{"id":16112,"date":"2026-09-29T08:43:25","date_gmt":"2026-09-29T00:43:25","guid":{"rendered":"https:\/\/www.infinitysport.asia\/news\/?p=16112"},"modified":"2026-09-29T08:43:28","modified_gmt":"2026-09-29T00:43:28","slug":"what-was-the-original-first-person-shooter-two-largely-forgotten-computer-games-from-the-1970s-ushered-in-the-genre","status":"publish","type":"post","link":"https:\/\/www.infinitysport.asia\/news\/what-was-the-original-first-person-shooter-two-largely-forgotten-computer-games-from-the-1970s-ushered-in-the-genre\/","title":{"rendered":"What was the original first\u2011person shooter? Two largely forgotten computer games from the 1970s ushered in the\u00a0genre"},"content":{"rendered":"\n<figure class=\"wp-block-image alignwide\"><img decoding=\"async\" src=\"https:\/\/images.theconversation.com\/files\/760870\/original\/file-20260918-50-ntjp4d.jpg?ixlib=rb-4.1.1&amp;rect=0%2C0%2C6000%2C3375&amp;q=45&amp;auto=format&amp;w=754&amp;fit=clip\" alt=\"Green lines creating a 3D perspective.\"\/><figcaption class=\"wp-element-caption\"><em>Both \u2018Maze War &#8216;and &#8216;Spasim\u2019 used vector graphics, which are images made by drawing lines directly between points on the screen. <a href=\"https:\/\/www.gettyimages.com\/detail\/illustration\/3d-wireframe-perspective-grid-room-template-royalty-free-illustration\/2214806083?phrase=green+vector+graphics+vintage+video+game\">Mironov Konstantin\/iStock via Getty Images<\/a><\/em><\/figcaption><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">Before \u201cCall of Duty,\u201d before \u201cCounter-Strike\u201d and before \u201cDoom,\u201d there was \u201cMaze War.\u201d<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Generally considered the earliest first-person shooter game, or FPS, \u201cMaze War\u201d was developed at a NASA research center beginning in 1973. A year later, another FPS, \u201cSpasim,\u201d debuted. It was developed at the University of Illinois.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">In first-person shooters, players experience the game through the eyes of a character, using a gun or other weapon to attack enemies. To pull off this first-person perspective, developers needed to create a 3D world for the players to move through \u2013 no easy feat in the early 1970s.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">At the time, the computer hardware behind the most popular arcade game, \u201cPONG,\u201d and the first home video game system, the Magnavox Odyssey, wasn\u2019t powerful enough to render the kind of 3D depth that allowed players to move forward into a virtual space, with objects appearing in the distance.<\/p>\n\n\n\n<figure class=\"wp-block-image alignright\"><a href=\"https:\/\/images.theconversation.com\/files\/760863\/original\/file-20260918-50-cg7oj8.png?ixlib=rb-4.1.1&amp;q=45&amp;auto=format&amp;w=1000&amp;fit=clip\"><img decoding=\"async\" src=\"https:\/\/images.theconversation.com\/files\/760863\/original\/file-20260918-50-cg7oj8.png?ixlib=rb-4.1.1&amp;q=45&amp;auto=format&amp;w=237&amp;fit=clip\" alt=\"A vintage desktop computer from the 1970s with a small, narrow screen and a keyboard attached to it.\"\/><\/a><figcaption class=\"wp-element-caption\"><em>\u2018Maze War\u2019 was developed on the Imlac PDS-1. <a href=\"https:\/\/upload.wikimedia.org\/wikipedia\/commons\/5\/57\/Imlac_PDS-1_1969.png?utm_source=en.wikipedia.org&amp;utm_campaign=index&amp;utm_content=original\">Electronics\/Wikimedia Commons<\/a><\/em><\/figcaption><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">That\u2019s why both games were developed on systems that had more processing power and speed. \u201cMaze War\u201d first appeared on an Imlac PDS-1 minicomputer, while \u201cSpasim\u201d \u2013 short for \u201cspace simulator\u201d \u2013 launched on PLATO, an early networked computer system.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Since everyday people couldn\u2019t easily access the Imlac PDS-1 minicomputer or PLATO, these two games have been largely forgotten. But they paved the way for one of today\u2019s most popular video game genres.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Out of sight, but not out of mind<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Both games allowed players to move through a 3D space and shoot enemy figures that appeared onscreen in the player\u2019s view.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">In \u201cSpasim,\u201d movement and shooting didn\u2019t occur in real time. You moved by jumping from one position to another, with a short lag time needed to render the next view.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">In \u201cMaze War,\u201d players could move relatively smoothly in a straight line down hallways. Turning, however, needed to be done in 90-degree increments, which created some potentially confusing graphics as entire scenes abruptly appeared. In the single-player mode, danger could lurk just around the corner: Robots would automatically shoot you if they were in line with you down a hallway.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">\u201cMaze War\u201d and \u201cSpasim\u201d also had multiplayer modes that allowed networked players to shoot at each other. Before video games, popular shooting games \u2013 the kind found at fairs and carnivals \u2013 generally involved friendly competition, with players competing to see who could hit targets most accurately. The kill-or-be-killed death matches of \u201cMaze War\u201d and \u201cSpasim\u201d completely upended the way guns were used in play and competition. <\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<iframe title=\"Maze War - (1974)\" width=\"640\" height=\"360\" src=\"https:\/\/www.youtube.com\/embed\/9wX5L03r-qA?