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Spacewar! — the first interactive computer game

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Spacewar! — the first interactive computer game

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In 1961, an MIT student by the name of Steve Russell led a team to create the first interactive computer game — Spacewar!. It was developed for the PDP-1 which was an early predecessor to the computers we use today. The PDP-1 had a cathode-ray tube display and utilized keyboard input. Spacewar! is a two-player game in which you are attempting to destroy the other player's ship while avoiding the gravitational pull of the Sun. This would be one of the first entries of interactive computer games and eventually culminate into what we now know of as a video game.

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Developed by Allan Alcorn and distributed by Atari corporations, Pong was the first successful coin-operated arcade game. A one or two-player game, the objective was to pass a ball between two paddles until a player missed the ball — gaining the other player a point. Once a player reached ten points the game was over! Though the premise was simple, this was the first video game to be produced in machines that would be shipped all over the world. It proved that there was a market for video games and profits could be gained from it.

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"If I hadn't done it, someone would've done something equally exciting, if not better, in the next six months. I just happened to get there first." - Steve Russell aka "Slug" on inventing Spacewar.

Steve Russell - Inventing of Spacewar

It was in 1962 when a young computer programmer from MIT named Steve Russell, fueled with inspiration from the writings of E. E. "Doc" Smith, led the team that created the first popular computer game. Starwar was almost the first computer game ever written. However, there were at least two far-lesser-known predecessors: OXO (1952) and Tennis for Two (1958).

It took the team about 200 man-hours to write the first version of Spacewar. Russell wrote Spacewar on a PDP-1, an early DEC (Digital Equipment Corporation) interactive mini computer which used a cathode-ray tube type display and keyboard input. The computer was donated to MIT from DEC, who hoped MIT's think tank would be able to do something remarkable with their product. A computer game called Spacewar was the last thing DEC expected but they later provided the game as a diagnostic program for their customers. Russell never profited from Spacewars.

Description

The PDP-1's operating system was the first to allow multiple users to share the computer simultaneously. This was perfect for playing Spacewar, which was a two-player game involving warring spaceships firing photon torpedoes. Each player could maneuver a spaceship and score by firing missiles at his opponent while avoiding the gravitational pull of the sun.

Try playing a replica of the computer game for yourselves. It still holds today up as a great way to waste a few hours. By the mid-sixties, when computer time was still very expensive, Spacewar could be found on nearly every research computer in the country.

Influence on Nolan Bushnell

Russell transferred to Stanford University, where he introduced computer game programming and Spacewar to an engineering student named Nolan Bushnell. Bushnell went on to write the first coin-operated computer arcade game and start Atari Computers.

An interesting sidenote is that "Doc" Smith, besides being a great science fiction writer, held a Ph.D. in chemical engineering and was the researcher who figured out how to get powdered sugar to stick to doughnuts.

Spacewar! was conceived in 1961 by Martin Graetz, Steve Russell, and Wayne Wiitanen. It was first realized on the PDP-1 in 1962 by Steve Russell, Peter Samson, Dan Edwards and Martin Graetz, together with Alan Kotok, Steve Piner and Robert A. Saunders.

Try playing a replica of the computer game for yourselves. It still holds today up as a great way to waste a few hours:

Spacewar Online - The original 1962 game code runs on PDP-1 emulator in Java.

Play Spacewar - The "a", "s", "d", "f" keys control one of the spaceships. The "k", "l", ";", "'" keys control the other. The controls are spin one way, spin the other, thrust, and fire.

Steve Russell is a computer scientist who led the team that invented Spacewar in 1962, one of the first games ever written for the computer.

Steve Russell - Other Achievements

Steve Russell also contributed to the IBM 704, which was a 1956 upgrade of the 701.

Steve Russell - Background

Steve Russell was educated at Dartmouth College from 1954 to 1958.

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"If I hadn't done it, someone would've done something equally exciting, if not better, in the next six months. I just happened to get there first." - Steve Russell aka "Slug" on inventing Spacewar. It was in 1962 when a young computer programmer from MIT named Steve Russell, fueled with inspiration from the writings of E.

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Welcome to PongGame.org, In this site, you can find many free versions of the game, one of the first video games ever created.
In the game below, use the mouse or keyboard to control the paddle, Press P to pause the game, or ESC to go back to the main menu.
You can find the old flash game here

Pong is one of the first computer games that ever created, this simple "tennis like" game features two paddles and a ball, the goal is to defeat your opponent by being the first one to gain10 point, a player gets a point once the opponent misses a ball. The game can be played with two human players, or one player against a computer controlled paddle. The game was originally developed by Allan Alcorn and released in 1972 by Atari corporations. Soon, Pong became a huge success, and became the first commercially successful game, on 1975, Atari release a home edition of Pong (the first version was played on Arcade machines) which sold 150,000 units. Today, the Pong Game is considered to be the game which started the video games industry, as it proved that the video games market can produce significant revenues.

Nolan Bushnell founded Atari at 1972 in order to create games and ideas and license them to other companies for mass production. Pong was actually a training exercise for one of Atari's employees - Allan Alcorn, once it was finished, Nolan made few adjustments in order to make the game more interesting (like changing the ball's return angle) and added simple sound effects. The first Pong Arcade machine was installed on a local bar, and it was so successful that Atari decided to produce and sell the game by themselves, rather then licensing it to other companies. In 1973 the company finally got a line of credit from Wells Fargo and started an assembly line, by the end of the year, Pong arcade machines were shipped to location all over the U.S. as well as to other countries.
Similar to other famous games such as Pacman and Tetris, Pong became one of the symbols of computer gaming.

Atari sold more then 35000 Pong machines, this figure is only about one third of the total number of Pong machines that were sold globally, since many Pong clones appeared shortly after the debut of the original Atari Pong game. The way Atari chose to compete with the Pong Game clones was to produce more innovative games such as "Double Pong" which was a pong game with four players, two in every side and a bigger screen.

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Pong Game is a site dedicated to the good old pong game, you can find a few versions of the game along with basic information and history

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Pac-Man revolutionizes the video game industry

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Pac-Man revolutionizes the video game industry

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Released in 1980, Pac-Man took the world by storm and proved that not every video game had to have violent themes to be successful. This was perhaps one of the first video game characters that would become popularized in the mainstream. Designed by Toru Iwatani and distributed by Namco, Pac-Man ate pills and power pellets that lined a maze all while being chased by a posse of colorful ghosts. Pac-Man would proliferate the popularity of coin-operated arcade machines and eventually become the most popular arcade game of all time.

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The first iteration in the hugely successful Mario Bros. IP, Donkey-Kong would become a hit in both the American and Japanese video game markets. Designed by Shigeru Miyamoto and distributed by Nintendo, Donkey-Kong was one of the earliest entries into the platformer genre and was the first platformer to introduce jumping as a gameplay mechanic. It was also one of the first video games to use graphics as a means to progress the story. This video game would launch Nintendo into the spotlight and become the foundation in which characters such as Mario and Donkey-Kong would eventually build upon.

