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	<title>GAMM Game Museum</title>
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	<description>Il museo del Videogioco di Roma</description>
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	<title>GAMM Game Museum</title>
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	<item>
		<title>The GAMM is open on Easter Sunday and Easter Monday.</title>
		<link>https://www.gammuseum.com/en/news-en/il-gamm-e-aperto-a-pasqua-e-pasquetta/</link>
		
		<dc:creator><![CDATA[GAMM]]></dc:creator>
		<pubDate>Sun, 05 Apr 2026 08:38:45 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<guid isPermaLink="false">https://www.gammuseum.com/?p=32221</guid>

					<description><![CDATA[<p>Bring your friends and family to the GAMM Game Museum in Rome and dive into a world where the history of video games comes to life. From iconic consoles to&#8230;</p>
<p>L'articolo <a href="https://www.gammuseum.com/en/news-en/il-gamm-e-aperto-a-pasqua-e-pasquetta/">The GAMM is open on Easter Sunday and Easter Monday.</a> proviene da <a href="https://www.gammuseum.com/en/">GAMM Game Museum</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p data-start="49" data-end="337">Bring your friends and family to the <strong data-start="86" data-end="114">GAMM Game Museum in Rome</strong> and dive into a world where the history of video games comes to life. From iconic consoles to interactive stations, every corner of the museum is a journey through time filled with pixels, joysticks, and gaming memories.</p>
<ul data-start="339" data-end="561">
<li data-section-id="12n2xg4" data-start="339" data-end="426"><strong data-start="341" data-end="350">When:</strong> Open on Easter Sunday and Easter Monday, standard hours 9:30 AM – 7:30 PM</li>
<li data-section-id="69twve" data-start="427" data-end="471"><strong data-start="429" data-end="439">Where:</strong> Piazza della Repubblica, Rome</li>
<li data-section-id="zyzvmv" data-start="472" data-end="561"><strong data-start="474" data-end="487">For whom:</strong> Families, friends, gaming enthusiasts, and curious visitors of all ages</li>
</ul>
<p data-start="563" data-end="705">Experience a unique weekend full of nostalgia and fun: play, discover, explore, and be amazed by the world of video games like never before!</p>
<p>L'articolo <a href="https://www.gammuseum.com/en/news-en/il-gamm-e-aperto-a-pasqua-e-pasquetta/">The GAMM is open on Easter Sunday and Easter Monday.</a> proviene da <a href="https://www.gammuseum.com/en/">GAMM Game Museum</a>.</p>
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		<title>Screamer burns up the asphalt of Rome. At the GAMM Museum, a celebration of the legendary Italian racing game.</title>
		<link>https://www.gammuseum.com/en/news-en/screamer-brucia-lasfalto-di-roma-al-gamm-museum-la-celebrazione-del-leggendario-racing-game-italiano/</link>
		
		<dc:creator><![CDATA[GAMM]]></dc:creator>
		<pubDate>Wed, 25 Mar 2026 11:27:06 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<guid isPermaLink="false">https://www.gammuseum.com/uncategorized/screamer-brucia-lasfalto-di-roma-al-gamm-museum-la-celebrazione-del-leggendario-racing-game-italiano/</guid>

					<description><![CDATA[<p>An exhibition featuring 30 works, a panel with the Milestone developers, the presentation of the original comic book with an artist signing session, and a DJ set dedicated to the&#8230;</p>
<p>L'articolo <a href="https://www.gammuseum.com/en/news-en/screamer-brucia-lasfalto-di-roma-al-gamm-museum-la-celebrazione-del-leggendario-racing-game-italiano/">Screamer burns up the asphalt of Rome. At the GAMM Museum, a celebration of the legendary Italian racing game.</a> proviene da <a href="https://www.gammuseum.com/en/">GAMM Game Museum</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>An exhibition featuring 30 works, a panel with the Milestone developers, the presentation of the original comic book with an artist signing session, and a DJ set dedicated to the game’s soundtrack. Everything is ready for the Italian launch of <em>Screamer</em>, scheduled for March 26 at the GAMM Museum in Rome.</p>
<p><strong>THE EVENT</strong></p>
<p>On March 26, 2026—the day of <em>Screamer</em>’s global release—the GAMM Museum in Rome will host a special event celebrating the return of one of the most iconic intellectual properties in the history of Italian video games. Thirty years after the debut of the legendary racing game that made history in Italian gaming back in 1995, Milestone is bringing <em>Screamer</em> back to the track in a completely renewed form: anime-style cel-shaded visuals, a cyberpunk setting, combat mechanics, and a deep narrative inspired by manga from the 1980s and 1990s.</p>
<p>The evening, which begins at 6:00 PM, will celebrate both the past and the future of the title.</p>
<p><strong>30 WORKS ON DISPLAY: WHERE ART MEETS VIDEO GAMES</strong></p>
<p>At the heart of the evening will be a brand-new exhibition featuring 30 original works: preliminary sketches, concept art, and artwork created throughout the development of <em>Screamer</em>, from early stages to the final product. This unmissable artistic journey will reveal the creative process behind the game, showing how a video game universe is visually conceived and evolves.</p>
<p>The exhibition, open until the end of April and curated by Massimo Triulzi, Director of the GAMM Museum, with contributions from Milestone, fully reflects the museum’s commitment to being a national reference point for video game culture, with the goal of recognizing video games as an art form.</p>
<p><strong>THE PANEL: DEVELOPERS TALK ABOUT SCREAMER</strong></p>
<p>The event will also feature an open panel discussion with the Milestone team, including several key figures behind the game’s development. They will share the story behind <em>Screamer</em>, from the creative challenges of reinventing a cult title after thirty years to the philosophy behind a production that looks to Japanese anime to redefine contemporary arcade racing.</p>
<p>The panel will be moderated by Eva Carducci, film critic and influencer, one of the most authoritative voices in Italian pop culture.</p>
<p><strong>THE COMIC: “LOSS, A SCREAMER STORY”</strong></p>
<p>To mark the launch of <em>Screamer</em>, Milestone commissioned the original comic <em>“LOSS, A SCREAMER STORY”</em>, created by artist Matteo De Longis. The work expands the narrative universe of the game through the language of comics, in a way that aligns perfectly with the manga and anime inspiration that permeates the entire production.</p>
<p>De Longis will be present at the event to discuss his work and take part in a signing session for a limited-edition print dedicated to the game, offering attendees an exclusive piece of the <em>Screamer</em> mythology.</p>
<p>Date: from Thursday, March 26, 2026<br data-start="35" data-end="38" />Location: GAMM Museum, Rome – Via delle Terme di Diocleziano, 35/36</p>
<p><strong><a href="https://www.gammuseum.com/biglietteria/" target="_blank" rel="noopener"> Ticket Online</a></strong></p>
<p>L'articolo <a href="https://www.gammuseum.com/en/news-en/screamer-brucia-lasfalto-di-roma-al-gamm-museum-la-celebrazione-del-leggendario-racing-game-italiano/">Screamer burns up the asphalt of Rome. At the GAMM Museum, a celebration of the legendary Italian racing game.</a> proviene da <a href="https://www.gammuseum.com/en/">GAMM Game Museum</a>.</p>
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		<title>Star Trek by Mike Mayfield</title>
		<link>https://www.gammuseum.com/en/news-en/mike-mayfield-star-trek-the-first-tie-in/</link>
		
		<dc:creator><![CDATA[Caterina Falasca]]></dc:creator>
		<pubDate>Fri, 28 Nov 2025 11:09:48 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<guid isPermaLink="false">https://www.gammuseum.com/uncategorized/star-trek-di-mike-mayfield-il-primo-tie-in/</guid>

					<description><![CDATA[<p>Type: Text-based strategic management gameInnovations: First tie-in in historyKey Figures: Mike Mayfield (creator), Bob Leedom (author of Super Star Trek)Original Version: 1971 (Mainframe version)Reissues: 1972 (HP 2000C Version), 1974 (expanded&#8230;</p>
