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269:. Bowery started working on the game, titled "spasim" as a contraction of "space simulation", as a student in January 1974 while assisting professor Leif Brush with the first computer art class at the university. Brush showed Bowery and the class a PLATO graphics terminal in the Lindquist Center on campus, and Bowery, intrigued, signed up for an individual studies course to assist professor Bobby Brown, who ran the lab with this terminal. Bowery learned to program on the computer, helped by other users such as John Daleske, the developer of 246: 322:, decided to delete the entire game code from the mainframe and start over, building in strategy and resource management elements into the base game instead of adding them on top. Bowery designed the new version to penalize over-reliance on combat and incentivize cooperation as part of a philosophical stance on what he believed actual space expansion would require. The second version of 188: 237:
powering their spaceship or managing their planet. Teams compete or cooperate in order to gain enough resources to reach a far distant planet. Mismanaging a team's resources or over-reliance on combat causes dissatisfaction on the players' planets, and can lead to a "planetary proletariat revolt" which greatly reduces the planet's population and resources.
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implemented on the models, meaning that the models appear see-through and the player can see the wireframe of the "back" of an object as well. The positions of the planets and other players relative to the player update once a second. Players can fire "phasers and torpedoes" to destroy other players'
202:, in which up to 32 players fly spaceships around 4 planetary systems. Players are grouped into teams of up to 8 players, with 1 team per system; players add their names to the rosters of the four teams, named Aggstroms, Diffractions, Fouriers, and Lasers, each with a different type of spaceship from 236:
is focused on space flight and combat. An updated version of the game was released a few months after the initial release that added strategy and resource management; each team's planet has resources, population levels, and standard of living. Players spend their planet's supply of "anti-entropy" on
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is one of the first 3D first-person games ever made; at one point Bowery had a standing offer of $ 500 to any person who could find proof of an earlier such game, or $ 200 for an earlier game that mathematically modeled population versus resource availability and included space resources. The first
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computer network and released in March 1974. The game features four teams of eight players, each controlling a planetary system, where each player controls a spaceship in 3D space in first-person view. Two versions of the game were released: in the first, gameplay is limited to flight and space
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was developed over the course of three days, and the pair released it in July 1974. Bowery released occasional updates to the game until he graduated; afterwards it was maintained by Steve Lionel, who added a tutorial on navigating in polar coordinates.
745:, the video game that lays claim to perhaps more "firsts" than any other — the first first-person shooter, the first multiplayer networked game, the first game with both overhead and first-person view modes, the first game with modding tools and more. 229:. Players can switch their perspective between their ship, their starting space station, and torpedoes they have launched, in addition to changing the angle and magnification zoom of their camera. All controls are entered via single-key text inputs. 111:
combat, and in the second systems of resource management and strategy were added as players cooperate or compete to reach a distant planet with extensive resources while managing their own systems to prevent destructive revolts. Although
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had "quite a following" on the PLATO network and that there was "a late night cult" that was devoted to the game, though the emphasis in the second version of strategy over combat cut the playerbase in half.
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Screenshot of gameplay; the screen at the top shows the player's view of a space station, while the bottom half of the screen displayed details about the ship's position and direction.
782:, 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 475: 766: 310:, subtitled "An Investigation of Holographic Space", was launched in March 1974. A few months later, Bowery set out to rewrite the game, with the assistance of 729: 543: 608:
Wolf, Mark J. P. (2012-11-02). "BattleZone and the Origins of First-Person Shooting Games". In Voorhees, Gerald A.; Call, Joshua; Whitlock, Katie (eds.).