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Donkey Kong is a 1981 arcade video game developed and published by Nintendo. As Mario, the player runs and jumps on platforms and climbs ladders to ascend a construction site and rescue Pauline from a giant gorilla, Donkey Kong. It is the first game in the Donkey Kong series as well as Mario's first appearance in a video game.

Donkey Kong was created to salvage unsold arcade cabinets following the failure of Nintendo's Radar Scope (1980). Hiroshi Yamauchi, Nintendo's president at the time, assigned the project to first-time video game designer Shigeru Miyamoto. Drawing inspiration from Beauty and the Beast and 1930s American media such as and , Miyamoto developed the scenario and designed the game alongside chief engineer Gunpei Yokoi. They broke new ground by using graphics as a means of characterization, including cutscenes to advance the plot, and integrating multiple stages into the gameplay.

Although Nintendo's American staff was initially apprehensive, Donkey Kong succeeded commercially and critically in Japan and North America, where it became the highest-grossing game of 1981 and 1982. It was ported to the Game & Watch, selling 8 million units, while Nintendo licensed the game to Coleco, a developer of arcade conversions for home consoles, selling 6 million cartridges; the game's various ports sold more than 15 million units worldwide. Other companies cloned the game and avoided royalties altogether. Miyamoto's characters were mass marketed in multitudes of products, including breakfast cereal, toys, and television cartoons. Universal City Studios filed a lawsuit alleging Donkey Kong violated its trademark of King Kong, ultimately failing.

The success of Donkey Kong positioned the company for market dominance from 1981 through the late 1990s. The game debuts Mario, who became Nintendo's mascot and one of the world's most recognizable characters. Donkey Kong pioneered the platform game genre before the term existed; it is one of the most important games from the golden age of arcade video games and one of the most popular arcade games of all time.

The first stage, with Mario holding a hammer power-up.

Following 1980's Space Panic, Donkey Kong is one of the earliest examples of the platform game genre, even prior to the term being coined; the U.S. gaming press used 'climbing game' for games with platforms and ladders. As the first platform game to feature jumping, Donkey Kong requires the player to jump between gaps and over obstacles or approaching enemies, setting the template for the future of the genre. With four unique stages, Donkey Kong was the most complex arcade game of the time, and one of the first arcade games with multiple stages, following games such as 1980's and 1981's and .

In addition to the goal of saving Pauline, the player has a score. Points are awarded for the following: leaping over obstacles; destroying objects with a hammer power-up; collecting items such as hats, parasols, and purses; removing rivets from platforms; and completing each stage according to a steadily decreasing bonus counter. The player starts with three lives with a bonus life awarded at 7,000 points. A life is lost when Mario touches Donkey Kong or any enemy object, falls too far, or lets the bonus counter reach zero. The game ends when all lives are lost.

Each of the four single-screen stages represents 25 meters of the structure Donkey Kong has climbed: 25, 50, 75, and 100 meters. Stage one involves Mario scaling a construction site made of crooked girders and ladders while jumping over or hammering barrels and oil drums tossed by Donkey Kong. Stage two involves climbing a five-story structure of conveyor belts, each of which transport cement pans. The third stage involves the player riding elevators while avoiding bouncing springs. The final stage requires Mario to remove eight rivets from the platforms supporting Donkey Kong; this causes Donkey Kong to fall and the hero to be reunited with Pauline. These four stages combine to form one level.

After each level, the stages repeat with increased difficulty. For example, Donkey Kong begins to hurl barrels faster and sometimes diagonally, and fireballs speed up. The victory music alternates between levels 1 and 2. The fourth level consists of 5 stages with the final stage at 125 meters. Level 130 is colloquially known as the kill screen, due to a programming error that kills Mario after a few seconds, effectively ending the game.

Hank Chien at the Kong Off 3 tournament in Denver, Colorado in November 2013.

The 2007 documentary The King of Kong: A Fistful of Quarters portrays Steve Wiebe's attempts to break the Donkey Kong world record, then considered to have been held by Billy Mitchell. In the early 2010s, Hank Chien set a record of 1,138,600 points. This was broken four years later by Robbie Lakeman. Lakeman's record was then broken by John McCurdy on January 11, 2021, with a score of 1,272,700. Lakeman reclaimed the world record only five months later on June 8, scoring 100 more points than McCurdy.

In 2018, Mitchell was stripped of his records by Twin Galaxies and banned from submitting new scores after Twin Galaxies concluded that Mitchell had illicitly used emulators to achieve his scores. Twin Galaxies prohibits the use of emulators for high scores they publish because they allow undetectable cheating. However, in 2020 Guinness World Records reversed its decision and reinstated Billy Mitchell's previous world records, based on new evidence including eyewitness reports and expert testimonials.

There are other world record categories for Donkey Kong besides highest score. One of the most popular is the "No Hammer Challenge" where competitors try to get the highest score without using the hammer. The current world record in this category was set by Jeff Wolfe on July 8, 2008, with a score of 735,100. Some other categories include most points for different levels, and fewest points.

On the final screen of each level, Mario and Pauline are reunited.

Donkey Kong is considered to be the earliest video game with a storyline that visually unfolds on screen. Set on a construction site in New York City, the eponymous Donkey Kong character is the game's villain. The hero is a carpenter originally unnamed in the Japanese arcade release, later named Jumpman and then Mario. Donkey Kong kidnaps Mario's girlfriend, originally known as Lady and later renamed Pauline. The player must take the role of Mario and rescue her. This is the first occurrence of the damsel in distress scenario that provided the template for countless video games released after.

The game uses graphics and animation for characterization. Donkey Kong smirks upon Mario's demise. Pauline has a pink dress and long hair, and a speech balloon crying "HELP!". Mario, depicted in red overalls and a red cap, is an everyman character, a type common in Japan. Graphical limitations and the low pixel resolution of the small sprites prompted his design. A mustache implies a mouth, a cap obviates the animation of hair, and colored overalls distinguish his arm movements. The artwork of the cabinets and promotional materials make these cartoon-like character designs even more explicit. Pauline, for example, is depicted as disheveled like the 1930s 's Fay Wray in a torn dress and stiletto heels.

Like (1980), Donkey Kong has cutscenes, but innovates by advancing a complete plot. The game opens with the gorilla climbing a pair of ladders to the top of a construction site, accompanied by a variation on the musical theme from . He drops Pauline and stomps his feet, warping the steel beams. He moves to his final perch and sneers. A melody plays, and the level starts. This brief animation sets the scene and adds background to the gameplay, a first for video games. At the stage, a heart appears between Mario and Pauline, but Donkey Kong grabs her and climbs higher, causing the heart to break. The narrative concludes when Mario reaches the end of the rivet stage. He and Pauline are reunited, and a short intermission plays.

