Monthly Archives: February 2012
My photos aren't terrifically clear, but you can see the two spaceships maneuvering around a central sun (and its gravity well). They shoot at each other, and that's a videogame. The starry background, famously, is based on actual star charts.
The original source code to Spacewar has long been available (here, for example) but it is minimally-commented PDP-1 assembly code and not very accessible. The GAMBIT folks have worked for several months to reverse-engineer the code and figure out what's going on. See their blog posts on the project.
GAMBIT has promised (nudge, nudge) to post their marked-up copy of the original assembly, to document what they've discovered. I'll add a link when that happens.
If you missed Spacewar today, you should drop by the MIT Museum this Friday evening (5:30 pm); the game will be demoed again.
More photos below the dotted line.
No long article from me this week; am setting up with a new client to earn money to buy more time to think about games for your pleasure, dear reader. But here a couple of small items nonetheless:
Anna Anthropy’s book Rise of the Videogame Zinesters is coming out this spring, and she asked a bunch of folks to record very short videos for her to stitch together into a book-tour promotion. This was my contribution:
This is the essay I refer to in the video. It really is one of my favorite written works of game-design takeapart.
There are still a few unclaimed songs in Kevin’s Apollo 18 IF Tribute Album project. It’s particularly needful of a short work of interactive fiction that would complement the song “Mammal”, but there are a bunch of one-move “Fingertips” games that need to be written as well.
The first-draft deadline remains set at February 12. Those who find themselves suddenly inspired to create a They Might Be Giants fan-game at tremendous velocity should feel free to claim a remaining slot and follow the instructions on the original post.