Game development The 1960s

Documented to the year

Spacewar! travels from lab to lab on paper tape

Written for a new PDP-1 at MIT, Spacewar! set two rocket ships dueling in the gravity well of a star. Copies traveled to other installations on paper tape until it became a standard demonstration program.

First playable version completed in 1962 and revised continuously afterward

Entry 11 of 164 in the record

What happened

Steve Russell wrote the first working version, prodded along by friends who wanted something worth showing on the machine and drawing on the pulp space fiction they were all reading. Others improved it quickly. One programmer replaced the scattered dots of the background with an accurate star field, another rewrote the gravity computation so it would run fast enough to be playable, and a third added a hyperspace jump that could rescue a cornered player at some risk. Hand controllers were built from spare parts because sharing keys across one console was miserable.

Nobody owned it in any practical sense. The program was passed along with the hardware, occasionally shipped as a way to prove a delivered computer worked, and rewritten for other machines by people who had seen it running. Because the computers involved cost as much as a house, the audience was confined to universities, laboratories and research firms, but inside that world the game was everywhere. A tournament at Stanford in 1972 drew coverage in a national magazine, which is how many readers outside computing first heard of any of this.

Two commercial products came almost directly out of it. A pair of engineers built a coin-operated version for a Stanford student union, and another pair, one of whom had played it as a student, designed the first arcade cabinet manufactured for sale. Neither paid anyone for the idea, because there was nobody to pay. Spacewar! is therefore the hinge between computer games as a laboratory pastime and video games as a business, and it managed that without ever being sold.

The world at the time

The PDP-1 was small and cheap by 1962 standards, which meant a laboratory could let people use it interactively instead of rationing batch jobs. Space flight was in the news constantly and science fiction supplied ready imagery. No commercial market for computer games existed, or could have, since the potential audience amounted to a few dozen institutions.

Historical significance

The first computer game to spread widely, and the first shaped by many hands rather than a single author. It also established that real-time competition between two people, built on simple physics with no scoring beyond survival, was compelling enough that expensive machines would be borrowed to run it.

What it changed

Coin-operated adaptations followed within a decade and founded the arcade industry. The game itself has been reimplemented on nearly every generation of hardware since, partly from affection and partly as an exercise. Its influence shows in the thrust-and-inertia handling of later space games, and its collaborative, unowned development anticipated free software and modding culture.

Sources consulted

  1. Hackers: Heroes of the Computer Revolution Steven Levy · Anchor Press/Doubleday · 1984
  2. Spacewar: Fanatic Life and Symbolic Death Among the Computer Bums Stewart Brand · Rolling Stone · 1972
  3. Replay: The History of Video Games Tristan Donovan · Yellow Ant · 2010

Listed sources support the facts in this entry. Wording throughout is original to this archive. Read more about how entries are researched in sources and methodology.

Last reviewed September 2, 2026. Report a correction