Small model based on original arcade cabinet.

Nintendo of America was founded in 1980 with minor success at importing its parent's arcade cabinets from Japan. In early 1981, its president Minoru Arakawa bet the small startup company on a major order of 3,000 Radar Scope. Its poor reception in America filled a warehouse with 2,000 unsold Radar Scope machines, so Arakawa requested that the parent company president Hiroshi Yamauchi send a conversion kit of new game software. Yamauchi polled the company's entire talent pool for fresh game design concepts to save the distressed startup. This yielded Shigeru Miyamoto's debut as lead game designer of his Donkey Kong concept, and Yamauchi appointed head engineer Gunpei Yokoi as project supervisor with a budget of $267,000 (equivalent to $859,000 in 2022) according to Miyamoto.

Ikegami Tsushinki was subcontracted for some of the development, with no role in the game's creation or concept, but to provide "mechanical programming assistance to fix the software created by Nintendo". Nintendo instructed Ikegami to produce a program according to its instructions and put it onto read-only memory (ROM) chips on printed circuit boards (PC boards). This later led to mutual lawsuits in 1983, as Ikegami asserted ownership over Donkey Kong which Nintendo denied as Ikegami was a subcontractor who had already been paid. Game Machine called it "simply a nuisance tactic" on the part of Ikegami.

At the time, Nintendo was also pursuing a license to make a game based on the comic strip. When this license attempt failed, Nintendo took the opportunity to create new characters that could be marketed and used in later games. Miyamoto came up with many characters and plot concepts, but he settled on a love triangle between a gorilla, a plumber with a large hammer, and a girlfriend, mirroring the rivalry between Bluto and Popeye for Olive Oyl. Bluto became an ape, which Miyamoto said was "nothing too evil or repulsive". He would be the pet of the main character, "a funny, hang-loose kind of guy". Miyamoto has named " Beauty and the Beast" and the 1933 film as influences. Although its origin as a comic strip license played a major part, Donkey Kong marked the first time that the storyline for a video game preceded the game's programming rather than simply being appended as an afterthought. An unrelated Popeye game was released by Nintendo for the Game & Watch the following month, as well as a game called for arcades in 1982.

Yamauchi wanted primarily to target the North American market, so he mandated that the game be given an English title, as with many previous Nintendo games. Miyamoto decided to name the game for the ape, who he said was the strongest character. The story of how Miyamoto came up with the name "Donkey Kong" varies. A false urban myth says that the name was originally meant to be "Monkey Kong", but was misspelled or misinterpreted due to a blurred fax or bad telephone connection. Another, more credible story claims Miyamoto looked in a Japanese-English dictionary for something that would mean "stubborn gorilla", or that "Donkey" was meant to convey "silly" or "stubborn"; "Kong" was common Japanese slang for "gorilla". A rival claim is that he worked with Nintendo's export manager to come up with the title, and that "Donkey" was meant to represent "stupid and goofy". In 2001, Miyamoto stated that he thought the name would convey the thought of a "stupid ape".

Miyamoto had high hopes for his new project. He was not a programmer, so instead consulted technicians for concept feasibility. He wanted to make the characters different sizes, and have different movements and reactions. Yokoi thought Miyamoto's original design was too complex, though he had some difficult suggestions, such as using see-saws to catapult the hero across the screen which was eventually found too hard to program, though a similar concept came later in the Popeye arcade game. Miyamoto then thought of using sloped platforms, barrels, and ladders. When he specified that the game would have multiple stages, the four-man programming team complained that he was essentially asking them to implement the game repeatedly. Nevertheless, they followed Miyamoto's design, creating a total of approximately 20 kilobytes of content. Yukio Kaneoka composed a soundtrack to serve as background music for the levels and story events.

The circuit board of Radar Scope was restructured for Donkey Kong. The Radar Scope hardware, originally inspired by the Namco hardware, was designed for a large number of enemies moving around at high speeds, which Donkey Kong does not require, so the development team removed unnecessary functions and reduced the scale of the circuit board. The gameplay and graphics were reworked for updated ROM chips, and the existing CPU, sound hardware, and monitor were left intact. The character set, scoreboard, upper HUD display, and font are almost identical to Radar Scope, with palette differences. The Donkey Kong hardware has the memory capacity for displaying 128 foreground sprites at 16x16 pixels each and 256 background tiles at 8x8 pixels each. Mario and all moving objects use single sprites, the taller Pauline uses two sprites, and the larger Donkey Kong uses six sprites.

Hiroshi Yamauchi thought the game was going to sell well and phoned to inform Arakawa. Nintendo of America's distributors, Ron Judy and Al Stone, brought Arakawa to a lawyer named Howard Lincoln to secure a trademark.

The game was sent to Nintendo of America for testing. The sales manager disliked it for being too different from the maze and shooter games common at the time, and Judy and Lincoln expressed reservations over the strange title. Still, Arakawa adamantly believed that it would be a hit. American staff began translating the storyline for the cabinet art and naming the characters. They chose "Pauline" for the Lady, after Polly James, wife of Nintendo's warehouse manager Don James. Arakawa suggested that the name of "Jumpman", a name originally chosen for its similarity to the popular brands Walkman and , be changed to "Mario" in likeness of Mario Segale, the landlord of the original office space of Nintendo of America. These character names were printed on the American cabinet art and used in promotional materials. Donkey Kong was ready for release.

Stone and Judy convinced the managers of two bars in Seattle, Washington, to set up Donkey Kong machines. The managers initially showed reluctance, but when they saw sales of $30 a day-or 120 plays-for a solid week, they requested more units. In their Redmond headquarters, a skeleton crew composed of Arakawa, his wife Yoko, James, Judy, Phillips, and Stone gutted 2,000 surplus Radar Scope machines and applied the Donkey Kong conversion kits imported from Japan, consisting of motherboards, power supplies, and marquee graphics. The game officially went on sale in July 1981.

Makers of video game consoles were interested. Taito offered a considerable fee for all rights to Donkey Kong, but Nintendo declined after three days of internal discussion. Rivals Coleco and Atari approached Nintendo in Japan and the United States respectively. In the end, Yamauchi granted Coleco exclusive console and tabletop rights to Donkey Kong because he believed that "it [was] the hungriest company". In addition, Arakawa believed that as a more established company in the U.S., Coleco could better handle marketing. In return, Nintendo received an undisclosed lump sum plus $1.40 per game cartridge sold and $1 per tabletop unit. On December 24, 1981, Howard Lincoln drafted the contract. He included language that Coleco would be held liable for anything on the game cartridge, an unusual clause for a licensing agreement. Arakawa signed the document the next day, and, on February 1, 1982, Yamauchi persuaded the Coleco representative in Japan to sign without review by the company's lawyers.