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n<\/div><\/figure>\n\n\n\n<p class=\"has-text-align-center has-small-font-size wp-block-paragraph\"><em>In \u2018Maze War,\u2019 players are required to turn in 90-degree increments.<\/em><\/p>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity\"\/>\n\n\n\n<p class=\"wp-block-paragraph\">\u2018Maze War\u2019 introduced another new twist: the possibility of getting shot at and killed from behind, without ever seeing your attacker. Instead of the fixed and unchanging point of view found in a shooting gallery, \u2018Maze War\u2019 required you to constantly look around to try to keep track of everything in your immediate area.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">And unlike most video games up to this point, players didn\u2019t see the entirety of a game\u2019s world from a godlike perspective. Instead, there was a sense of offscreen space surrounding the player, with events occurring out of the player\u2019s sight.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Building a 3D world with lines<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Both \u2018Maze War\u2019 and \u2018Spasim\u2019 used what are called vector graphics, which are images made by drawing lines directly between points on the screen.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Compared with the other popular form of computer graphics, known as raster graphics, vector graphics were particularly well suited for creating a first-person perspective. They contain clean lines that converge at a vanishing point, making a flat screen appear to stretch into the distance. Raster graphics, on the other hand, create pictures by filling in a grid of tiny pixels, an approach that was less suited to drawing the crisp lines needed to create this kind of perspective.<\/p>\n\n\n\n<figure class=\"wp-block-image aligncenter\"><img decoding=\"async\" src=\"https:\/\/images.theconversation.com\/files\/760876\/original\/file-20260918-50-7da4yh.png?ixlib=rb-4.1.1&amp;q=45&amp;auto=format&amp;w=754&amp;fit=clip\" alt=\"A demonstration of how lines can create vanishing points.\"\/><figcaption class=\"wp-element-caption\">Diagonal lines create vanishing points that make a flat surface appear to stretch into the distance. <a href=\"https:\/\/upload.wikimedia.org\/wikipedia\/commons\/4\/44\/1ptPerspective.svg?utm_source=commons.wikimedia.org&amp;utm_campaign=index&amp;utm_content=original\">InkScape\/Wikimedia Commons<\/a>, <a href=\"http:\/\/creativecommons.org\/licenses\/by-sa\/4.0\/\">CC BY-SA<\/a><\/figcaption><\/figure>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity\"\/>\n\n\n\n<p class=\"wp-block-paragraph\">By 1977, video game fans could play Cinematronic\u2019s \u201cSpace Wars,\u201d which used vector graphics, at arcades. In 1978, Vectorbeam\u2019s \u201cSpeed Freak\u201d deployed vector graphics to render the first real-time, 3D computer animation in an arcade video game \u2013 an explosion of car parts when the player crashed. Atari\u2019s 1980 arcade game \u201cBattlezone\u201d was a huge hit that gave many players their first chance to try a first-person shooting game.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">\u201cMaze War\u201d and \u201cSpasim\u201d didn\u2019t have the aiming capabilities that players are used to today. Shooting was done with a keystroke, with aiming limited to facing in the right direction. Nor did they have the speed, spectacle and realism of their modern descendants. But they introduced something more fundamental: a new way of seeing and experiencing a video game.<\/p>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity\"\/>\n\n\n\n<p class=\"has-small-font-size wp-block-paragraph\"><em>And since curiosity has no age limit \u2013 adults, let us know what you\u2019re wondering, too. We won\u2019t be able to answer every question, but we will do our best.<\/em><\/p>\n\n\n\n<p class=\"has-small-font-size wp-block-paragraph\"><a href=\"https:\/\/theconversation.com\/profiles\/mark-j-p-wolf-2761160\">Mark J. P. Wolf<\/a>, Professor of Communication, <em><a href=\"https:\/\/theconversation.com\/institutions\/concordia-university-wisconsin-6885\">Concordia University Wisconsin<\/a><\/em><\/p>\n\n\n\n<p class=\"has-small-font-size wp-block-paragraph\">This article is republished from <a href=\"https:\/\/theconversation.com\">The Conversation<\/a> under a Creative Commons license. Read the <a href=\"https:\/\/theconversation.com\/what-was-the-original-first-person-shooter-two-largely-forgotten-computer-games-from-the-1970s-ushered-in-the-genre-290696\">original article<\/a>.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Before \u201cCall of Duty,\u201d before \u201cCounter-Strike\u201d and before \u201cDoom,\u201d there was \u201cMaze War.\u201d Generally considered the earliest first-person<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"om_disable_all_campaigns":false,"_monsterinsights_skip_tracking":false,"_uf_show_specific_survey":0,"_uf_disable_surveys":false,"footnotes":""},"categories":[42],"tags":[],"class_list":["post-16112","post","type-post","status-publish","format-standard","hentry","category-e-sports"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 5.0.2 - aioseo.com -->\n\t<meta name=\"description\" content=\"Before \u201cCall of Duty,\u201d before \u201cCounter-Strike\u201d and before \u201cDoom,\u201d there was \u201cMaze War.\u201d Generally considered the earliest first-person shooter game, or FPS, \u201cMaze War\u201d was developed at a NASA research center beginning in 1973. 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