<p>L'articolo <a href="https://www.gammuseum.com/en/news-en/mike-mayfield-star-trek-the-first-tie-in/">Star Trek by Mike Mayfield</a> proviene da <a href="https://www.gammuseum.com/en/">GAMM Game Museum</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p data-start="118" data-end="592"><strong data-start="118" data-end="127">Type:</strong> Text-based strategic management game<br data-start="164" data-end="167" /><strong data-start="167" data-end="183">Innovations:</strong> First tie-in in history<br data-start="207" data-end="210" /><strong data-start="210" data-end="226">Key Figures:</strong> Mike Mayfield (creator), Bob Leedom (author of <em data-start="274" data-end="291">Super Star Trek</em>)<br data-start="292" data-end="295" /><strong data-start="295" data-end="316">Original Version:</strong> 1971 (Mainframe version)<br data-start="341" data-end="344" /><strong data-start="344" data-end="357">Reissues:</strong> 1972 (HP 2000C Version), 1974 (expanded conversion), 1984 (Spectrum)<br data-start="426" data-end="429" /><strong data-start="429" data-end="440">Origin:</strong> Computer laboratory of the University of California, Irvine, U.S.A.<br data-start="508" data-end="511" /><strong data-start="511" data-end="531">Original System:</strong> SDS Sigma 7 Mainframe<br data-start="553" data-end="556" /><strong data-start="556" data-end="577">Physical Support:</strong> Punched Tape</p>
<p data-start="594" data-end="1678">While, in the real world, mass computing was just taking its first steps in the early seventies—gradually moving from large institutions to small offices and eventually private homes—science fiction had already offered a glimpse, albeit romanticized by visionary writers, of what the future of computers would become. A future that, in many ways, we are already living. Today we navigate an age of increasingly powerful computers, capable of genuine graphical miracles, and advanced AIs that can think almost on par with the human brain. Yet back then, all of this belonged solely to imagination. Sci-Fi, more than any other genre, has given us for decades a window into tomorrow, often anticipating not only short- and long-term developments like robots and quasi-self-aware processors, but above all inspiring inventors and engineers to create the devices we now use daily. The communicator from the original <em data-start="1505" data-end="1516">Star Trek</em> series, after all, is nothing more than the “modern” mobile phone, which, in the seventies, was beginning to emerge thanks to historic companies like Motorola.</p>
<p data-start="1680" data-end="1973">Video games, of course, followed the same evolution, transforming science fiction from screens big and small into electronic entertainment. Today we’re talking about <em data-start="1846" data-end="1857">Star Trek</em>, the first text-based strategic video game derived from the TV series, born in 1971 from the mind of Mike Mayfield.</p>
<figure id="attachment_31377" aria-describedby="caption-attachment-31377" style="width: 300px" class="wp-caption alignright"><img fetchpriority="high" decoding="async" class="size-medium wp-image-31377" src="https://www.gammuseum.com/wp-content/uploads/2025/11/Star-Trek-Text-01-300x169.jpg" alt="" width="300" height="169" srcset="https://www.gammuseum.com/wp-content/uploads/2025/11/Star-Trek-Text-01-300x169.jpg 300w, https://www.gammuseum.com/wp-content/uploads/2025/11/Star-Trek-Text-01-1024x576.jpg 1024w, https://www.gammuseum.com/wp-content/uploads/2025/11/Star-Trek-Text-01-768x432.jpg 768w, https://www.gammuseum.com/wp-content/uploads/2025/11/Star-Trek-Text-01-370x208.jpg 370w, https://www.gammuseum.com/wp-content/uploads/2025/11/Star-Trek-Text-01-840x473.jpg 840w, https://www.gammuseum.com/wp-content/uploads/2025/11/Star-Trek-Text-01-410x231.jpg 410w, https://www.gammuseum.com/wp-content/uploads/2025/11/Star-Trek-Text-01-600x338.jpg 600w, https://www.gammuseum.com/wp-content/uploads/2025/11/Star-Trek-Text-01-270x152.jpg 270w, https://www.gammuseum.com/wp-content/uploads/2025/11/Star-Trek-Text-01.jpg 1280w" sizes="(max-width: 300px) 100vw, 300px" /><figcaption id="caption-attachment-31377" class="wp-caption-text">Learning to use the short- and long-range sensors is essential to succeed, but mastering the ship’s phasers is even more crucial!</figcaption></figure>
<p data-start="1975" data-end="2184"><br data-start="2104" data-end="2107" /><strong data-start="2107" data-end="2184">When the Enterprise lived inside terminals: the first Star Trek text game</strong></p>
<p data-start="2186" data-end="2707">It’s 1971. While the music world is discovering the psychedelic rock of progressive groups like Pink Floyd, and mainframe computers still occupy entire rooms in dusty American universities, a young programmer—Mike Mayfield, a high-school senior already attending a university lab at UC Irvine—decides to boldly go where no one has gone before. The mission is ambitious: bring the visual grandeur of <em data-start="2585" data-end="2596">Star Trek</em> to terminals with no graphics whatsoever—specifically the ASR Teletype Model 33—connected via local network.</p>
<p data-start="2709" data-end="3277">Though designed on an SDS Sigma 7 mainframe and developed over more than a year of work, the game soon found a more accessible home: the sturdy yet spartan HP 2000C minicomputer, which today would likely pale next to a modern smartphone. This system was provided by HP’s commercial division. Thus was born the first text-based strategy videogame dedicated to the saga, a space journey made only of letters, numbers, and a whole lot of imagination. But that, ultimately, is the core of what a “videogame” is—a term coined, as we know, by Steve Russell for <em data-start="3264" data-end="3275">Spacewar!</em></p>
<p data-start="3279" data-end="3793">Despite the total absence of visual effects, the game managed—thanks to its charisma and narrative tension—to captivate generations of students and programmers starting in the seventies, evolving as real-world computers advanced. The game’s galaxy is represented as a simple 8×8 grid of quadrants—64 total—true to the fictional universe created by Gene Roddenberry. Each quadrant contains another 8×8 grid of sectors. A layout so geometric and perfect that even Spock would have found it “statistically elegant.”</p>
<p data-start="3795" data-end="4111">The player assumes the role of captain aboard the legendary USS Enterprise, armed with phasers, photon torpedoes, and an energy reserve that depletes faster than Captain Kirk’s patience during a diplomatic negotiation. Every command is entered through the classic text parser, making the game immediately accessible.</p>
<figure id="attachment_31383" aria-describedby="caption-attachment-31383" style="width: 300px" class="wp-caption alignright"><img decoding="async" class="size-medium wp-image-31383" src="https://www.gammuseum.com/wp-content/uploads/2025/11/Star-Trek-Text-02-300x169.jpg" alt="" width="300" height="169" srcset="https://www.gammuseum.com/wp-content/uploads/2025/11/Star-Trek-Text-02-300x169.jpg 300w, https://www.gammuseum.com/wp-content/uploads/2025/11/Star-Trek-Text-02-1024x576.jpg 1024w, https://www.gammuseum.com/wp-content/uploads/2025/11/Star-Trek-Text-02-768x432.jpg 768w, https://www.gammuseum.com/wp-content/uploads/2025/11/Star-Trek-Text-02-370x208.jpg 370w, https://www.gammuseum.com/wp-content/uploads/2025/11/Star-Trek-Text-02-840x473.jpg 840w, https://www.gammuseum.com/wp-content/uploads/2025/11/Star-Trek-Text-02-410x231.jpg 410w, https://www.gammuseum.com/wp-content/uploads/2025/11/Star-Trek-Text-02-600x338.jpg 600w, https://www.gammuseum.com/wp-content/uploads/2025/11/Star-Trek-Text-02-270x152.jpg 270w, https://www.gammuseum.com/wp-content/uploads/2025/11/Star-Trek-Text-02.jpg 1280w" sizes="(max-width: 300px) 100vw, 300px" /><figcaption id="caption-attachment-31383" class="wp-caption-text">A handy summary table displays your resource status</figcaption></figure>
<p data-start="4113" data-end="4254"><br data-start="4164" data-end="4167" /><strong data-start="4167" data-end="4254">A squadron of Klingon warbirds—made only of numbers and letters—threatens humanity!</strong></p>
<p data-start="4256" data-end="4775">The objective of Mayfield’s game is simple and consistent with the show, especially the wartime moments against the Federation’s historic enemies. The player must eliminate a number of Klingon ships scattered across the galaxy before the assigned stardate expires. A straightforward mission which, through its purely text-based presentation, becomes an interactive narrative as gripping as a novel—only this time, the actions are decided by a human player sitting at a terminal. A dream come true for kids of the era!</p>
<p data-start="4777" data-end="5142">The first American college “nerds,” many already on scientific study paths, were often inspired by the legendary TV series. Alongside the game grid, the interface displays the ship’s Conditions as well as Torpedoes, Energy, Shields, and Klingons—showing exact values for each element. At the bottom of the screen, the Command interface awaits your captain’s orders.</p>
<p data-start="5144" data-end="5622">Nothing too complex for those used to academic computers and terminals—except for one detail: Klingon ships <em data-start="5252" data-end="5258">hate</em> diplomacy. They prefer to fire on sight at Starfleet, the historic enemies of the inhabitants of Kronos (Qo’noS), the Klingon homeworld. With an always-hostile empire, the player must act fast: Enterprise systems are fragile under Klingon fire, and get damaged as easily as Scotty yelling, “I cannae change the laws of physics!” with his iconic Scottish accent.</p>