Coleco did not offer the game cartridge stand-alone; instead, it was bundled with the ColecoVision console, which went on sale in August 1982. Coleco offered Atari 2600 and Intellivision versions as well. Coleco's Atari 2600 port was programmed by Garry Kitchen. Kitchen was contracted to port the game through his brother Steve, who had connections to an executive at Coleco. He was given only three or four months to develop the port and worked without sleep for the last 72 hours before shipping. Kitchen received no assistance from Nintendo and minimal aid from Coleco, who only provided him with an arcade machine for temporary use. These factors combined with the limited memory of Atari 2600 cartridges forced him to omit two of the original game's four levels. Coleco's sales subsequently doubled to $500 million and its earnings quadrupled to $40 million. Coleco also released stand-alone Mini-Arcade tabletop versions of Donkey Kong, along with , , and in 1982. Coleco also bundled a copy of Donkey Kong with its Atari VCS clone, the Coleco Gemini, in 1983.

Atari obtained the license for home computer versions of Donkey Kong and released it for the Atari 8-bit family. When Coleco unveiled the Adam Computer, running a port of Donkey Kong at the 1983 Consumer Electronics Show in Chicago, Illinois, Atari protested that it was in violation of the licensing agreement. Yamauchi demanded that Arnold Greenberg, Coleco's president, withdraw his Adam port. Greenberg complied, and the game was not published.

Game & Watch Donkey Kong

The game was ported by Nintendo Research & Development 2 to Nintendo's Family Computer (Famicom) console and released in Japan on July 15, 1983, as one of the system's three launch games. Masayuki Uemura, the Famicom's lead architect, designed the console specifically to faithfully recreate Donkey Kong. It is an early Nintendo Entertainment System game in the Arcade Classics Series, released on June 1, 1986, in North America and October 15 in Europe. Omitted are the cement factory stage and most of the cutscenes, because early ROM cartridges do not have enough memory. It includes a new song composed by Yukio Kaneoka for the title screen. Both Donkey Kong and its sequel, Donkey Kong Jr., are included in the 1988 NES compilation Donkey Kong Classics.

A complete remake of the original arcade game on the Game Boy, titled Donkey Kong (referred to as Donkey Kong '94 during development) contains levels from both the original Donkey Kong and Donkey Kong Jr. arcades. It starts with the same gameplay and four locations as the arcade game and then progresses to 97 additional puzzle-based levels. It is the first game to have built-in enhancement for the Super Game Boy system.[citation needed ]

The Atari 8-bit computer conversion of Donkey Kong contains one of the longest-undiscovered Easter eggs in a video game. Programmer Landon Dyer's initials appear if the player dies under certain conditions and returns to the title screen. This remained undiscovered for 26 years until Dyer revealed it on his blog, stating that "there's an Easter egg, but it's totally not worth it, and I don't remember how to bring it up anyway". The steps required to trigger it were later discovered by Don Hodges, who used an emulator and a debugger to trace through the game's code.

Upon release in arcades, Computer and Video Games compared it favorably with King Kong and predicted that it would likely become a success. In his 1982 book Video Invaders, Steve Bloom described Donkey Kong as "another bizarre cartoon game, courtesy of Japan" and said it was one of the "most exciting variations" on 's maze theme along with Sega's due to how players need to "scale from the bottom of the screen to the top" which make them "more like obstacle courses than mazes" since "you always know where you're going - up". In January 1983, the 1982 Arcade Awards gave it the award for the best single-player video game and the Certificate of Merit as runner-up for Coin-Op Game of the Year.

In September 1982, Arcade Express reviewed the ColecoVision port and scored it 9 out of 10. Creative Computing Video & Arcade Games in 1983 stated that "Coleco did a fabulous job" with Donkey Kong, the best of the console's first five games and "the most faithful adaptation of the original video game I have seen". The magazine's Danny Goodman stated that of Coleco's three console versions, the one for the ColecoVision was the best, followed by Atari and Intellivision. Computer and Video Games reviewed the ColecoVision port in its September 1984 issue and scored it 4 out of 4 in all four categories of Action, Graphics, Addiction and Theme. Ed Driscoll reviewed the Atari VCS version of Donkey Kong in The Space Gamer No. 59. Edwards commented that a game is near perfect and that anyone can be caught in Donkey Kong "fever".

Donkey Kong was popular worldwide, garnering a positive reaction from consumers, and was a significant commercial success for Nintendo, pulling them out of financial troubles. After the game's initial 2,000 arcade cabinets sold out, more orders were made. Arakawa began manufacturing the electronic components in Redmond because waiting for shipments from Japan was taking too long. The game's success led to Arakawa expanding Nintendo of America. By October, Donkey Kong was selling 4,000 units a month, and by June 1982, Nintendo had sold 60,000 Donkey Kong machines in the United States, earning $180 million. Judy and Stone, who worked on straight commission, became millionaires. Arakawa used Nintendo's profits to buy 27 acres (11 ha) of land in Redmond in July 1982. Nintendo earned another $100 million on the game in its second year of release in America, totaling $280 million in US cabinet sales by 1982 (equivalent to $900,000,000 in 2022).

In Japan, the annual Game Machine charts listed Donkey Kong as the highest-grossing arcade game of 1981, and then the sixth highest-grossing arcade game of 1982, with Game Machine later listing the game in its October 1, 1983 issue as the twentieth most successful table arcade cabinet of the month. In the United States, Donkey Kong topped the arcade charts in October 1981, setting a weekly earnings record, and it was later listed by RePlay as the highest-grossing arcade game of 1982. It was also among the thirteen highest-grossing arcade games of 1983 in the United States. According to Electronic Games in June 1983, the home versions contributed to the arcade version's extended popularity, compared to the four to six months that the average game lasted. It remained Nintendo's top seller into mid-1983, with steady sales in Japan. A total of 65,000 arcade units were sold in Japan, and 67,000 arcade units in the United States, for a total of 132,000 arcade units sold in Japan and the United States.

Nintendo's Game & Watch handheld version of Donkey Kong released in 1982 sold 8 million units. Coleco had sold 6 million Donkey Kong cartridges for home consoles, grossing more than $153,000,000 (equivalent to $464,000,000 in 2022) and earning Nintendo more than $5 million in royalties; the bundled ColecoVision version sold 2 million units, while the Atari 2600 version sold 4 million units in 1982 for $100 million, making it one of the best-selling Atari 2600 games. It was also one of the earliest cartridges available for video game rental at certain stores in 1982. Atari's 1987 re-release for the Atari 2600 sold a further 180,523 units for $1,258,282 by 1990. Coleco's Mini-Arcade tabletop versions of Donkey Kong, along with Pac-Man, Galaxian, and Frogger, had combined sales of three million units. In Japan, 840,000 units of the Famicom version were sold; the Famicom Mini version for the Game Boy Advance later had a further 160,000 units sold, for a total of 1 million units sold in Japan. The Atari 8-bit computer version sold 25,502 units in 1986 and 1990. This totals 15,206,025 units sold worldwide for the Game & Watch, ColecoVision, Atari and Famicom ports. As of 2015, all versions of the original Donkey Kong are estimated to have grossed $4.4 billion in revenue.