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has previously been considered along with it to be one of the "joint ancestors" of the first-person shooter genre, due to earlier uncertainty over
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that January while assisting a computer art class. He was inspired to create the original game by the multiplayer PLATO action game
139:; Bowery was assisted in the second version by fellow student Frank Canzolino. Bowery encountered the PLATO system of thousands of 161:
was one of the first 3D first-person video games; at one point, Bowery offered a reward to any person who could offer proof that
904: 208:. Players control their ships in first person in a 3D environment, with other ships appearing as wireframe models. There is no 837:"An archive from the 1970s had the source code for the world's first 3D networked game: =spasim=... now a git hub repository" 909: 819: 702: 659: 621: 467: 356: 924: 758: 314:
student Frank Canzolino. At first, the pair optimized the 3D graphics of the game, but Bowery, inspired by the concept of
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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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was intended to include an educational component; players enter instructions to move their spaceships using
811: 199: 96: 72: 438: 100: 894: 403: 175: 149: 319: 258: 107: 51: 82: 613: 443: 285:, a space action game, to create something in the same vein. Taking code for displaying a 3D 226: 840: 368: 118: 32: 499:—got its first release on the PLATO computer around this time as well, effectively making 8: 209: 144: 413: 266: 262: 47: 42: 815: 724: 698: 617: 218: 140: 836: 67: 663: 286: 794:, a space combat game which purports to be the first ever 3D multiplayer title. 421:
games that came from it. In December 2022, Bowery uploaded the source code for
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distributed worldwide, running processes on nearly a dozen different networked
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Jim Bowery's 32-player, 3D networked, first-person perspective space shooter
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was the direct initial inspiration for several other PLATO games, including
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History of Digital Games: Developments in Art, Design and Interaction
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computer network, which by the 1970s supported several thousand
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Williams, Andrew (2017-03-16). "Early 3D and Networked Games".
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in 1973 and was expanded to support up to eight players at the
530:"A History and Analysis of Level Design in 3D Computer Games" 759:"Blast from the Past: The Dawn of the First-Person Shooter" 401:, another flight simulator, and then the tank driving game 352: 253:
The game was developed by Jim Bowery in early 1974 for the
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for the PLATO system in 1975, which then lead to first
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Guns, Grenades, and Grunts: First-Person Shooter Games
351:, a maze game which ran on two connected computers at 468:"Headshot: A visual history of first-person shooters" 828: 411:has also been cited as a "spiritual ancestor" of 121:as it had shooting and multiplayer by fall 1973, 886: 249:A PLATO terminal with attached keyboard in 1981 289:perspective previously written by Don Lee and 461: 459: 381:According to Bowery, the initial release of 367:, to be one of the "joint ancestors" of the 293:, he designed 3D versions of the ships from 275:(1973), and Charles Miller, who later made 153:, and the second version by the concept of 117:is believed to be the earliest 3D game and 915:Video games developed in the United States 456: 255:University of Illinois at Urbana–Champaign 137:University of Illinois at Urbana–Champaign 805: 653: 491:—a kind of forebear to space combat sims 688: 651: 649: 647: 645: 643: 641: 639: 637: 635: 633: 527: 244: 232:The gameplay of the original version of 186: 756: 566: 564: 562: 560: 371:genre, due to earlier uncertainty over 165:was not the first. He also claims that 920:Video games with available source code 887: 834: 799: 750: 711: 684: 682: 680: 657: 135:The game was developed in 1974 at the 630: 603: 601: 599: 357:Massachusetts Institute of Technology 717: 607: 557: 523: 521: 519: 517: 515: 465: 429:, which he had found in an archive. 677: 13: 596: 14: 941: 866: 512: 507:joint ancestors of the FPS genre. 