<p data-start="5624" data-end="5994">The original TV series, meanwhile, anticipated the modern notion of “inclusion” by placing Americans, Russians, and Japanese together on the bridge—plus a Vulcan and a Black communications officer, who shared one of the first interracial kisses in television history with the ever-charming Captain Kirk. But let’s not digress like Grandpa Simpson—and return to the game.</p>
<figure id="attachment_31385" aria-describedby="caption-attachment-31385" style="width: 300px" class="wp-caption alignleft"><img decoding="async" class="size-medium wp-image-31385" src="https://www.gammuseum.com/wp-content/uploads/2025/11/Star-Trek-Text-03-300x169.jpg" alt="" width="300" height="169" srcset="https://www.gammuseum.com/wp-content/uploads/2025/11/Star-Trek-Text-03-300x169.jpg 300w, https://www.gammuseum.com/wp-content/uploads/2025/11/Star-Trek-Text-03-1024x576.jpg 1024w, https://www.gammuseum.com/wp-content/uploads/2025/11/Star-Trek-Text-03-768x432.jpg 768w, https://www.gammuseum.com/wp-content/uploads/2025/11/Star-Trek-Text-03-370x208.jpg 370w, https://www.gammuseum.com/wp-content/uploads/2025/11/Star-Trek-Text-03-840x473.jpg 840w, https://www.gammuseum.com/wp-content/uploads/2025/11/Star-Trek-Text-03-410x231.jpg 410w, https://www.gammuseum.com/wp-content/uploads/2025/11/Star-Trek-Text-03-600x338.jpg 600w, https://www.gammuseum.com/wp-content/uploads/2025/11/Star-Trek-Text-03-270x152.jpg 270w, https://www.gammuseum.com/wp-content/uploads/2025/11/Star-Trek-Text-03.jpg 1280w" sizes="(max-width: 300px) 100vw, 300px" /><figcaption id="caption-attachment-31385" class="wp-caption-text">The main interface, with grid, status, and text parser</figcaption></figure>
<p data-start="5996" data-end="6115"><br data-start="6054" data-end="6057" /><strong data-start="6057" data-end="6115">A text-based strategic videogame to explore deep space</strong></p>
<p data-start="6117" data-end="6695">The gameplay of Mayfield’s <em data-start="6144" data-end="6155">Star Trek</em> is mathematically precise—a tactical dance conducted entirely through text commands. A game of another era, sure, but with a charm that remains intact more than fifty years later. Memorizing commands is crucial: three-letter uppercase strings trigger every action. NAV moves the ship, PHA fires phasers, TOR launches photon torpedoes, SRS and LRS activate short- and long-range sensors, and SHE raises the shields—vital for survival. Without shields, the Enterprise lasts about three turns. Losing them means a swift, hopeless GAME OVER.</p>
<p data-start="6697" data-end="7310">The game uses alternating turns—player and enemy—like an intense (Vulcan) chess match. Starbases located throughout the quadrants can recharge consumables. Every action is narrated with cold, concise Teletype terminal language—no epic soundtrack, no bridge explosions—just lines like “Klingon at sector 5,3 attacks for 200 units.” Despite their dryness, these messages send chills down players’ spines. A minimal prose that would please the android Data (who wouldn’t appear in the franchise until 1987), though likely less appreciated by the fiery Dr. McCoy: “I’m a doctor, not a robot!” he might have shouted.</p>
<p data-start="7312" data-end="7473">Each game differs thanks to advanced algorithms devised by Mayfield. Replayability is extremely high, which quickly drove its success across university campuses.</p>
<figure id="attachment_31381" aria-describedby="caption-attachment-31381" style="width: 300px" class="wp-caption alignright"><img loading="lazy" decoding="async" class="size-medium wp-image-31381" src="https://www.gammuseum.com/wp-content/uploads/2025/11/Star-Trek-Text-04-300x213.jpg" alt="" width="300" height="213" srcset="https://www.gammuseum.com/wp-content/uploads/2025/11/Star-Trek-Text-04-300x213.jpg 300w, https://www.gammuseum.com/wp-content/uploads/2025/11/Star-Trek-Text-04-1024x728.jpg 1024w, https://www.gammuseum.com/wp-content/uploads/2025/11/Star-Trek-Text-04-768x546.jpg 768w, https://www.gammuseum.com/wp-content/uploads/2025/11/Star-Trek-Text-04-370x263.jpg 370w, https://www.gammuseum.com/wp-content/uploads/2025/11/Star-Trek-Text-04-840x598.jpg 840w, https://www.gammuseum.com/wp-content/uploads/2025/11/Star-Trek-Text-04-410x292.jpg 410w, https://www.gammuseum.com/wp-content/uploads/2025/11/Star-Trek-Text-04-600x427.jpg 600w, https://www.gammuseum.com/wp-content/uploads/2025/11/Star-Trek-Text-04.jpg 1244w" sizes="(max-width: 300px) 100vw, 300px" /><figcaption id="caption-attachment-31381" class="wp-caption-text">Michel Avemester programs the Spectrum version in 1984, featuring static images of the Enterprise!</figcaption></figure>
<p data-start="7475" data-end="7635"><br data-start="7577" data-end="7580" /><strong data-start="7580" data-end="7635">The evolution of <em data-start="7599" data-end="7610">Star Trek</em> and its later versions</strong></p>
<p data-start="7637" data-end="8295"><em data-start="7637" data-end="7648">Star Trek</em> was compiled in 1971 by Mike Mayfield on an SDS Sigma 7 mainframe in a programming language, but it was soon entirely rewritten in HP Time-Shared BASIC in 1972 on an HP 2000C minicomputer so it could run on simpler devices. A fully text-based game, designed for BASIC and played via Teletype terminals—simple printing consoles without graphics. Initially the game spread manually, with source code copied by hand. Hewlett-Packard believed in the project so much that it included the game as standard software in its official library. This gave it tremendous visibility and lasting success, along with reissues that added new features over time.</p>
<p data-start="8297" data-end="9218">In 1973, David H. Ahl and Mary Cole recompiled the game in BASIC PLUS for industry publications, making it compatible with DEC systems. The edition that brought the most fame, however, was <em data-start="8486" data-end="8503">Super Star Trek</em>, an expanded 1974 version by Bob Leedom—later used as the foundation for many subsequent releases. David Matuszek and Paul Reynolds later converted the game into Fortran, and versions eventually appeared on Unix, DOS, and Windows. The famous EGA Trek for IBM PC even added new graphical screens. Over time, the game multiplied like tribbles during mating season: <em data-start="8867" data-end="8879">Apple Trek</em> by Wendell Sander arrived on Apple systems in 1979; even consoles like the Atari VCS hosted variants (under different names due to licensing). Voice support emerged with <em data-start="9050" data-end="9059">TI-Trek</em> for the TI-99/4A in 1983, which used the system’s speech synthesizer, and Michel Avemester produced the 1984 Spectrum version with static Enterprise images.</p>
<p data-start="9220" data-end="9363">Alongside commercial editions, many versions based on Mayfield’s original code appeared, and today the internet still hosts <a href="https://makinggamesbyyear.itch.io/star-trek-1971">online adaptations</a>.</p>
<figure id="attachment_31390" aria-describedby="caption-attachment-31390" style="width: 300px" class="wp-caption alignright"><img loading="lazy" decoding="async" class="size-medium wp-image-31390" src="https://www.gammuseum.com/wp-content/uploads/2025/11/Star-Trek-Text-05-1-300x282.jpg" alt="" width="300" height="282" srcset="https://www.gammuseum.com/wp-content/uploads/2025/11/Star-Trek-Text-05-1-300x282.jpg 300w, https://www.gammuseum.com/wp-content/uploads/2025/11/Star-Trek-Text-05-1-768x722.jpg 768w, https://www.gammuseum.com/wp-content/uploads/2025/11/Star-Trek-Text-05-1-370x348.jpg 370w, https://www.gammuseum.com/wp-content/uploads/2025/11/Star-Trek-Text-05-1-410x385.jpg 410w, https://www.gammuseum.com/wp-content/uploads/2025/11/Star-Trek-Text-05-1-600x564.jpg 600w, https://www.gammuseum.com/wp-content/uploads/2025/11/Star-Trek-Text-05-1.jpg 800w" sizes="(max-width: 300px) 100vw, 300px" /><figcaption id="caption-attachment-31390" class="wp-caption-text">The complex SDS Sigma 7 university mainframe where the game was developed in 1971</figcaption></figure>
<p data-start="9452" data-end="9844">Over the years, version after version, the text-based <em data-start="9506" data-end="9517">Star Trek</em> videogame exploded in popularity, becoming a cult classic—present in countless variations on American computers. What began as a student project evolved into one of the most widespread titles of the seventies, a true cornerstone of gaming history. It is also the first tie-in (a game based on a film or TV series) ever made.</p>