In April 1982, Sid Sheinberg, a seasoned lawyer and president of MCA and Universal City Studios, learned of the game's success and suspected it might be a trademark infringement of Universal's own . On April 27, he met with Arnold Greenberg of Coleco and threatened to sue over Coleco's home version of Donkey Kong. Coleco agreed on May 3 to pay royalties to Universal of 3% of their Donkey Kong's net sale price, worth about $4.6 million. Meanwhile, Sheinberg revoked Tiger's license to make its King Kong game, but O. R. Rissman refused to acknowledge Universal's claim to the trademark. When Universal threatened Nintendo, Howard Lincoln and Nintendo refused to cave. In preparation for the court battle ahead, Universal agreed to allow Tiger to continue producing its King Kong game as long as they distinguished it from Donkey Kong.

Universal sued Nintendo on June 29 and announced its license with Coleco. The company sent cease and desist letters to Nintendo's licensees, all of which agreed to pay royalties to Universal except Milton Bradley and Ralston Purina. Universal City Studios, Inc. v. Nintendo, Co., Ltd. was heard in the United States District Court for the Southern District of New York by Judge Robert W. Sweet. Over seven days, Universal's counsel, the New York firm Townley & Updike, argued that the names King Kong and Donkey Kong were easily confused and that the plot of the game was an infringement on that of the films. Nintendo's counsel, John Kirby, countered that Universal had themselves argued in a previous case that King Kong's scenario and characters were in the public domain. Judge Sweet ruled in Nintendo's favor, awarding the company Universal's profits from Tiger's game ($56,689.41), damages and attorney's fees.

Universal appealed, trying to prove consumer confusion by presenting the results of a telephone survey and examples from print media where people had allegedly assumed a connection between the two Kongs. On October 4, 1984, however, the court upheld the previous verdict.

Nintendo and its licensees filed counterclaims against Universal. On May 20, 1985, Judge Sweet awarded Nintendo $1.8 million for legal fees, lost revenues, and other expenses, but he denied Nintendo's claim of damages from those licensees who had paid royalties to both Nintendo and Universal. Both parties appealed this judgment, but the verdict was upheld on July 15, 1986.

Nintendo thanked John Kirby with the gift of a $30,000 sailboat named Donkey Kong and "exclusive worldwide rights to use the name for sailboats". Kirby, the titular protagonist of the Kirby series, was named in John Kirby's honor. The court battle also taught Nintendo they could compete with larger entertainment industry companies.

After the release of Donkey Kong Jr., the arcade successor to Donkey Kong, Ikegami sued Nintendo for the unauthorized duplication of the Donkey Kong program code. Nintendo managed to settle the dispute out of court after the two companies came to an agreement. At the time of the suit, computer programs were not considered copyrightable material. The Tokyo High Court gave a verdict in 1989 that acknowledged the originality of program code. Ikegami and Nintendo reached a settlement the following year; the terms of it were never disclosed.

In 1996 Next Generation listed the arcade, Atari 7800, and cancelled Coleco Adam versions as number 50 on their "Top 100 Games of All Time", commenting that even ignoring its massive historical significance, Donkey Kong stands as a great game due to its demanding challenges and graphics which manage to elegantly delineate an entire scenario on a single screen. In February 2006, Nintendo Power rated it the 148th best game made on a Nintendo system. In 2017, The Strong National Museum of Play inducted Donkey Kong to its World Video Game Hall of Fame. Today, Donkey Kong is the fifth most popular arcade game among collectors.

Donkey Kong spawned a number of other titles with a mix of running, jumping and vertical traversal, a novel genre that did not match the style of games that came before it. The genre was initially referred to as "Donkey Kong-type" or "Kong-style" games, before the genre eventually came to be known as platform games. The game was also a milestone in terms of video game storytelling and cutscenes. While there were earlier games that either told a story or used cutscenes, Donkey Kong combined both concepts together to introduce its own new concept: using cutscenes to visually advance a complete story. It also notably had multiple, distinct levels that progressed the storyline.

Donkey Kong was also one of the first Japanese games brought to Western regions that introduced a surreal concept using cute artwork, a representation of typical Japanese fantasy but unusual to Western audiences. For that reason, Donkey Kong and similar games that followed were briefly called "novelty games" by Western gaming press. Donkey Kong and other such novelty games helped to acclimate Western audiences to Japanese approaches to game design, narrative, and abstraction that would become key elements in the decade that followed with the release of the Famicom/Nintendo Entertainment System.

Computer and Video Games called Donkey Kong "the most momentous" release of 1981, as it "introduced three important names" to the global video game industry: Nintendo, Shigeru Miyamoto, and Mario. These three figures went on to play a significant role in video game history. Donkey Kong paved the way for the Nintendo Entertainment System (NES), known as the Famicom in Japan. Following the success of Donkey Kong, Nintendo began developing the Famicom, the hardware of which was largely based on the Donkey Kong arcade hardware, with the goal of matching the system's powerful sprite capabilities in a home system. Nintendo wanted the Famicom to match the Donkey Kong arcade hardware, so they took a Donkey Kong arcade cabinet to semiconductor chip manufacturer Ricoh for analysis, which led to Ricoh producing the Picture Processing Unit (PPU) chip for the NES.

The NES version was re-released as an unlockable game in Animal Crossing for the GameCube. It was also published on Virtual Console for the Wii, Wii U, and Nintendo 3DS. The Wii U version is also the last game that was released to celebrate the 30-year anniversary of the Japanese version of the NES, the Famicom. The original arcade version of the game appears in the Nintendo 64 game Donkey Kong 64, and it must be beaten to finish the game. Nintendo released the NES version on the e-Reader and for the Game Boy Advance Classic NES Series in 2002 and 2004, respectively. In 2004, Namco released an arcade cabinet which contains Donkey Kong, Donkey Kong Jr., and Mario Bros.

Donkey Kong: Original Edition is a port based on the NES version that reinstates the cement factory stage and includes some intermission animations absent from the original NES version, which has only ever been released on the Virtual Console. It was preinstalled on 25th Anniversary PAL region red Wii systems, which were first released in Europe on October 29, 2010. In Japan, a download code for the game for Nintendo 3DS Virtual Console was sent to users who purchased New Super Mario Bros. 2 or Brain Age: Concentration Training from the Nintendo eShop from July 28 to September 2, 2012. In North America, a download code for the game for Nintendo 3DS Virtual Console was sent to users who purchased one of five select 3DS games on the Nintendo eShop and registered it on Club Nintendo from October 1, 2012, to January 6, 2013. In Europe and Australia, it was released for purchase on the Nintendo 3DS eShop in September 2014. The original arcade version was re-released as part of the Arcade Archives series for Nintendo Switch on June 14, 2018, and the NES version was re-released as one of the launch titles for Nintendo Switch Online on September 19.

