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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
506:
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
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549:, 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
274:'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
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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
616:
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
256:
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
329:
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
404:
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
505:
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
269:
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.
420:
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
190:. 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 (
579:, 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
658:
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
278:, and later variants supported more. In addition to human players, "robot" players can be added to the game, which follow simple algorithms to play the game and slow down if they reach a score limit.
409:. As users had to reserve time on the terminals due to the limited availability, some players would go to the lab in the middle of the night in order to play the game. According to Lebling,
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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
1394:
291:
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
461:
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
465:, although the slow speed of the network left the non-MIT players at a disadvantage. The code for the game was adjusted by Harrenstien and Frankston to account for the extra
638:. This version was based directly on the Xerox source code, which Kent, who had first been shown the game at RAND by Guyton, received from a former Xerox employee. In 1987,
1360:, an early example of a maze-based "deathmatch", and a game which pioneered the "flick-screen" grid-based movement that would be seen in classic dungeon crawlers such as
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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
444:) 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
149:
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
1305:
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
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234:, but due to its reliance on specific, expensive computer hardware its direct influence on video games and the first-person shooter genre was limited.
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163:. 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
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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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366:. Later versions of the game also use both names inconsistently, although the PDS-1 source code titles itself "Maze".
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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
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At MIT, Thompson became involved in computer modeling of dynamic systems at MIT's Project MAC (now the
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167:(MIT), he brought the game to the school's computer science laboratory in February 1974, where he and
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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
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974:"Steve Colley's accounting of the beginning of Maze (and other history and thoughts)"
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350:, respectively, at the start of 1974. The game has been inconsistently named both
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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
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358:: while Thompson and Colley, writing in a 2004 retrospective, refer to it as
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707:'s networking technology connecting many different companies' computers;
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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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194:) at one point banned the game from the ARPANET due to its popularity.
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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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1147:"A History and Analysis of Level Design in 3D Computer Games"
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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
1336:"Blast from the Past: The Dawn of the First-Person Shooter"
1009:"Howard Palmer reports the True Early History of Maze War!"
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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
751:, with multiple variations on spacing and capitalization.
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expanded it into an eight-player game using the school's
53:
Steve Colley, Greg Thompson, Howard Palmer (NASA version)
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1307:
Guns, Grenades, and Grunts: First-Person Shooter Games
320:. Colley was developing a method of determining which
1253:"Headshot: A visual history of first-person shooters"
1112:"Jim Guyton's Story of Maze at Xerox (Alto and Star)"
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1065:
1063:
1013:The Maze War 30 Year Retrospective at the DigiBarn
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1184:"The Complete History Of First-Person Shooters"
1116:Stories from the Maze War 30 Year Retrospective
1081:Stories from the Maze War 30 Year Retrospective
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978:Stories from the Maze War 30 Year Retrospective
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683:by Xanth Software in 1987, which was ported as
205:by Jim Guyton, Mike Wahrman, and colleagues at
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1077:"David Lebling's Story of Maze at MIT (1974+)"
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156:during a school work/study program at the
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1277:—a kind of forebear to space combat sims
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623:in 1991 without direct inspiration from
529:(PARC), and Mike Wahrman, who worked at
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338:program with them. Thompson went to the
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1499:Public-domain software with source code
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642:released a version of the game for the
521:In 1977, Jim Guyton, a staff member at
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1126:from the original on February 23, 2022
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1091:from the original on February 23, 2022
1023:from the original on November 15, 2020
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1397:from the original on January 21, 2022
1263:from the original on October 15, 2017
1163:from the original on December 2, 2012
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340:Massachusetts Institute of Technology
165:Massachusetts Institute of Technology
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1250:
1182:Jensen, K. Thor (October 11, 2017).
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469:these cross-country games incurred.
463:University of California, Santa Cruz
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1251:Moss, Richard (February 14, 2016).
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805:Thompson, Greg (November 7, 2004).
693:Super Nintendo Entertainment System
257:right or look behind themselves in
13:
1200:from the original on June 12, 2020
1138:
1046:. Stripe Press. pp. 308–309.
950:from the original on June 17, 2020
853:"The Game Archaeologist: Maze War"
851:Olivetti, Justin (June 12, 2012).
827:from the original on July 17, 2021
715:by Mike Kienenberger in 1994, and
344:California Institute of Technology
14:
1515:
1413:
1293:joint ancestors of the FPS genre.
988:from the original on May 11, 2022
669:Several other games based on the
475:University of Southern California
1007:Palmer, Howard (November 2004).
938:"The first first-person shooter"
869:from the original on May 6, 2018
473:was particularly popular at the
1334:Davison, Pete (July 17, 2013).
1145:Shahrani, Sam (April 5, 2006).
972:Colley, Steve (November 2004).
815:Vintage Computer Festival 7.0.
1368:for many years afterwards; or
936:Moss, Richard (May 21, 2015).
733:
281:
1:
1110:Guyton, Jim (November 2004).
1042:Waldrop, M. Mitchell (2018).