<p data-start="9846" data-end="10389">Looking back with historical perspective, the game has an irresistible retro charm—a space mission with no graphics, capable of evoking interstellar battles using only text. Long before 3D engines—or even 8-bit graphics—a little imagination and a noisy terminal were enough to feel like you were commanding the bridge. A simple, brilliant, and surprisingly engaging experience—proof that you don’t need to bend space-time to make a great game. Sometimes, all it takes is a bit of BASIC and the desire to go where no programmer has gone before.</p>
<p data-start="10391" data-end="10417"><strong data-start="10391" data-end="10402">Author:</strong></p>
<p data-start="10391" data-end="10417">Fabio D’Anna</p>
<p data-start="10419" data-end="10491">Stay updated on GAMM news and events. Visit <em data-start="10463" data-end="10488">News – GAMM Game Museum</em>!</p>
<p>L'articolo <a href="https://www.gammuseum.com/en/news-en/mike-mayfield-star-trek-the-first-tie-in/">Star Trek by Mike Mayfield</a> proviene da <a href="https://www.gammuseum.com/en/">GAMM Game Museum</a>.</p>
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		<title>The Oregon Trail</title>
		<link>https://www.gammuseum.com/en/news-en/the-oregon-trail-dalla-frontiera-del-west-nasce-una-icona-pop/</link>
		
		<dc:creator><![CDATA[Caterina Falasca]]></dc:creator>
		<pubDate>Fri, 21 Nov 2025 11:57:34 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<guid isPermaLink="false">https://www.gammuseum.com/?p=31356</guid>

					<description><![CDATA[<p>Tipologia: Gestionale strategico testuale Innovazioni: Introduzione di elementi survival e strategia storica Personaggi chiave: Don Rawitsch, Adam Huminsky e Paul Dillenberger Anni di uscita: 1971 (versione Mainframe)-1974 Pubblicazione MECC Provenienza:&#8230;</p>
<p>L'articolo <a href="https://www.gammuseum.com/en/news-en/the-oregon-trail-dalla-frontiera-del-west-nasce-una-icona-pop/">The Oregon Trail</a> proviene da <a href="https://www.gammuseum.com/en/">GAMM Game Museum</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Tipologia: Gestionale strategico testuale<br />
Innovazioni: Introduzione di elementi survival e strategia storica<br />
Personaggi chiave: Don Rawitsch, Adam Huminsky e Paul Dillenberger<br />
Anni di uscita: 1971 (versione Mainframe)-1974 Pubblicazione MECC<br />
Provenienza: Carleton College , Minnesota, U.S.A.</p>
<p>The Oregon Trail è un titolo decisamente atipico nel panorama videoludico delle origini, ed ha una importanza fondamentale nella storia dei videogiochi. Nonostante il fatto che sia poco conosciuto dal grande pubblico mondiale, il gioco, fortemente seminale, è rimasto nel cuore e nei ricordi di una intera generazione di studenti statunitensi. Si tratta infatti di un&#8217;opera prettamente aderente al particolare genere chiamato EDUTAINMENT, termine che verrà coniato in seguito dagli storici del videogame. Il nome nasce da una crasi tra le parole inglesi Educational ed Entertainment, ed il genere stesso riprende, a grandi linee, il concetto latino di “Ludendo docere”, ovvero di poter insegnare nelle scuole o nelle accademie, tramite l&#8217;escamotage del divertimento. Elettronico, nella nostra fattispecie specifica. Andiamo a riscoprirlo insieme.</p>
<p>&nbsp;</p>
<h6>The Oregon Trail, il videogioco entra nelle aule scolastiche negli anni settanta.</h6>
<p>Innanzitutto bisogna contestualizzare il periodo storico. Siamo nel 1971, quindi un&#8217;epoca molto acerba per il settore videoludico, con l&#8217;industria attuale, e ci riferiamo a quella commerciale tuttora in auge, che sta ancora muovendo i primi passi. Un anno prima dell&#8217;avvento di PONG, per capirci, ed in cui ancora gli esperimenti pre-commerciali visti nelle università statunitensi vanno ancora per la maggiore. Siamo in epoche remote, in cui la grafica ancora è primordiale, e spesso si vede poco<br />
più che dei grossi pixel informi sullo schermo, The Oregon Trail sceglie invece una via molto più aderente alle potenzialità delle macchine su cui è destinato a girare. Un&#8217;interfaccia completamente testuale (a cui sono state aggiunte delle immagini statiche in versioni successive) ed un setting storico molto adatto all&#8217;argomento che si vuole trattare. La sopravvivenza nel vecchio West, tra episodi divertenti ed importanti realtà storiche da imparare, anche come lezioni di vita. Il titolo ha una storia legata a doppio filo alle aule scolastiche, ed è infatti stato creato nei primissimi anni settanta da tre studenti senior (che sono quelli del quarto anno, rispetto agli studenti junior, nell&#8217;ordinamento scolastico accademico statunitense), provenienti dal Carleton College del Minnesota, nello specifico, Don Rawitsch, Adam Huminsky e Paul Dillenberger, tre simpatici nerd che probabilmente volevano soltanto rendere le lezioni di storia meno noiose, più moderne e divertenti.</p>
<p>Questi tre eroi visionari hanno creato un&#8217;opera molto importante, sia dal punto di vista dello sviluppo videoludico, ma soprattutto nella dimostrazione che l&#8217;informatica abbia applicazioni reali ed ut<span style="font-size: 1.1rem; letter-spacing: 0px;">ili nel mondo dell&#8217;insegnamento e della stessa pedagogia. Non male per un “semplice” </span><span style="font-size: 1.1rem; letter-spacing: 0px;">videogioco educativo, dobbiamo ammetterlo. </span></p>
<figure id="attachment_31341" aria-describedby="caption-attachment-31341" style="width: 300px" class="wp-caption alignleft"><img loading="lazy" decoding="async" class="wp-image-31341 size-medium" style="outline: 0px; font-size: 1.1rem; letter-spacing: 0px; font-weight: bold;" src="https://www.gammuseum.com/wp-content/uploads/2025/11/THE-OREGON-TRAIL-1-Creatori-del-gioco-300x173.jpg" alt="" width="300" height="173" srcset="https://www.gammuseum.com/wp-content/uploads/2025/11/THE-OREGON-TRAIL-1-Creatori-del-gioco-300x173.jpg 300w, https://www.gammuseum.com/wp-content/uploads/2025/11/THE-OREGON-TRAIL-1-Creatori-del-gioco-768x443.jpg 768w, https://www.gammuseum.com/wp-content/uploads/2025/11/THE-OREGON-TRAIL-1-Creatori-del-gioco-370x213.jpg 370w, https://www.gammuseum.com/wp-content/uploads/2025/11/THE-OREGON-TRAIL-1-Creatori-del-gioco-840x484.jpg 840w, https://www.gammuseum.com/wp-content/uploads/2025/11/THE-OREGON-TRAIL-1-Creatori-del-gioco-410x236.jpg 410w, https://www.gammuseum.com/wp-content/uploads/2025/11/THE-OREGON-TRAIL-1-Creatori-del-gioco-600x346.jpg 600w, https://www.gammuseum.com/wp-content/uploads/2025/11/THE-OREGON-TRAIL-1-Creatori-del-gioco.jpg 997w" sizes="(max-width: 300px) 100vw, 300px" /><figcaption id="caption-attachment-31341" class="wp-caption-text">I creatori del gioco, Don Rawitsch, Adam Huminsky e Paul Dillenberger</figcaption></figure>
<p><span style="font-size: 1.1rem; letter-spacing: 0px;">The Oregon Trail viene quindi ricordato da </span><span style="font-size: 1.1rem; letter-spacing: 0px;">letteralmente milioni di studenti americani come il primo approccio, in ambiente scolastico, delle applicazioni videoludiche nella fase di apprendimento.</span></p>
<p>&nbsp;</p>
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<p>&nbsp;</p>
<h6>Dal Minnesota alla frontiera, quando la storia americana incontra il videogame!</h6>
<p>Il gioco nasce quindi come un serio esperimento didattico che si prefigge di voler simulare sullo schermo, tramite una interfaccia testuale e parecchio intuitiva, il difficile viaggio che devono intraprendere i pionieri a bordo delle loro carrozze trainate da cavalli, lungo la leggendaria Pista dell&#8217;Oregon ( The Oregon Trail), che da il nome all&#8217;opera, ovvero una rotta di oltre tremila chilometri che nel Selvaggio West dell&#8217; Ottocento collegava lo stato del Missouri con l&#8217;Oregon, una vera e propria “Eldorado”, ovvero un terra promessa per agricoltori, famiglie, missionari e avventurieri che vogliono iniziare una vita nuova e migliore. Agli studenti viene chiesto di vestire i panni di un capo carovana nel 1848 e di prendere decisioni cruciali per la sopravvivenza. Scelte semplici, ma che possono influenzare parecchio la lunga peregrinazione. Quando sia meglio partire, quante scorte alimentari e d&#8217;emergenza portare, considerando la capienza delle carrozze, e scegliendo se voler viaggiare leggeri procurandosi il necessario lungo la strada o partire più appesantiti ma sicuri di avere scorte sufficienti in caso di scarse risorse lungo il percorso. Durante il gioco spesso ci si ritrova a farsi domande importanti, Se ad esempio valga la pena tentare di guadare un fiume in piena o sia meglio aspettare che si calmino le acque, letteralmente.</p>