720:"The first first-person shooter" 363:has been considered, along with 106:developed by Jim Bowery for the 847:from the original on 2023-01-02 769:from the original on 2017-10-15 732:from the original on 2020-06-17 585:from the original on 2017-02-16 546:from the original on 2012-12-02 478:from the original on 2017-10-15 143:remotely connected to a set of 790:for many years afterwards; or 240: 1: 905:PLATO (computer system) games 835:Bowery, James (2022-12-23). 806:Pinchbeck, Dan (2013-06-18). 449: 910:Space flight simulator games 812:University of Michigan Press 757:Davison, Pete (2013-07-17). 718:Moss, Richard (2015-05-21). 662:. Jim Bowery. Archived from 528:Shahrani, Sam (2006-04-05). 466:Moss, Richard (2016-02-14). 200:space flight simulation game 97:space flight simulation game 95:is a 32-player 3D networked 7: 925:Science fiction video games 432: 389:, one of the developers of 182: 10: 946: 658:Bowery, Jim (2001-04-10). 571:Bowery, Jim (2013-01-06). 439:First person (video games) 330: 78: 66: 58: 41: 31: 26: 132:s development timeline. 930:Multiplayer video games 417:(1984) and the line of 73:Space flight simulation 378:development timeline. 250: 192: 900:First-person shooters 741:This is the story of 614:Bloomsbury Publishing 444:Early mainframe games 306:The first version of 248: 227:Cartesian coordinates 190: 369:first-person shooter 221:, e.g. altitude and 119:first-person shooter 808:Doom: Scarydarkfast 788:Eye of the Beholder 335:Bowery claims that 267:mainframe computers 263:graphical terminals 210:hidden-line removal 145:mainframe computers 345:is believed to be 316:positive sum games 251: 193: 155:positive sum games 141:graphics terminals 48:Mainframe computer 821:978-0-472-05191-5 704:978-1-317-50381-1 623:978-1-4411-9144-1 493:Star Wars: X-Wing 407:later that year. 320:cooperative games 219:polar coordinates 198:is a multiplayer 88: 87: 937: 895:1974 video games 872:Source code for 860: 859: 853: 852: 832: 826: 825: 814:. pp. 6–7. 803: 797: 796: 775: 774: 754: 748: 747: 738: 737: 715: 709: 708: 686: 675: 674: 672: 671: 655: 628: 627: 605: 594: 593: 591: 590: 568: 555: 554: 552: 551: 525: 510: 509: 484: 483: 463: 377: 359:that same year. 131: 24: 23: 945: 944: 940: 939: 938: 936: 935: 934: 885: 884: 869: 864: 863: 850: 848: 833: 829: 822: 804: 800: 772: 770: 755: 751: 735: 733: 716: 712: 705: 687: 678: 669: 667: 656: 631: 624: 606: 597: 588: 586: 570: 569: 558: 549: 547: 526: 513: 481: 479: 464: 457: 452: 435: 375: 333: 287:vector graphics 243: 185: 129: 22: 21:1974 video game 17: 16:1974 video game 12: 11: 5: 943: 933: 932: 927: 922: 917: 912: 907: 902: 897: 883: 882: 868: 867:External links 865: 862: 861: 827: 820: 798: 749: 710: 703: 676: 629: 622: 595: 556: 511: 454: 453: 451: 448: 447: 446: 441: 434: 431: 332: 329: 242: 239: 184: 181: 86: 85: 80: 76: 75: 70: 64: 63: 60: 56: 55: 45: 39: 38: 35: 29: 28: 20: 15: 9: 6: 4: 3: 2: 942: 931: 928: 926: 923: 921: 918: 916: 913: 911: 908: 906: 903: 901: 898: 896: 893: 892: 890: 881: 877: 876: 871: 870: 857: 846: 842: 838: 831: 823: 817: 813: 809: 802: 795: 793: 789: 785: 781: 768: 764: 760: 753: 746: 744: 731: 727: 726: 721: 714: 706: 700: 696: 692: 685: 683: 681: 666:on 2001-04-10 665: 661: 654: 652: 650: 648: 646: 644: 642: 640: 638: 636: 634: 625: 619: 615: 611: 604: 602: 600: 584: 580: 576: 575: 567: 565: 563: 561: 545: 541: 537: 536: 531: 524: 522: 520: 518: 516: 508: 506: 502: 498: 494: 490: 477: 473: 469: 462: 460: 455: 445: 442: 440: 437: 436: 430: 428: 424: 420: 419:space trading 416: 415: 410: 406: 405: 400: 396: 392: 388: 384: 379: 374: 370: 366: 362: 358: 354: 350: 349: 343: 338: 328: 325: 321: 317: 313: 309: 304: 302: 301: 296: 292: 288: 284: 280: 279: 274: 273: 268: 264: 260: 256: 247: 238: 235: 230: 228: 224: 220: 216: 211: 207: 206: 201: 197: 189: 180: 178: 177: 172: 168: 164: 160: 156: 152: 151: 146: 142: 138: 133: 128: 124: 120: 116: 115: 109: 105: 104:space shooter 102: 98: 94: 93: 84: 81: 77: 74: 71: 69: 65: 61: 57: 53: 49: 46: 44: 40: 36: 34: 30: 25: 19: 874: 854:– via 849:. 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Index

Developer(s)
Platform(s)
Mainframe computer
PLATO
Genre(s)
Space flight simulation
Multiplayer
space flight simulation game
first-person
space shooter
PLATO
Maze
first-person shooter
University of Illinois at Urbana–Champaign
graphics terminals
mainframe computers
Empire
positive sum games
Panther

space flight simulation game
Star Trek
hidden-line removal
polar coordinates
azimuth
Cartesian coordinates

University of Illinois at Urbana–Champaign
PLATO
graphical terminals

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