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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
517:
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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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
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"
339:
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
627:
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
267:
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
340:
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
276:
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
415:
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
516:
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
280:
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
580:
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.
431:
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
628:
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
459:
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
289:, 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.
420:. 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,
241:
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
1405:
302:
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
472:
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
476:, 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
649:. 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,
1371:, 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
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
1316:
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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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.
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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
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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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468:, which connected several research institutions around America. Many of these institutions owned PDS-1 terminals, and
377:. 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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178:(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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985:"Steve Colley's accounting of the beginning of Maze (and other history and thoughts)"
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361:, 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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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
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718:'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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205:) 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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353:(MIT) beginning in the fall of 1973, while Colley and Palmer went to
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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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1158:"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
1347:"Blast from the Past: The Dawn of the First-Person Shooter"
1020:"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
762:, with multiple variations on spacing and capitalization.
182:
expanded it into an eight-player game using the school's
64:
Steve Colley, Greg Thompson, Howard Palmer (NASA version)
776:
1318:
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)"
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1076:
1074:
1024:The Maze War 30 Year Retrospective at the DigiBarn
978:
976:
1476:
1114:
1071:
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
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989:Stories from the Maze War 30 Year Retrospective
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694:by Xanth Software in 1987, which was ported as
216:by Jim Guyton, Mike Wahrman, and colleagues at
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1088:"David Lebling's Story of Maze at MIT (1974+)"
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1515:Video games developed in the United States
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443:game for onlookers. Although lab director
167:during a school work/study program at the
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1288:—a kind of forebear to space combat sims
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634:in 1991 without direct inspiration from
540:(PARC), and Mike Wahrman, who worked at
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349:program with them. Thompson went to the
72:Jim Guyton, Mike Wahrman (Xerox version)
1510:Public-domain software with source code
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653:released a version of the game for the
532:In 1977, Jim Guyton, a staff member at
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1137:from the original on February 23, 2022
1120:
1102:from the original on February 23, 2022
1034:from the original on November 15, 2020
1017:
982:
1408:from the original on January 21, 2022
1274:from the original on October 15, 2017
1174:from the original on December 2, 2012
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351:Massachusetts Institute of Technology
176:Massachusetts Institute of Technology
1315:
1261:
1193:Jensen, K. Thor (October 11, 2017).
946:
480:these cross-country games incurred.
474:University of California, Santa Cruz
1309:
1262:Moss, Richard (February 14, 2016).
1186:
816:Thompson, Greg (November 7, 2004).
704:Super Nintendo Entertainment System
268:right or look behind themselves in
24:
1211:from the original on June 12, 2020
1149:
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:
1526:
1424:
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).
744:
292:
13:
1:
1121:Guyton, Jim (November 2004).
1053:Waldrop, M. Mitchell (2018).
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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
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819:The aMazing History of Maze
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588:Carnegie Mellon University
50:on an Imlac PDS-1D at the
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828:Mountain View, California
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538:Palo Alto Research Center
492:The Maze Game and Mazewar
373:; Palmer refers to it as
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1505:Multiplayer online games
1397:Maze Wars+ advertisement
1131:DigiBarn Computer Museum
1096:DigiBarn Computer Museum
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993:DigiBarn Computer Museum
832:DigiBarn Computer Museum
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1460:Computer History Museum
1438:for the MIT version of
902:Computer Games Magazine
824:Computer History Museum
464:, the precursor to the
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52:Computer History Museum
734:by IndiVideo in 1998.
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434:Evans & Sutherland
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153:, is a 3D multiplayer
1490:First-person shooters
1322:Bloomsbury Publishing
1233:Barton, Matt (2019).
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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
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502:
445:J. C. R. Licklider
401:mainframe computer
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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
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60:Developer(s)
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1361:October 14,
1278:October 14,
712:Oracle Maze
405:paper tapes
319:Imlac PDS-1
293:Development
162:Imlac PDS-1
135:multiplayer
84:Imlac PDS-1
78:Platform(s)
1500:Maze games
1479:Categories
770:References
662:Maze Wars+
647:X MazeWars
592:Xerox Star
550:Xerox Alto
544:, rewrote
222:Xerox Alto
192:and PDS-1
96:Xerox Star
92:Xerox Alto
82:Computer (
1402:MacroMind
1239:CRC Press
1163:Gamasutra
915:1546-5101
708:Game Gear
687:MIDI Maze
666:AppleTalk
658:Macintosh
651:MacroMind
574:Maze Wars
287:terminals
270:90-degree
261:maze game
194:terminals
158:maze game
1469:Maze War
1406:Archived
1404:. 1987.
1373:Wizardry
1369:Maze War
1272:Archived
1209:Archived
1200:PC Gamer
1172:Archived
1135:Archived
1100:Archived
1032:Archived
997:Archived
965:June 17,
959:Archived
878:Archived
869:Engadget
836:Archived
760:Maze War
728:MazeWars
724:NeXTSTEP
720:MazeWars
700:Game Boy
692:Atari ST
690:for the
570:Maze War
554:ethernet
466:Internet
449:Al Vezza
375:Maze War
367:Maze War
333:vertices
249:Gameplay
220:for the
150:Maze War
112:Genre(s)
18:Maze War
1436:listing
1412:May 31,
1351:USGamer
1215:May 31,
1141:May 30,
1106:May 30,
1038:May 30,
1003:May 30,
954:Polygon
884:May 30,
842:May 31,
732:Palm OS
698:to the
660:titled
596:Mazewar
566:MazeWar
562:Mazewar
462:ARPANET
329:monitor
243:avatars
214:Mazewar
199:ARPANET
127:Mode(s)
103:Release
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1286:Spasim
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1205:Future
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716:Oracle
706:, and
675:Mac OS
620:Spasim
606:Legacy
578:raster
572:, and
398:PDP-10
396:(DEC)
283:avatar
238:Spasim
187:PDP-10
88:PDP-10
1465:Video
1294:Elite
874:Yahoo
738:Notes
655:Apple
534:Xerox
453:DARPA
437:LDS-1
218:Xerox
203:DARPA
1456:Maze
1440:Maze
1434:and
1414:2022
1375:and
1363:2017
1326:ISBN
1300:and
1298:Maze
1292:and
1280:2017
1243:ISBN
1217:2022
1180:2017
1143:2022
1108:2022
1059:ISBN
1040:2022
1005:2022
967:2020
911:ISSN
886:2022
844:2022
756:Maze
752:Maze
730:for
722:for
682:Maze
636:Maze
611:Maze
600:Maze
583:Mesa
548:for
546:Maze
514:Maze
506:Maze
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429:Maze
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371:Maze
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342:Maze
304:NASA
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169:NASA
144:Maze
121:maze
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1454:of
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