Donkey Kong was one of the most widely cloned video games in the early 1980s, along with Space Invaders (1978) and (1980). By 1983, Donkey Kong clones had become available on various different platforms. The Giant List of Classic Game Programmers lists 17 different Donkey Kong clones released for various home platforms.

was officially licensed from Nintendo and manufactured by Falcon for some non-US markets. Nevertheless, Crazy Kong machines found their way into some American arcades, often installed in cabinets marked as Congorilla. Nintendo was quick to take legal action against those distributing the game in the US. Bootleg copies of Donkey Kong also appeared in both North America and France under the Crazy Kong, Konkey Kong or Donkey King names. The 1982 Logger arcade game from Century Electronics is a direct clone of Donkey Kong, with a large bird standing in for the ape and rolling logs instead of barrels.

In 1981, O. R. Rissman, president of Tiger Electronics, obtained a license to use the name from Universal City Studios. Under this title, Tiger created a handheld LCD game with a scenario and gameplay based directly on Nintendo's creation.

Many home computer clones directly borrowed the gorilla theme: Killer Gorilla (BBC Micro, 1983), Killer Kong (ZX Spectrum, 1983), Crazy Kong 64 (Commodore 64, 1983), Kongo Kong (Commodore 64, 1983), Donkey King (TRS-80 Color Computer, 1983), and Kong (TI-99/4A, 1983). One of the first releases from Electronic Arts was Hard Hat Mack (Apple II, 1983), a three-stage game without an ape, but using the construction site setting from Donkey Kong. Other clones recast the game with different characters, such as Cannonball Blitz (Apple II, 1982), with a soldier and cannonballs replacing the ape and barrels, and the American Southwest-themed Canyon Climber (Atari 8-bit, 1982).

Epyx's (Atari 8-bit, 1983) reuses a prototypical name for the Mario character in Donkey Kong. A magazine ad for the game has the tagline "If you liked Donkey Kong, you'll love JUMPMAN!" , Miner 2049er (Atari 8-bit, 1982), and Mr. Robot and His Robot Factory (Atari 8-bit, 1984), focus on traversing all of the platforms in the level, or collecting scattered objects, instead of climbing to the top.

There were so many games with multiple ladder and platforms stages by 1983 that Electronic Games described Nintendo's own Popeye game as "yet another variation of a theme that's become all too familiar since the success of Donkey Kong". That year Sega released a Donkey Kong clone called Congo Bongo in arcades. Although using isometric perspective, the structure and gameplay are similar.

Nintendo attempted to take legal action against unauthorized clones of Donkey Kong, but estimated they lost $100,000,000 (equivalent to $322,000,000 in 2022) in potential sales to these clones. By 1990, Nintendo had successfully won over thirty lawsuits related to Donkey Kong. For example, Nintendo won a 1990 Japanese lawsuit against Falcon Company, which had sold 12,000 counterfeit arcade cabinets in the United States during the 1980s.

Donkey Kong spawned the sequel Donkey Kong Jr. (1982) with the player controlling Donkey Kong's son in an attempt to save his father from Mario.

The 1983 spin-off introduced Mario's brother Luigi in a single-screen cooperative game, set in a sewer, and launched the Mario franchise.

Also in 1983, Donkey Kong 3 appeared in the form of a fixed shooter, with an exterminator named Stanley ridding the ape-and insects-from a greenhouse.

Nintendo revived the Donkey Kong franchise in the 1990s for a series of platform games and spin-offs developed by Rare, beginning with Donkey Kong Country in 1994.

In 2004, Nintendo released Mario vs. Donkey Kong, a sequel to the Game Boy's Donkey Kong, in which Mario must chase Donkey Kong to get back the stolen Mini-Mario toys.

In the follow-up Mario vs. Donkey Kong 2: March of the Minis, Donkey Kong once again falls in love with Pauline and kidnaps her, and Mario uses the Mini-Mario toys to help him rescue her. Donkey Kong Racing for the GameCube was in development by Rare, but was canceled when Microsoft purchased the company. In 2004, Nintendo released the first of the Donkey Konga games, a rhythm-based game series that uses a special bongo controller. Donkey Kong Jungle Beat ( 2005) is a unique platform action game that uses the same bongo controller accessory.

In 2007, Donkey Kong Barrel Blast was released for the Nintendo Wii. It was originally developed as a GameCube game and would have used the bongo controller, but was delayed and released exclusively as a Wii game with no support for the bongo accessory. The Donkey Kong Country series was revived by Retro Studios in 2010 with the release of Donkey Kong Country Returns, and its sequel, Donkey Kong Country: Tropical Freeze, in 2014.

Donkey Kong appears as a game in the Wii U game , which features multiple NES games and sometimes "remixes" them by presenting significantly modified versions of the games as challenges. One such challenge features Link from The Legend of Zelda traveling through the first screen to save Pauline. The difficulty is increased compared to the original Donkey Kong because Link cannot jump, as in Zelda.

Super Smash Bros. Brawl and Super Smash Bros. for Wii U include a demo of the NES version of Donkey Kong, and a stage called "75m", a replica of its Donkey Kong namesake.

By late June 1982, Donkey Kong's success had prompted more than 50 parties in the U.S. and Japan to license the game's characters. Mario and his simian nemesis appeared on cereal boxes, board games, pajamas, and manga. In 1983, the animation studio Ruby-Spears produced a Donkey Kong cartoon (as well as Donkey Kong Jr.) for the Saturday Supercade program on CBS. In the show, mystery crime-solving plots in the mode of are framed around the premise of Mario and Pauline chasing Donkey Kong (voiced by Soupy Sales), who has escaped from the circus. The show lasted two seasons.

The game has also been referenced and discussed in several films and documentaries. The 2007 documentary The King of Kong follows the efforts of Steve Wiebe and Billy Mitchell to break the world record for high scores in Donkey Kong. The documentary inspired Hank Chien to start playing the game for fun; he became the new world champion on February 26, 2010. The game's creation and lawsuit with Universal were discussed in the second episode of on Netflix, which also featured an interview with John Kirby (who the episode was dedicated to as he died shortly before its release).

In the 2015 film , a film where aliens take on the form of 1980s arcade characters as they attack Earth, the alien leader takes on the form of Donkey Kong in the film's climax. In the 2023 Super Mario Bros. Movie, Charles Martinet (Mario's voice actor in the video games), makes a cameo appearance as Guiseppe, who resembles how Mario looked back in Donkey Kong. Guiseppe is also seen playing Donkey Kong on an arcade cabinet, but in the film the game is called "Jump Man", referencing Mario's original name.

