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Game studies

Spend time with a game: how it plays, how it was made, and why it matters.

Get to know the whole game. Follow a manoeuvre into the maths, a design choice into the machine, or an imagined world into the people and culture that shaped it.

Original editorial illustration

Spacewar!

Two ships, one star, and a universe of things to discover about games.

PDP-1 · 1962 · Not yet fact-checked

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Original editorial illustration

Adventure

A lamp, a cave, and a conversation that changed what a game could be.

PDP-10 · 1970s · Not yet fact-checked

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Wanted: Monty Mole

A little mole, a dangerous mine, and a game shaped by life above ground.

ZX Spectrum · 1984 · Not yet fact-checked

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Original editorial illustration

Elite

A spaceship, a hundred credits, and a universe which leaves the next move to you.

BBC Micro · 1984 · Not yet fact-checked

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Original editorial illustration

Manic Miner

Twenty caverns, a jump to commit to, and a very strange place to work.

ZX Spectrum · 1983 · Not yet fact-checked

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Lemmings

A few tools, a crowd that keeps walking, and the pleasure of getting everyone home.

Amiga · 1991 · Not yet fact-checked

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Original editorial illustration

Boulder Dash

A jewel, a falling rock, and the pleasure of surviving your own bright ideas.

Atari 8-bit · 1984 · Not yet fact-checked

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Original editorial illustration

M.U.L.E.

Four settlers, some unreliable robots, and a colony which needs everyone to keep playing.

Atari 8-bit · 1983 · Not yet fact-checked

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Original editorial illustration

Pac-Man

A maze full of work, four different pursuers, and the moment the chase changes direction.

Arcade · 1980 · Not yet fact-checked

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Original editorial illustration

SimCity

A few streets, a power station, and a place that begins to make demands of its own.

Amiga · 1989 · Not yet fact-checked

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Each study connects to the Vault’s focused reference articles and to explanations elsewhere on the site. You can follow those threads without needing to write a program.