Ports and clones

The long journey, beyond the PDP-1

Spacewar! did not stay on one machine. Through the 1960s and into the 1970s it was carried, re-coded, and reinvented on computers across dozens of labs, often rebuilt from memory or a magazine listing rather than the MIT source. Each port is a re-reading of the game: a decision about what Spacewar! essentially is, made by someone who usually never saw the original code.

the survey
Machine by machine

Spacewar! leaves the PDP-1

MachineTitleWhereDateBy & notes
PDP-1Spacewar!MIT1961–63Russell, Saunders, Graetz, Edwards, Samson, et al. (the original)
PDP-4SpacewarUniversity of Michigan1963
DDP-224SpacewarUniversity of Michigan1964
PDP-6SpacewarStanford1964Steve Russell
IBM System/360-65SpacewarMIT Computation Center1965Edson Hendricks
PDP-1SpacewarBBN (Bolt Beranek and Newman)1960sA BBN copy, "probably a copy I brought over," recalls Bernie Cosell (1995), who kept a printed listing of the version BBN played and read it to find "the addresses of all the magic variables" to tweak (infinite torpedoes, a 90% chance of dying in hyperspace), the cheats the game invited. Listing not yet recovered.
PDP-7DuelCambridge Univ. Maths LabJun 1968M. S. Peterson & J. C. (John) Viner (graduate students; DECUS 7-40): "viscous space" deceleration, five console switches, no hyperspace or explosions; no copies survive at Cambridge. The Cambridge story ›
PDP-7SpacewarUniversity of Pittsburgh1965Russell Randshaw
CDC-3100SpacewarUniversity of Minnesota1966–69A. W. Kuhfeld: invisibility instead of hyperspace, distinct ships, scoring, fuel and ammo limits; written up in Analog, 1971. The Minnesota story ›
LINC-8SPCWARUniversity of Pennsylvania12 Aug 1968E. Duffin (orig. anonymous; DECUS L-39, source language LAP6); the earliest port with a firm date
PDP-10Space WarStanford AI Lab1967Steve Russell; Ralph Gorin's version (with R. Taylor), up to 5 players, the one played at the 1972 Olympics. The Stanford story › · SAIL source ›
PDP-6 / PDP-10SPCWARMIT AI Lab1960s–1976The MIT-AI lineage, maintained on ITS into 1976 (Harrenstein, Hunter, et al.); its name evolved through eight titles, from WAR to SPCWAR. The SPCWAR story › · source ›
Data General NOVASpacewarFall Joint Computer Conf.1968
PLATO / ILLIACSpacewarUniversity of Illinois1969Richard W. Blomme; an "inter-terminal" (networked) game with fuel limits
IBM 1620Spacewar~1969Jim Burroughs
Imlac PDS-1Spacewar1970
PDP-8Space WarDECUS1965–68 (listing 1971)Evan Suits (LAB-8); source held here
LINC-8 / PDP-12SPCWAR v3Georgia Tech1974D. E. Wrege & Assoc. (the SPCWAR line continued; LAP6). source ›
GT40 (PDP-11)SPCWARStanford SAIL1973Botond G. Eross's GT40 version (MACRO-11, vector display), copyright 1973 at the Stanford AI Project; with mines and a "wild variable". Preserved in the Stanford SAILDART archive as SW.P11[11,BO] (filed 1975). source ›
GT40 (PDP-11)SPCWARDECUS 11-1921974Larry Bryant & Bill Seiler's PDP-11/GT40 version (MACRO-11, VT11 vector display); submitted to DECUS as 11-192, lost when DECUS discarded its sources, and recovered from Seiler's saved printout by Mattis Lind in 2021. The PDP-11 story › · scanned listing ›
GT40 (PDP-11)SpacewarMIT AI Labc.1976R. C. Waters & M. A. Billmers (vector display, MACRO-11; AI Lab working papers 64/165/166; inspired by Gorin's PDP-10 version). paper-tape image ›