<figure id="attachment_31347" aria-describedby="caption-attachment-31347" style="width: 300px" class="wp-caption alignright"><img loading="lazy" decoding="async" class="wp-image-31347 size-medium" style="font-size: 1.1rem; letter-spacing: 0px; font-weight: bold;" src="https://www.gammuseum.com/wp-content/uploads/2025/11/THE-OREGON-TRAIL-02-Interfaccia-Testuale-300x207.jpg" alt="" width="300" height="207" srcset="https://www.gammuseum.com/wp-content/uploads/2025/11/THE-OREGON-TRAIL-02-Interfaccia-Testuale-300x207.jpg 300w, https://www.gammuseum.com/wp-content/uploads/2025/11/THE-OREGON-TRAIL-02-Interfaccia-Testuale-1024x706.jpg 1024w, https://www.gammuseum.com/wp-content/uploads/2025/11/THE-OREGON-TRAIL-02-Interfaccia-Testuale-768x529.jpg 768w, https://www.gammuseum.com/wp-content/uploads/2025/11/THE-OREGON-TRAIL-02-Interfaccia-Testuale-1536x1058.jpg 1536w, https://www.gammuseum.com/wp-content/uploads/2025/11/THE-OREGON-TRAIL-02-Interfaccia-Testuale-370x255.jpg 370w, https://www.gammuseum.com/wp-content/uploads/2025/11/THE-OREGON-TRAIL-02-Interfaccia-Testuale-840x579.jpg 840w, https://www.gammuseum.com/wp-content/uploads/2025/11/THE-OREGON-TRAIL-02-Interfaccia-Testuale-410x282.jpg 410w, https://www.gammuseum.com/wp-content/uploads/2025/11/THE-OREGON-TRAIL-02-Interfaccia-Testuale-600x413.jpg 600w, https://www.gammuseum.com/wp-content/uploads/2025/11/THE-OREGON-TRAIL-02-Interfaccia-Testuale.jpg 1672w" sizes="(max-width: 300px) 100vw, 300px" /><figcaption id="caption-attachment-31347" class="wp-caption-text">Le prime edizioni del gioco sono dotate di una semplice Interfaccia Testuale</figcaption></figure>
<p>Nel momento poi in cui il cibo finisce, si deve decidere se andare a caccia, compiere scambi commerciali con altri emigranti o sperare nella fortuna. Il tutto con notevoli imprevisti che possono accadere durante il percorso, ovviamente.</p>
<p>Un concetto che poi verrà ripreso dai classici “disaster”<br />
alla Sim City, che distruggono in un attimo tutto il lavoro di costruzione e pianificazione effettuato dall&#8217;inizio della simulazione! Ben venti anni prima che il genere stesso dei city builder venga creato da visionari come Will Wright, sia chiaro. Si può morire in qualunque momento per il morso di un serpente, o annegare in un fiume che si cerca di guadare.</p>
<p>&nbsp;</p>
<h6>La forza dell&#8217;immedesimazione come chiave del successo del genere simulativo</h6>
<p>Le continue domande esistenziali di sopravvivenza, che un adolescente di oggi non si porrebbe mai, sono quindi il pane quotidiano degli studenti statunitensi, tra gli anni settanta e novanta, nel lungo periodo di permanenza del gioco sui computer scolastici via via più performanti presenti nelle aule. Come far sopravvivere i nostri pionieri (simulati in digitale) tra un compito di matematica ed una partita di basket nel cortile? Il titolo, nel corso degli anni, è stato infatti spesso citato in diversi romanzi ed opere audiovisive, come film e serie TV statunitensi. La lezione didascalica di The Oregon Trail è molto forte, e va ben oltre la semplice narrazione della storia della frontiera e del Vecchio Selvaggio West. Il viaggio dei pionieri è una continua lotteria contro la sfortuna, e la a forza del gioco è proprio nella sua spietata sincerità, ovvero che la frontiera non perdona. Come la lunga marcia della vita, del resto, e qui si sfocia dalla pedagogia alla filosofia vera e propria. Mantenere in vita i cinque membri che compongono la spedizione sulla carovana è una vera impresa ai limiti dell&#8217;umano. Mentre il giocatore cerca di far avanzare la carovana, composta da iconici carri Conestoga come quelli che si vedono nei fumetti bonelliani di Zagor, il destino si diverte a lanciare imprevisti, le ruote del carro che si rompono senza preavviso, le razioni di cibo spariscono misteriosamente, forse sottratte nottetempo da ladri umani o animali notturni selvaggi, e si scatenano terrificanti ed implacabili tempeste di neve anche quando il calendario indica chiaramente che ci si trova in Primavera!</p>
<p>Ma soprattutto si verifica, durante la simulazione, un assortimento di malattie degno di un romanzo di medicina dell’Ottocento! Ai nostri poveri pionieri succede di tutto, tra le avversità del destino tipiche del Selvaggio West. E gli studenti, nei panni di giocatori, iniziano ad immedesimarsi con gli eroi della frontiera che hanno costruito mattone per mattone le fondamenta dei gloriosi Stati Uniti.</p>
<figure id="attachment_31345" aria-describedby="caption-attachment-31345" style="width: 300px" class="wp-caption alignleft"><img loading="lazy" decoding="async" class="size-medium wp-image-31345" src="https://www.gammuseum.com/wp-content/uploads/2025/11/THE-OREGON-TRAIL-03-You-have-died-of-dysentery-300x200.jpg" alt="" width="300" height="200" srcset="https://www.gammuseum.com/wp-content/uploads/2025/11/THE-OREGON-TRAIL-03-You-have-died-of-dysentery-300x200.jpg 300w, https://www.gammuseum.com/wp-content/uploads/2025/11/THE-OREGON-TRAIL-03-You-have-died-of-dysentery-768x512.jpg 768w, https://www.gammuseum.com/wp-content/uploads/2025/11/THE-OREGON-TRAIL-03-You-have-died-of-dysentery-370x247.jpg 370w, https://www.gammuseum.com/wp-content/uploads/2025/11/THE-OREGON-TRAIL-03-You-have-died-of-dysentery-840x560.jpg 840w, https://www.gammuseum.com/wp-content/uploads/2025/11/THE-OREGON-TRAIL-03-You-have-died-of-dysentery-410x273.jpg 410w, https://www.gammuseum.com/wp-content/uploads/2025/11/THE-OREGON-TRAIL-03-You-have-died-of-dysentery-600x400.jpg 600w, https://www.gammuseum.com/wp-content/uploads/2025/11/THE-OREGON-TRAIL-03-You-have-died-of-dysentery.jpg 900w" sizes="(max-width: 300px) 100vw, 300px" /><figcaption id="caption-attachment-31345" class="wp-caption-text">Una fine ingloriosa per gli eroi a bordo del carro Conestoga&#8230;</figcaption></figure>
<p>Una grande lezione storica, sopravvivere ai tempi del Selvaggio West è difficile, ma soprattutto non bisogna mai sottovalutare la dissenteria. Spesso, come nella vita reale dell&#8217;epoca, causa di morte prematura.</p>
<p>&nbsp;</p>
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<p>&nbsp;</p>
<h6>“You have died of dysentery!”, da videogioco didascalico ad icona pop</h6>
<p>In milioni ricordano questa bizzarra frase di GAME OVER di The Oregon Trail. La frase del gioco è diventata infatti un vero tormentone culturale, spesso citato in maniera divertente da chi ha conosciuto il titolo in età scolastica o semplicemente tramite la cultura popolare. Ammettiamolo, quel celebre messaggio, secco come la pianura del Kansas, ha davvero traumatizzato intere generazioni. Un tuffo incredibilmente coinvolgente nel vero Old Wild West, in cui la polvere del deserto si riesce a percepire, nonostante sia fatta in realtà da semplici pixel, anzi, nel nostro caso specifico, da narrazione e parole. Non dimentichiamo che, in fondo, siamo di fronte ad un titolo strategico simulativo testuale, che, come le Avventure Testuali INFOCOM, l&#8217;indimenticabile ZORK in testa, basa tutto il suo fascino nella narrativa interattiva. Dietro l’umorismo involontario (ma neanche troppo) del gioco si nasconde però un contesto storico molto serio. La storia americana del resto ci racconta come, in quel periodo di frontiera, che si concentra nel preciso ventennale tra il 1840 e il 1860, oltre quattrocentomila pionieri, sono morti nella ricerca di<br />
un futuro ed una vita migliore.</p>
<figure id="attachment_31343" aria-describedby="caption-attachment-31343" style="width: 300px" class="wp-caption alignright"><img loading="lazy" decoding="async" class="wp-image-31343 size-medium" style="font-size: 17.6px;" src="https://www.gammuseum.com/wp-content/uploads/2025/11/THE-OREGON-TRAIL-04-le-schermate-delle-diverse-tappe-del-gioco-300x216.jpg" alt="" width="300" height="216" srcset="https://www.gammuseum.com/wp-content/uploads/2025/11/THE-OREGON-TRAIL-04-le-schermate-delle-diverse-tappe-del-gioco-300x216.jpg 300w, https://www.gammuseum.com/wp-content/uploads/2025/11/THE-OREGON-TRAIL-04-le-schermate-delle-diverse-tappe-del-gioco-1024x736.jpg 1024w, https://www.gammuseum.com/wp-content/uploads/2025/11/THE-OREGON-TRAIL-04-le-schermate-delle-diverse-tappe-del-gioco-768x552.jpg 768w, https://www.gammuseum.com/wp-content/uploads/2025/11/THE-OREGON-TRAIL-04-le-schermate-delle-diverse-tappe-del-gioco-370x266.jpg 370w, https://www.gammuseum.com/wp-content/uploads/2025/11/THE-OREGON-TRAIL-04-le-schermate-delle-diverse-tappe-del-gioco-840x604.jpg 840w, https://www.gammuseum.com/wp-content/uploads/2025/11/THE-OREGON-TRAIL-04-le-schermate-delle-diverse-tappe-del-gioco-410x295.jpg 410w, https://www.gammuseum.com/wp-content/uploads/2025/11/THE-OREGON-TRAIL-04-le-schermate-delle-diverse-tappe-del-gioco-600x431.jpg 600w, https://www.gammuseum.com/wp-content/uploads/2025/11/THE-OREGON-TRAIL-04-le-schermate-delle-diverse-tappe-del-gioco.jpg 1131w" sizes="(max-width: 300px) 100vw, 300px" /><figcaption id="caption-attachment-31343" class="wp-caption-text">Una carrellata di schermate delle diverse tappe del gioco, dalla versione DOS</figcaption></figure>