In 1982, the songs " Do the Donkey Kong" by Buckner & Garcia and "Donkey Kong" by R. Cade and the Video Victims were released. Artists like DJ Jazzy Jeff & the Fresh Prince and Trace Adkins referenced the game in songs. Episodes of The Simpsons, , Crank Yankers, and The Fairly OddParents have referenced the game. Sound effects from the Atari 2600 version serve as generic video game sounds in films and television series. The phrase "It's on like Donkey Kong" was coined by American rapper Ice Cube in 1992, and has been used in various works of popular culture. In November 2010, Nintendo applied for a trademark on the phrase with the United States Patent and Trademark Office.

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Donkey Kong is a 1981 arcade video game developed and published by Nintendo. As Mario, the player runs and jumps on platforms and climbs ladders to ascend a construction site and rescue Pauline from a giant gorilla, Donkey Kong. It is the first game in the Donkey Kong series as well as Mario's first appearance in a video game.

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Atari and the launch of the home game console industry

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Atari and the launch of the home game console industry

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In 1977, Atari corporations would release the Atari VCS (later renamed to Atari 2600) which would kickstart the popularity of home gaming consoles. Although not the first home gaming console to be released, the Atari 2600 would be the first to popularize the idea with its inexpensive design and cartridge-based system. In 1980, Atari would port over a home version of Space Invaders which would be hugely successful and begin to shift the market from arcade-based systems to home-based consoles.

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AtariAge - News, message boards, rarity guides, game database, manuals, pictures, articles, links, and much more

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In the early 1980s, the US video game market would enter a slump period in which public favor and profits would decline. However in 1985, Nintendo would save the US market by releasing the Nintendo Entertainment System. This new console brought with it a plethora of titles all exhibiting superior graphics and interesting characters. Some of these included The Legend of Zelda, Super Mario Bros., and Punch-Out!! The release of the NES would solidify home consoles as a an American household staple and revitalize the US market.

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The Nintendo Entertainment System (often abbreviated as NES), released in Japan as the Family Computer(JPJapanese: ファミリーコンピュータRomaji: Famirī Konpyūta) (abbreviated to Famicom(JPJapanese: ファミコンRomaji: Famikon) or FC) and in Korea as Hyundai Comboy (Korean: 현대 컴보이 Hyeondae Keomboi) is an 8-bit video game console produced and distributed by Nintendo. The system has been sold to retailers in most of Asia, North America, Europe, and Australia, and it plays games on interchangeable cartridges that var

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Japanese cover for Sonic The Hedgehog game

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Sonic the Hedgehog and the beginnings of the console wars

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Sonic the Hedgehog and the beginnings of the console wars

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In 1991, Sega would introduce Sonic The Hedgehog to the world with a game of the same title for the Sega Genesis. This blue hedgehog would quickly become the face of Sega moving forward. In fact, the character was so popular with audiences that it would allow Sega to takeover 55% of the video game market. With Sonic at the helm for Sega and Mario paving the way for Nintendo, the characters these companies were producing would become almost inseparable from their respective brands. This trend would continue into the future as video game companies would retain exclusive rights to intellectual properties. The restriction of IPs to their respective company's consoles would increase competition and drive the "console wars" forward.

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Apple II and the rise of personal computing

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Apple II and the rise of personal computing

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In 1977, Steve Wozniak and Steve Jobs released an improved version of their Apple I system, the Apple II. This would jumpstart a competitor to both arcade and home console systems — the personal computer. The Apple II supported graphics, a color monitor, and was highly modular. The system also included a BASIC interpreter from which Wozniak created "Game BASIC", a language that consumers could use to develop their own games for the Apple II. Many other systems arose to compete with Apple and the personal computing market would only grow from here. With the introduction of home consoles and personal computers, the market began leaning more into business-to-consumer sales and away from business-to-business which was introduced with arcade systems.

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In 1976, computer pioneers Steve Wozniak and Steve Jobs began selling their Apple I computer in kit form to computer stores. By August of that year, Wozniak started designing an improved version, the Apple II. Wozniak and Jobs demonstrated a prototype in December, and then introduced it to the public in April 1977. The Apple II started the boom in personal computer sales in the late 1970s, and pushed Apple into the lead among personal computer makers.

The Apple II used a MOS 6502 chip for its central processing unit. It came with 4 KB RAM, but could be extended up to 48 KB RAM. It included a BASIC interpreter and could support graphics and a color monitor. External storage was originally on cassette tape, but later Apple introduced an external floppy disk drive. Among the Apple II's most important features were its 8 expansion slots on the motherboard. These allowed hobbyists to add additional cards made by Apple and many other vendors who quickly sprung up. The boards included floppy disk controllers, SCSI cards, video cards, and CP/M or PASCAL emulator cards.

In 1979 Software Arts introduced the first computer spreadsheet, Visicalc for the Apple II. This "killer application" was extremely popular and fostered extensive sales of the Apple II.

The Apple II went through several improvements and upgrades. By 1984, when the Macintosh appeared, over 2 million Apple II computers had been sold.

The Warners acquired ithis computer in the fall of 1981, partly for use by their son Benjamin who had just turned thirteen. He used it to play Pacman. Jack Warner's 2023 recollection of using the computer was as follows: "A friend told me about a wonderful new computer and a program, Visicalc, written by Dan Bricklin, that would allow you to easily manipulate numbers in cells and generate equations.

It proved to be a good tool to generate spreadsheets (a new word then!) to analyze potential real estate investments and returns. The kids loved to play Little Brick Out and Lemonade Stand, two games that came with the Apple software. Lisa also and Apple program allowed you to ask questions, with Lisa returning an answer that led you on. It appeared to be prescient! "Alien Rain" in which items dropped from the top of the screen and you would have to shoot them down by moving the arrow keys fascinated the kids for hours and days. The breakthrough for usefulness was the acquisition of "Magic Word", probably the first word processor for Apple. An Epson dot matrix printer was added shortly thereafter, 80 cpi, wow! The setup donated to the SI includes an Apple floppy drive and Offbrand Monitor (Apple monitors were hard to come by. At one point I unhooked the floppy drive while the machine was running and blew out the floppy board. No hot swapping then! It was all cut and try. The addition of the MicroSoft CP/M internal board later allowed the use of Wordstar, a feature rich word processor. The following year, we set up 3 Apple IIs and employed the family to quickly generate a computer file from a manuscript in record time. Impressed the client!"

In addition to the central processing unit and keyboard for the Apple II (1990.0167.01.1), the NMAH collections include the monitor for the machine (1990.0167.01.2), the disk drive (1990.0167.02), an Apple Silenttype printer (1990.0167.03.1) and a circuit board for the printer (1990.0167.03.2).

