embarrassed. Maybe he was right!
He sounds refreshingly honest and self aware to me. He went around loudly letting everyone know he was the best player, when proven wrong he just as loudly informed everyone of the correction. Everyone should be more like the second best Space War player in the world.
;)
https://en.wikipedia.org/wiki/A_Game_of_Pool_%28The_Twilight...
It always confused me as a kid how the economy functioned with "everyone" working at a desk. This certainly didn't help.
(Read, code analysis of every single line.)
Another decision probably dictated by the display hardware was the speed of the spaceships. Because of the long persistence of the phosphor, you get these iconic trails for moving objects. If you make the ships go too fast, you'll see distinctive outlines "stamped" onto the display. So you automatically want to make this as smooth as possible (so that the individual plots merge into a solid trail). This is on the other hand facilitated by the fact that the display coordinates provide 8 fractional bits in a standard PDP-1 18-bit word. So you can move and turn things by really small ("subpixel") increments.
https://www.masswerk.at/spacewar/640/?v=spacewar1&ss=5:1,6:1
Curious of your experience with them and what the best games were and why?