<p>The Oregon Trail racconta di piccoli grandi eroi senza nome, spesso vestiti di stracci, con molti sogni ma con poche risorse caricate sulle loro carovane, hanno percorso davvero la rotta dell’Oregon, spinti dal mito del Manifest Destiny, il concetto eroico per eccellenza, perlomeno nella cultura nordamericana, ovvero l’idea che gli Stati Uniti fossero destinati ad espandersi da costa a costa per creare un unico grande paese destinato poi a guidare il mondo con i suoi ideali di libertà ed eguaglianza. Sebbene, concorderanno in molti, a spese delle popolazioni locali, ovvero gli autoctoni Indiani d&#8217;America, la cui cultura è stata purtroppo calpestata ed annullata per fare spazio al sogno a stelle e strisce. Il mito della Pista dell&#8217;Oregon ha ispirato anche molti artisti, come dimostra il quadro di Bierstandt che abbiamo usato come cover di WordPress.</p>
<p>&nbsp;</p>
<h6>La consacrazione di The Oregon Trail, i motivi per cui il gioco è diventato un mito</h6>
<p>Il viaggio della speranza della durata di mesi, percorso ad andatura di cavallo, durissimo e pericoloso, spesso è anche letale. Non mancano nei diari dei pionieri dell’epoca riferimenti agli stessi ostacoli che il gioco riproduce fedelmente. Fame, malattie, guadi pericolosi di pericolosi fiumi in piena, clima imprevedibile, furti notturni, e soprattutto animali selvaggi ostile e ben poco collaborativi, pronti ad assaltare le carovane, viste come prede facili. Insomma, The Oregon Trail è<br />
riuscito in un’impresa non banale: trasformare la storia americana in un’avventura interattiva che, pur semplificata, riflette molti elementi reali. Eppure, la popolarità del gioco va oltre la sua accuratezza storica, che, essendo comunque stata curata dai tre studenti senior con la consulenza di reali professori, studiosi ed esperti della materia, è davvero molto aderente alla realtà che vuole raccontare nell&#8217;opera interattiva. Il titolo è diventato nel tempo un vero fenomeno culturale a tutto tondo, al punto che, ai nostri giorni, è stato appunto citato nei romanzi, nelle sitcom, come nei meme di Internet, medium che gli ha dato ulteriore visibilità, magliette, e, chiudendo il cerchio, in alcuni studi accademici visti nelle università. Un progetto universitario che torna, dopo un giro infinito nella sua sede naturale!<br />
Il gioco ha saputo rendere divertente un argomento che di solito fa sbadigliare anche gli studenti più motivati, ed è capace di insegnare la storia, pur drammatica, lasciando un sorriso sulle labbra. Senza contare il fatto che The Oregon Trail ha introdotto anche diversi concetti rivoluzionari per l’epoca. Si parla di uno gioco gestionale molto accurato, con amministrazione delle risorse, scelte morali e strategiche, eventi a sorpresa, caccia interattiva, narrativa emergente e persino il concetto di narrazione procedurale, considerando che ogni partita è diversa dalla precedente. Un vero prodigio di programmazione, anche notevole dal punto di vista del semplice sviluppo, ed importante nell&#8217;intera branca informatica.</p>
<p>&nbsp;</p>
<h6>Minnesota Educational Computing Consortium (MECC) proudly presents The Oregon Trail!</h6>
<p>Praticamente The Oregon Trail è un antenato dei giochi survival moderni. Se oggi milioni di giocatori amano titoli attuali dove si lotta contro fame, freddo ed animali selvatici, forse i meriti sono proprio del buon vecchio (ed insospettabile) The Oregon Trail. L&#8217;opera testuale interattiva è anche riuscita non solo a superare la prova del tempo, ma anche ad evolversi man mano che le piattaforme via via più moderne hanno invaso il mercato. Dall’aula scolastica degli anni settanta ai<br />
moderni smartphone, verrebbe da dire, con una leggenda che continua nel tempo, senza mai restare relegata al passato. L&#8217;edizione originale, datata 1971 è scritta in linguaggio di programmazione per Mainframe Universitari, in particolare HP Time-Shared BASIC, versione custom utilizzata anche ai mini computer targati Hewlett-Packard degli anni settanta.</p>
<figure id="attachment_31339" aria-describedby="caption-attachment-31339" style="width: 300px" class="wp-caption alignleft"><img loading="lazy" decoding="async" class="wp-image-31339 size-medium" style="font-size: 17.6px;" src="https://www.gammuseum.com/wp-content/uploads/2025/11/THE-OREGON-TRAIL-05-DOS-300x225.png" alt="" width="300" height="225" srcset="https://www.gammuseum.com/wp-content/uploads/2025/11/THE-OREGON-TRAIL-05-DOS-300x225.png 300w, https://www.gammuseum.com/wp-content/uploads/2025/11/THE-OREGON-TRAIL-05-DOS-768x576.png 768w, https://www.gammuseum.com/wp-content/uploads/2025/11/THE-OREGON-TRAIL-05-DOS-370x278.png 370w, https://www.gammuseum.com/wp-content/uploads/2025/11/THE-OREGON-TRAIL-05-DOS-840x630.png 840w, https://www.gammuseum.com/wp-content/uploads/2025/11/THE-OREGON-TRAIL-05-DOS-410x308.png 410w, https://www.gammuseum.com/wp-content/uploads/2025/11/THE-OREGON-TRAIL-05-DOS-890x664.png 890w, https://www.gammuseum.com/wp-content/uploads/2025/11/THE-OREGON-TRAIL-05-DOS-600x450.png 600w, https://www.gammuseum.com/wp-content/uploads/2025/11/THE-OREGON-TRAIL-05-DOS.png 1024w" sizes="(max-width: 300px) 100vw, 300px" /><figcaption id="caption-attachment-31339" class="wp-caption-text">La versione commerciale per IBM PC MS-DOS aggiunge una simpatica grafica</figcaption></figure>
<p>Dopo tre anni il gioco viene infine pubblicato per le scuole e le università dall&#8217;editore Minnesota Educational Computing Consortium (MECC) , che a partire dal 1974 lo ha diffuso sulla propria rete intranet del Minnesota. Una curiosità, il codice sorgente scritto da Don Rawitsch sarà pubblicato e reso disponibile gratuitamente nel 1978 in un numero della rivista Creative Computing Magazine. Il gioco avrebbe potuto quindi fermarsi lì, essere usato per poco tempo negli istituti universitari e poi sparire per sempre nell&#8217;;oblio dell&#8217;obsolescenza informatica, ma come ogni mito, era destinato a vivere per sempre.</p>
<p>&nbsp;</p>
<h6></h6>
<h6>Le conversioni di The Oregon Trail, un mito immortale e senza tempo, come il Vecchio West di cui narra le gesta e le imprese eroiche</h6>
<p>Da quei lontani e pionieristici anni settanta che, ironia della sorte, raccontano le gesta di altri pionieri dell&#8217;avventura di frontiera, si sono viste decine di riedizioni dii The Oregon Trail, con un successo crescente nel tempo. Il gioco, nato su Mainframe nel 1971, ha visto nascere le versioni commerciali solamente nove a partire dal 1980. Evolvendosi nel tempo su computer sempre più moderni, ed anche supporti diversi nei decenni. Parliamo di dischetti da 5,25 pollici per Personal Computer Apple ][, ed anche la celebre edizione su floppy da 3,5 pollici per IBM PC basati su MS- DOS, seguite dalle conversioni per la famiglia ATARI ad 8 bit, come A400/800, che ma anche per lo Standard MSX, ed il ben più popolare Commodore 64. Negli anni novanta le versioni per Windows e Macintosh a 16 bit, che arrivano anche sul prestigioso formato CD-ROM con nuove animazioni, voci e sezioni sparatutto, hanno consacrato il titolo. Di decennio in decennio il gioco è<br />
arrivato fino ad oggi sbarcando persino sulle console Nintendo Wii, DS e 3DS oltre che su smartphone Android e iOS, oltre ovviamente a tante conversioni indipendenti e browser game da giocare online. Non manca una edizione Steam realizzata da Gameloft, che trovate in <a href="https://store.steampowered.com/app/2013360/The_Oregon_Trail/?l=italian">questa pagina</a>.<br />
Le versioni successive del gioco hanno man mano aggiunto anche precisazioni storiche e migliorie di ogni sorta, non solo tecniche e grafiche, tra queste spicca persino un “riscatto” per gli Indiani d&#8217;America. Nel 2021, infatti, è arrivata una versione che rappresenta in modo più accurato anche le comunità native americane, cercando di superare gli stereotipi del passato. Ma alla fine, ciò che nessuna versione ha osato cambiare è l’essenza più pura e filosofica dell&#8217;opera interattiva, ovvero l’equilibrio perfetto tra avventura, sfortuna, storia ed un pizzico di umorismo più o meno involontario. In fondo, la grandezza di The Oregon Trail è tutta qui. Un videogioco che ci insegna la storia degli Stati Uniti, ci costringe a fare scelte difficili, ci fa sudare per attraversare un pericoloso fiume in piena, e poi,  inevitabilmente, ci ricorda che anche nel Selvaggio West digitale la morte (anche per una semplice dissenteria) è sempre in agguato. Non male per un titolo nato quasi per caso in ambiente scolastico più di cinquant’anni fa, che dal Minnesota ha conquistato il mondo intero, diventando leggenda. Oggi il gioco sopravvive anche sulla Grande Rete, e potete trovarlo a  <a href="https://oregontrail.ws/games/the-oregon-trail/">questo LINK</a>.</p>
<p>Autore<br />
Fabio D&#8217;Anna</p>