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383:Digital Equipment Corporation
373:DEC PDP-10 mainframe computer
173:Digital Equipment Corporation
1447:gameplay by Tom Uban at the
653:, which was playable on the
614:space flight simulation game
304:computational fluid dynamics
223:space flight simulation game
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808:The aMazing History of Maze
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10:
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577:Carnegie Mellon University
39:on an Imlac PDS-1D at the
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817:Mountain View, California
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527:Palo Alto Research Center
481:The Maze Game and Mazewar
362:; Palmer refers to it as
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1494:Multiplayer online games
1386:Maze Wars+ advertisement
1120:DigiBarn Computer Museum
1085:DigiBarn Computer Museum
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982:DigiBarn Computer Museum
821:DigiBarn Computer Museum
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1449:Computer History Museum
1427:for the MIT version of
891:Computer Games Magazine
813:Computer History Museum
453:, the precursor to the
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41:Computer History Museum
723:by IndiVideo in 1998.
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423:Evans & Sutherland
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142:, is a 3D multiplayer
1479:First-person shooters
1311:Bloomsbury Publishing
1222:Barton, Matt (2019).
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1441:Imlac Maze War Video
604:first-person shooter
381:), which featured a
296:Ames Research Center
247:first-person shooter
219:first-person shooter
161:Ames Research Center
144:first-person shooter
106:First-person shooter
1366:Eye of the Beholder
1346:on October 15, 2017
517:Xerox Alto computer
499:digital electronics
400:. He and co-worker
348:Stanford University
1431:, as of April 1974
1230:. pp. 47–51.
898:. pp. 45–47.
634:at DEC in 1986 as
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434:J. C. R. Licklider
390:mainframe computer
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266:of other players.
179:mainframe computer
1320:978-1-4411-9144-1
1279:Star Wars: X-Wing
1237:978-1-00-000092-4
1224:Vintage Games 2.0
1075:(November 2004).
1053:978-1-73226-511-0
1044:The Dream Machine
245:is a multiplayer
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1344:the original
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1257:Ars Technica
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57:Dave Lebling
49:Developer(s)
36:
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1350:October 14,
1267:October 14,
701:Oracle Maze
394:paper tapes
308:Imlac PDS-1
282:Development
151:Imlac PDS-1
124:multiplayer
73:Imlac PDS-1
67:Platform(s)
1489:Maze games
1468:Categories
759:References
651:Maze Wars+
636:X MazeWars
581:Xerox Star
539:Xerox Alto
533:, rewrote
211:Xerox Alto
181:and PDS-1
85:Xerox Star
81:Xerox Alto
71:Computer (
1391:MacroMind
1228:CRC Press
1152:Gamasutra
904:1546-5101
697:Game Gear
676:MIDI Maze
655:AppleTalk
647:Macintosh
640:MacroMind
563:Maze Wars
276:terminals
259:90-degree
250:maze game
183:terminals
147:maze game
1458:Maze War
1395:Archived
1393:. 1987.
1362:Wizardry
1358:Maze War
1261:Archived
1198:Archived
1189:PC Gamer
1161:Archived
1124:Archived
1089:Archived
1021:Archived
986:Archived
954:June 17,
948:Archived
867:Archived
858:Engadget
825:Archived
749:Maze War
717:MazeWars
713:NeXTSTEP
709:MazeWars
689:Game Boy
681:Atari ST
679:for the
559:Maze War
543:ethernet
455:Internet
438:Al Vezza
364:Maze War
356:Maze War
322:vertices
238:Gameplay
209:for the
139:Maze War
101:Genre(s)
1425:listing
1401:May 31,
1340:USGamer
1204:May 31,
1130:May 30,
1095:May 30,
1027:May 30,
992:May 30,
943:Polygon
873:May 30,
831:May 31,
721:Palm OS
687:to the
649:titled
585:Mazewar
555:MazeWar
551:Mazewar
451:ARPANET
318:monitor
232:avatars
203:Mazewar
188:ARPANET
116:Mode(s)
92:Release
1370:Spasim
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1291:Spasim
1275:Spasim
1234:
1194:Future
1050:
902:
705:Oracle
695:, and
664:Mac OS
609:Spasim
595:Legacy
567:raster
561:, and
387:PDP-10
385:(DEC)
272:avatar
227:Spasim
176:PDP-10
77:PDP-10
1454:Video
1283:Elite
863:Yahoo
727:Notes
644:Apple
523:Xerox
442:DARPA
426:LDS-1
207:Xerox
192:DARPA
1445:Maze
1429:Maze
1423:and
1403:2022
1364:and
1352:2017
1315:ISBN
1289:and
1287:Maze
1281:and
1269:2017
1232:ISBN
1206:2022
1169:2017
1132:2022
1097:2022
1048:ISBN
1029:2022
994:2022
956:2020
900:ISSN
875:2022
833:2022
745:Maze
741:Maze
719:for
711:for
671:Maze
625:Maze
600:Maze
589:Maze
572:Mesa
537:for
535:Maze
503:Maze
495:Maze
471:Maze
459:Maze
446:Maze
430:Maze
418:Maze
411:Maze
407:Maze
398:Maze
360:Maze
354:and
352:Maze
346:and
336:Maze
331:Maze
293:NASA
287:Maze
243:Maze
215:Maze
199:Maze
158:NASA
133:Maze
110:maze
95:1973
37:Maze
24:Maze
1443:of
1157:UBM
747:or
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