Reference:

Personal Communication, Jack Warner, June 30, 2023.

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In 1976, computer pioneers Steve Wozniak and Steve Jobs began selling their Apple I computer in kit form to computer stores. By August of that year, Wozniak started designing an improved version, the Apple II.

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PLATO and what would become online multiplayer gaming

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PLATO and what would become online multiplayer gaming

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In 1961, the Programmed Logic for Automatic Teaching Operations, or PLATO, system emerged from the University of Illinois. Intended to be an educational aid for students, users and developers began to create their own games for the system. Multiplayer game networks were soon created that supported up to 32 players on games such as Empire. An early chat room application was created for the system called Talk-O-Matic. Students from across the country could chat with others in channels within the app. These early developments sparked what would eventually lead to online multiplayer on consoles and personal computers.

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PLATO Grows

B.F. Skinner's theories were put to the test in Leal Elementary School in Urbana. By the 1970s, the school had a PLATO hookup but with a twist.

"At the grade school an M&M's dispenser was hooked up to give the students candy when they completed lessons, and this system proved wildly popular, with students saving the M&M's as trophies of their success," a 2014 story on the program read.

Throughout the 1960s and 70s, technology progressed in a way that allowed PLATO to reach more students and developers for a lower price.

Initially PLATO operated in a single classroom in the Loomis Laboratory. It operated off of the ILLIAC I system and displayed on television screens, which was expensive. To make it usable in more spaces, Bizter came up with a more sustainable solution.

After a number of iterations, Bizter, Professor Gene Slottow and graduate student Robert Willson, invented a more usable, cheaper plasma display.

"Bitzer collected a bunch of highly creative and eccentric people, and turned them loose to see what they would come up with. The prevailing attitude was that people with something good to contribute would find something interesting to do."
David Woolley, former student of Bitzer

With the plasma screens, PLATO was able to grow exponentially. The university built cable lines to other university buildings, local Parkland College, and other local elementary schools.

In 1972 a change in PLATO's mainframe allowed it to grow even further, and up to 1,000 users could work at once. As PLATO advanced, internal and national decision makers took notice. In 1968 the Illinois board of education invested over a million dollars after the National Science Foundation, the Department of Defense, and other federal agencies significantly backed in the project.

The Illinois Board of Higher Education praised PLATO while announcing they would not open any more public senior colleges in the state. "The University should develop plans for expanding the PLATO experimental program and for a possible eventual statewide PLATO teaching network, the board recommended," a 1971 Daily Illini article read.

This added investment and attention made the newest iterations of PLATO usable for more than just simple coursework.

The programming languages become more and more advanced. Coupled with the plasma screens Bitzer implemented, this allowed graphical, high quality teaching tools.

PLATO's nature allowed students and coursework authors the same access to tools, bringing innovations and new programs from a variety of perspectives.

Woolley's contribution, "Notes," was an email-like and newsgroup system that linked up an online community.

Similar innovations served as precursors to modern online gaming, news aggregation, and communications.

"Empire," a Star Trek-themed game is considered one of the first networked multiplayer games. These games lead to the app "Talkomatic," which functioned as a chatroom for students across the country.

"People would hang out in a channel and chat or flirt with whoever dropped by," Woolley wrote in his memoir "PLATO: The Emergence of On-Line Community".

PLATO did not experience too much widespread success outside of the educational sphere, but there are some notable exceptions.

In his book "The Friendly Orange Glow" historian Brian Dear details how pilots in the 1980s used PLATO as part of their training for flying the Boeing 767.

PLATO was also used elsewhere in the skies. After President Ronald Reagan fired striking members of the air traffic control union in 1981, replacements needed to be trained.

"The Federal Aviation Administration was suddenly forced to hire a large number of personnel and train them as quickly and effectively as possible on air traffic control so the skies would continue to be safe for travel," Dear wrote.

A large PLATO system was installed in an FAA facility in Oklahoma City, and worked so well that it was used for training into the 2000s.

By 1985 PLATO-IV was in use on over 100 campuses across the globe. Even the Soviet Union expressed interest in a hookup, though it never materialized.

A Legacy

Computer and online learning took another course as it entered the late 1980s, but PLATO's influence is still apparent in remote learning and in the ways we use technology at large, especially as more and more classes are held at least partially online, with discussion forums or online quizzes.

"All of the features you see kids using now, like discussion boards or forums and blogs started with PLATO," Bitzer said. "All of the social networking we take for granted actually started as an educational tool."

Beyond gaming and social networking, PLATO influenced on the way people thought about education and technology.

At its beginning, students had to get used to the self discipline required to sit and learn and read themselves rather than having the information lectured to them. By 1971, however, students were starting to see the benefits.

That year The Daily Illini reported on students' experiences using PLATO III. James Beagle, a sophomore in engineering, used PLATO for his Physics 106 course.

I liked having the instant response to problems I had done," Beagle said. "I feel I did better as a result of PLATO instruction."

The common thread from students was the personalization in education that PLATO allowed. Over the course of the different versions, one thing that stayed the same was the students' ability to work at their own pace.

Struggling students could take as long as they needed to get material right and not be forced to move on with the rest of the class, while more advanced students didn't have to wait to keep learning. This also freed up class time for professors to devote more energy to discussions and critical thinking.

The changes and developments that defined the PLATO system came from everyday students and professors who were given the chance to try their ideas and bring innovative systems to life.

The themes that defined

PLATO continue in the remote learning necessitated by the Coronavirus pandemic. Educators from kindergarten teachers to post-graduate advisors are forced to rely on using online educational resources and use social tools to see, help and otherwise interact with their students.

"At its heart," Dear said, "PLATO was the first major social computing environment."

PLATO's Moment In Time

History is always happening around us, but sometimes it's easy to notice when we're in the middle of a moment. We're in one of those moments now with the COVID-19 pandemic and various social and political movements. PLATO's development and growth was also happening alongside the significant historical moment of the 1960s and 70s. Nowhere is that more evident than in the pages of The Daily Illini, the University's independent student newspaper. Articles about PLATO'S origins and rise are nestled alongside wire reports about segregation, the Vietnam War, the Gemini missions, and more.

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Grainger Engineering Office of Marketing and Communications

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A Mattel Electronics Handheld for Baseball

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Mattel's Handhelds and the idea of mobile gaming

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Mattel's Handhelds and the idea of mobile gaming

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Not only were the home console and personal computer markets beginning to emerge, but mobile gaming systems were also entering the fray in 1977. A company named Mattel Electronics would release a series of handhelds each loaded with a specific game. These included a slew of traditional sports games like Baseball, Soccer, Basketball, Football, etc. This was a crucial stepping stone that would lead to Nintendo releasing the Game Boy in 1989 and open up yet another video game market audience.