<p>L'articolo <a href="https://www.gammuseum.com/en/news-en/the-oregon-trail-dalla-frontiera-del-west-nasce-una-icona-pop/">The Oregon Trail</a> proviene da <a href="https://www.gammuseum.com/en/">GAMM Game Museum</a>.</p>
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		<title>A Journey into the ’80s and the World of Ghostbusters: November 22 at the GAMM in Rome</title>
		<link>https://www.gammuseum.com/en/news-en/ghostbusters-80s-event-gamm-rome-2025/</link>
		
		<dc:creator><![CDATA[Caterina Falasca]]></dc:creator>
		<pubDate>Mon, 17 Nov 2025 09:51:43 +0000</pubDate>
				<category><![CDATA[Esposizione]]></category>
		<category><![CDATA[Exhibition]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Videogiochi anni ’80]]></category>
		<guid isPermaLink="false">https://www.gammuseum.com/uncategorized/evento-anni-80-ghostbusters-roma-2025/</guid>

					<description><![CDATA[<p>On November 22, 2025, the GAMM – Game Museum of Rome will open its doors to a special day dedicated to the magic of the 1980s and the timeless charm&#8230;</p>
<p>L'articolo <a href="https://www.gammuseum.com/en/news-en/ghostbusters-80s-event-gamm-rome-2025/">A Journey into the ’80s and the World of Ghostbusters: November 22 at the GAMM in Rome</a> proviene da <a href="https://www.gammuseum.com/en/">GAMM Game Museum</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p data-start="218" data-end="714">On <strong data-start="221" data-end="242">November 22, 2025</strong>, the <strong data-start="248" data-end="278">GAMM – Game Museum of Rome</strong> will open its doors to a special day dedicated to the magic of the 1980s and the timeless charm of <em data-start="378" data-end="399">Ghostbusters Legacy</em>. It’s an event designed for fans, families, and curious visitors who want to immerse themselves in a nostalgic yet surprisingly modern atmosphere, thanks to the collaboration between <strong data-start="583" data-end="606">Ghostbusters Italia</strong>, the museum, and several cultural organizations that have spent years celebrating that iconic pop universe.</p>
<p data-start="716" data-end="1174">From the morning onwards, guests will be welcomed into an environment filled with memorabilia, themed setups, and small curiosities, with members of the association guiding visitors through stories, photo opportunities, and surprises inspired by the saga and the golden age of pop culture. It’s a chance to relive a decade that continues to influence music, cinema, and video games, brought back to life through a dedicated exhibition and multimedia content.</p>
<p data-start="1176" data-end="1807">The afternoon will open with a moment focused on the passion for the Eighties, introduced by the <strong data-start="1273" data-end="1301">Raiders of the Lost 80’s</strong>, who will bring a playful, engaging atmosphere made of shared memories and cultural storytelling. Immediately after, the museum will host a talk show featuring professionals, creators, and well-known personalities in the field, including the museum director <strong data-start="1560" data-end="1586">Marco Accordi Rickards</strong>, content creators who have long explored the ’80s and ’90s, and representatives from partner associations. They will offer reflections, greetings, and insights on the cultural value of that decade and its lasting legacy.</p>
<p data-start="1809" data-end="2150">The second part of the talk will shift into the world of <em data-start="1866" data-end="1887">Ghostbusters Legacy</em>, with contributions from voice actors, experts, and fans who will explore the legacy of the saga and its recent revival. Special video messages and exclusive content will also be shared, including greetings from the Italian community linked to the famous ECTO-1.</p>
<p data-start="2152" data-end="2427">The day will end with thanks from the organizing associations and a moment dedicated to all participants, with symbolic certificates and official photos—an opportunity to take home not only a memory but also the shared energy of an event built with passion and collaboration.</p>
<p data-start="2429" data-end="2626">It promises to be a unique experience, blending past and present, nostalgia and discovery. A perfect invitation for anyone who wants to relive—if only for one day—the magic of an unforgettable era.</p>
<p data-start="332" data-end="824"><a style="font-size: 1.1rem; letter-spacing: 0px;" href="https://www.webtic.it/index.htm#/home?action=loadLocal&amp;localId=5891">Webtic.it &#8211; Prenota e Acquista i tuoi biglietti Online per Cinema, Teatri, Parchi a Tema</a></p>
<p data-start="2714" data-end="2921" data-is-last-node="" data-is-only-node=""><a href="https://www.gammuseum.com/en/">GAMM Game Museum &#8211; Il Museo del Videogioco di Roma</a></p>
<p>L'articolo <a href="https://www.gammuseum.com/en/news-en/ghostbusters-80s-event-gamm-rome-2025/">A Journey into the ’80s and the World of Ghostbusters: November 22 at the GAMM in Rome</a> proviene da <a href="https://www.gammuseum.com/en/">GAMM Game Museum</a>.</p>
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		<title>Zanussi Ping-O-Tronic</title>
		<link>https://www.gammuseum.com/en/news-en/zanussi-ping-o-tronic/</link>
		
		<dc:creator><![CDATA[Caterina Falasca]]></dc:creator>
		<pubDate>Fri, 31 Oct 2025 11:12:43 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<guid isPermaLink="false">https://www.gammuseum.com/uncategorized/zanussi-ping-o-tronic/</guid>

					<description><![CDATA[<p>Type: First Italian video game consolePlace of origin: Zanussi Research and Development Department, PordenoneKey figures: Dino Masili, Lorenzo Plos, Luigi Ret, Horst HillbergerCommercial period: 1974–1979Country of origin: Italy Zanussi, a&#8230;</p>
<p>L'articolo <a href="https://www.gammuseum.com/en/news-en/zanussi-ping-o-tronic/">Zanussi Ping-O-Tronic</a> proviene da <a href="https://www.gammuseum.com/en/">GAMM Game Museum</a>.</p>
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<p data-start="0" data-end="262"><strong data-start="0" data-end="9">Type:</strong> First Italian video game console<br data-start="42" data-end="45" /><strong data-start="45" data-end="65">Place of origin:</strong> Zanussi Research and Development Department, Pordenone<br data-start="120" data-end="123" /><strong data-start="123" data-end="139">Key figures:</strong> Dino Masili, Lorenzo Plos, Luigi Ret, Horst Hillberger<br data-start="194" data-end="197" /><strong data-start="197" data-end="219">Commercial period:</strong> 1974–1979<br data-start="229" data-end="232" /><strong data-start="232" data-end="254">Country of origin:</strong> Italy</p>
<p><img loading="lazy" decoding="async" class="alignleft wp-image-31262 size-medium" style="font-size: 17.6px;" src="https://www.gammuseum.com/wp-content/uploads/2025/10/ZANUSSI-01-300x204.jpg" alt="" width="300" height="204" srcset="https://www.gammuseum.com/wp-content/uploads/2025/10/ZANUSSI-01-300x204.jpg 300w, https://www.gammuseum.com/wp-content/uploads/2025/10/ZANUSSI-01-768x522.jpg 768w, https://www.gammuseum.com/wp-content/uploads/2025/10/ZANUSSI-01-370x252.jpg 370w, https://www.gammuseum.com/wp-content/uploads/2025/10/ZANUSSI-01-840x571.jpg 840w, https://www.gammuseum.com/wp-content/uploads/2025/10/ZANUSSI-01-410x279.jpg 410w, https://www.gammuseum.com/wp-content/uploads/2025/10/ZANUSSI-01-600x408.jpg 600w, https://www.gammuseum.com/wp-content/uploads/2025/10/ZANUSSI-01.jpg 1000w" sizes="(max-width: 300px) 100vw, 300px" /></p>
<hr data-start="264" data-end="267" />
<h3 data-start="269" data-end="319">Zanussi, a proud name in Italian electronics</h3>
<p data-start="321" data-end="698">A four-page spread from a 1974 issue of <em data-start="361" data-end="371">Topolino</em> made the kids of the time dream — kids who are now respectable fifty-somethings!<br data-start="452" data-end="455" />Excerpt from the original patent registration document for <em data-start="514" data-end="667">“Improvements to electrical circuits for generating special effects in symbol display systems on a cathode-ray tube, particularly for television games”</em> (IT1018380B, July 23, 1974).</p>
<p data-start="700" data-end="865">Zanussi’s <strong data-start="710" data-end="727">Ping-O-Tronic</strong> holds a special place in video game history. It was the <strong data-start="784" data-end="831">first commercial console ever made in Italy</strong>, and among the first in Europe.</p>
<p data-start="867" data-end="1220">Let’s dive into its story. It’s 1972: the success of <strong data-start="920" data-end="940">Magnavox Odyssey</strong> in American homes and <strong data-start="963" data-end="977">ATARI PONG</strong> in arcades shows that the newly born video game industry is about to explode — not only in the U.S. but also in Europe, where television had by then become a household staple across all social classes. The opportunity was too big to ignore.</p>