After Table 1 in the Kinephanos study (2015). Expanded with new additions recovered by Berry and Marino in 2026. The PDP-8 source (Evan Suits's LAB-8 version, "Interplanetary death and destruction on your LAB-8") is archived in this project's sources. Ralph Gorin's PDP-10 version ran up to five ships and was the one played at the 1972 "Intergalactic Spacewar! Olympics" at the Stanford AI Lab, reported in Stewart Brand's celebrated Rolling Stone dispatch ("HOW MANY SHIPS? MAXIMUM IS 5").

digging deeper
The port pages

Five ports, read closely

Some of these source code ports survived, in a source listing, a magazine write-up, or a recovered printout, but others are harder to find. Each is a piece of source code history and expands our understanding of how Spacewar! was diffused across the world.

See also the deep dive into the PDP-1 itself, the machine the game was written for, the versions of the MIT game, and the restorations that keep it runnable.

← The MIT versions   Timeline →

descendants and diffusion
Beyond the ports · work in progress

What grew out of it, and how far it travelled

This section is tentative and part of ongoing research: the catalogue of commercial versions and the game's diffusion are still being verified, and the findings below are provisional.

Beyond the labs that re-implemented Spacewar! for their own machines, the game seeded the first commercial video games:

That commercial line is also the only firmly documented route by which the game travelled abroad. The original on its native PDP-1 stayed essentially North American; the documented foreign diffusion in 1961–1980 is Japanese and commercial, one step further down the lineage: Taito's licensed Space Wars (Japan, 1978) and Sega's Space Ship (1978), both descending from the Cinematronics game. The one early European re-implementation is Cambridge's DUEL on a PDP-7 (c.1968). No Soviet original-game version is documented in the Russian-language histories so far surveyed, but do let us know if you have more information on this.

The game has also kept being rewritten by individuals. Bill Seiler, who co-wrote the 1974 PDP-11 version, later wrote a DOS/CGA SpaceWar (v1.72, 1985), distributed as shareware; in 2026 Pete Clarke produced a faithful Python/Pygame recreation of it, porting the physics and game logic 1:1 from Seiler's x86 assembly source.

One port survives only as memory. Peter Samson has recalled working later on a classified computer system for an unnamed "three-letter agency", an eight-screen installation he thought resembled the SAGE air-defence machine: when the hardware ran late, the team threw in some software for free, including a port of Spacewar! that ran four games at once across all eight screens, with random matchmaking so players did not know whom they were facing. By his account the system's intended purpose was "not too far removed" from playing Spacewar!. We only have the transcript of this interview as the source for this claim.

That military thread did not stay anecdotal. The early games industry was, as Kline, Dyer-Witheford and de Peuter argue, "heartily subsidized by military research": Spacewar!, the ARPANET that carried it, networked multiplayer systems and the three-dimensional navigation of virtual environments all "emerged from a context of Pentagon-funded research". The traffic ran both ways, and kept running. From ARPANET and Spacewar! to Atari, and then back from the arcade game Battlezone to the US Army's SIMNET networked tank simulator and on to BattleTech, military research and commercial gaming settled into what they call a "circular, self-reinforcing, synergistic dynamic": a relationship that began as a civilian spin-off from war preparation but became a way of getting the entertainment sector to help underwrite the costs of military innovation and training. Spacewar!'s free circulation inside a Cold-War research budget is the first turn of that loop.

Drawn from the project's working diffusion catalogue, compiled for the monograph; individual entries carry their own sources and confidence ratings. On the commercial history of Space Wars and the question of who could own a public-domain design, see All in Color for a Quarter; on the Cinematronics / Vectorbeam lineage and the vector-versus-raster question, see Thomas H. Rousse, "Reconstructing WARRIOR" (Kinephanos, 2015). The commercial and foreign findings are provisional pending further research.

1 This raises a question the project intends to pursue rather than settle here: how a communally written, freely circulating, public-domain program became the basis of a copyrighted, top-grossing commercial product, and on what any claim to own such a design could rest.