<p data-start="1222" data-end="1750">One of the first European brands to jump in was the Italian electronics giant <strong data-start="1300" data-end="1311">Zanussi</strong>, already well-known for its quality household systems. Founded in 1916 as <em data-start="1386" data-end="1423">Officina Fumisteria Antonio Zanussi</em> in Pordenone, the company began by producing wood-burning stoves, later expanding into brands still known today like <strong data-start="1541" data-end="1548">Rex</strong> and <strong data-start="1553" data-end="1563">Seleco</strong>. Over the decades, Zanussi supplied the military during World War II, created the first portable gas cookers, and later, semi-automatic washing machines for barracks and private homes.</p>
<p data-start="1752" data-end="2251">By the 1960s, Zanussi entered the television market, becoming a leader in home appliances by the 1970s. From its prolific <strong data-start="1874" data-end="1913">Research and Development Department</strong> came a visionary project inspired by Magnavox Odyssey and ATARI PONG. Headed by engineer <strong data-start="2003" data-end="2018">Dino Masili</strong> (R&amp;D Director from 1969 to 1984), alongside <strong data-start="2063" data-end="2079">Lorenzo Plos</strong>, <strong data-start="2081" data-end="2094">Luigi Ret</strong>, and <strong data-start="2100" data-end="2120">Horst Hillberger</strong>, the project led to what would become the <strong data-start="2163" data-end="2180">Ping-O-Tronic</strong>, registered under patent number <strong data-start="2213" data-end="2227">IT1018380B</strong> on <strong data-start="2231" data-end="2248">July 23, 1974</strong>.</p>
<h3 data-start="2258" data-end="2304">Italy’s debut in the home console market</h3>
<p><img loading="lazy" decoding="async" class="alignleft wp-image-31260 size-medium" style="font-size: 17.6px;" src="https://www.gammuseum.com/wp-content/uploads/2025/10/ZANUSSI-04-281x300.jpg" alt="" width="281" height="300" srcset="https://www.gammuseum.com/wp-content/uploads/2025/10/ZANUSSI-04-281x300.jpg 281w, https://www.gammuseum.com/wp-content/uploads/2025/10/ZANUSSI-04-959x1024.jpg 959w, https://www.gammuseum.com/wp-content/uploads/2025/10/ZANUSSI-04-768x820.jpg 768w, https://www.gammuseum.com/wp-content/uploads/2025/10/ZANUSSI-04-370x395.jpg 370w, https://www.gammuseum.com/wp-content/uploads/2025/10/ZANUSSI-04-840x897.jpg 840w, https://www.gammuseum.com/wp-content/uploads/2025/10/ZANUSSI-04-410x438.jpg 410w, https://www.gammuseum.com/wp-content/uploads/2025/10/ZANUSSI-04-600x641.jpg 600w, https://www.gammuseum.com/wp-content/uploads/2025/10/ZANUSSI-04.jpg 1080w" sizes="(max-width: 281px) 100vw, 281px" /></p>
<p data-start="2306" data-end="2716">Developed in Zanussi’s R&amp;D lab in Pordenone, the console featured a simple but intriguing design — more mechanical and electronic than computer-based. It had no CPU, using instead a “discrete” circuit made of TTL chips and classic transistors, an affordable solution that allowed a relatively low retail price: <strong data-start="2617" data-end="2632">79,000 lire</strong>, later discounted to <strong data-start="2654" data-end="2669">49,000 lire</strong> in some stores like <em data-start="2690" data-end="2705">La Rinascente</em> in Rome.</p>
<p data-start="2718" data-end="3041">Zanussi launched a major marketing campaign across print, TV, and radio, targeting both adults and kids. Ads appeared in magazines like <em data-start="2854" data-end="2864">Topolino</em>, <em data-start="2866" data-end="2881">Il Giornalino</em>, and <em data-start="2887" data-end="2909">Corriere dei Ragazzi</em>, especially during the Christmas season. In December 1974, the futuristic <strong data-start="2984" data-end="3001">Ping-O-Tronic</strong> became one of the most desired gifts.</p>
<p data-start="3043" data-end="3326">The console was an immediate hit — virtually unchallenged in Italy’s home gaming market, except for a few imported competitors like <strong data-start="3175" data-end="3195">Magnavox Odyssey</strong> (branded <em data-start="3205" data-end="3214">Odissea</em> in Italy) and the British <strong data-start="3241" data-end="3269">Videomaster Home TV Game</strong>. Some units were also sold under the <strong data-start="3307" data-end="3317">Seleco</strong> brand.</p>
<p data-start="3328" data-end="3553">A standout feature was its <strong data-start="3355" data-end="3386">built-in monophonic speaker</strong>, producing sound effects for the games — making <strong data-start="3435" data-end="3500">Ping-O-Tronic the first console in history with audio output!</strong> Neither Magnavox Odyssey nor its clones had sound.</p>
<p data-start="3555" data-end="3811">Though designed primarily for the Italian market, Zanussi surprisingly registered the <strong data-start="3641" data-end="3672">Ping-O-Tronic design patent</strong> in several countries, including the <strong data-start="3709" data-end="3760">UK, Sweden, Germany, Spain, the U.S., and Japan</strong> — both key players in the emerging gaming scene.</p>
<h3 data-start="2258" data-end="2304">The evolution: Zanussi Play-O-Tronic</h3>
<p data-start="3862" data-end="4134">Following legal disputes between <strong data-start="3895" data-end="3904">ATARI</strong>, <strong data-start="3906" data-end="3918">Williams</strong>, and <strong data-start="3924" data-end="3936">Magnavox</strong>, Zanussi wisely secured a <strong data-start="3963" data-end="3985">preventive license</strong> from Magnavox and Sanders Associates on <strong data-start="4026" data-end="4044">April 21, 1975</strong>, anticipating future licensing obligations that would later affect the entire industry</p>
<p data-start="4136" data-end="4391">Determined to continue its success, Zanussi developed a successor: the <strong data-start="4207" data-end="4224">Play-O-Tronic</strong>, released in <strong data-start="4238" data-end="4246">1976</strong>. It reused the same chassis (in new color schemes like gray-white or orange-white, iconic for the decade) but featured major internal changes.</p>
<p data-start="4393" data-end="4661">The outdated TTL and transistor circuits were replaced with a new chip, the <strong data-start="4469" data-end="4482">AY-3-8500</strong>, the universal heart of the “Pong-based” consoles that followed. The Play-O-Tronic kept up with the rapidly evolving market, offering on-screen scoring and multiple game modes.</p>
<p data-start="4663" data-end="4834">The console included <strong data-start="4684" data-end="4708">three built-in games</strong> — <em data-start="4711" data-end="4719">Tennis</em>, <em data-start="4721" data-end="4729">Squash</em>, and <em data-start="4735" data-end="4743">Pelota</em> — plus an <em data-start="4754" data-end="4765">Automatic</em> demo mode. Controllers allowed vertical movement and ball serving.</p>
<p data-start="4836" data-end="5259">Several models were released, from <strong data-start="4871" data-end="4888">PP-1 to PP-10</strong>, mostly internal revisions, though later versions (from PP-5 onward) added a <strong data-start="4966" data-end="4983">DIN connector</strong> for the <strong data-start="4992" data-end="5008">Gun-O-Tronic</strong>, an optional light gun accessory launched in <strong data-start="5054" data-end="5062">1975</strong> for about <strong data-start="5073" data-end="5088">35,000 lire</strong>. Inspired by <strong data-start="5102" data-end="5118">Ralph Baer’s</strong> light gun for Magnavox, it mimicked the popular clay-shooting arcade games of the era — including Nintendo’s <em data-start="5228" data-end="5256">Laser Clay Shooting System</em>.</p>
<p data-start="5261" data-end="5420">By <strong data-start="5264" data-end="5272">1981</strong>, Zanussi ceased in-house production of consoles, shifting to importing systems like the <strong data-start="5361" data-end="5383">VTech CreatiVision</strong>, rebranded for the Italian market.</p>
<p data-start="5422" data-end="5634" data-is-last-node="" data-is-only-node="">The <strong data-start="5426" data-end="5446">Zanussi consoles</strong>, displayed today in our museum, represented <strong data-start="5491" data-end="5543">Italy’s first step into the world of video games</strong> — and for many, a beloved childhood memory that still carries a strong sense of nostalgia.</p>
</div>
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</article>
<p>Author</p>
<p>Fabio D&#8217;Anna</p>
<p>L'articolo <a href="https://www.gammuseum.com/en/news-en/zanussi-ping-o-tronic/">Zanussi Ping-O-Tronic</a> proviene da <a href="https://www.gammuseum.com/en/">GAMM Game Museum</a>.</p>
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		<title>GAMM Game Museum Extends Opening Hours</title>
		<link>https://www.gammuseum.com/en/news-en/il-gamm-game-museum-estende-gli-orari-di-apertura-fino-alle-2130/</link>
		
		<dc:creator><![CDATA[Giulia Rovai]]></dc:creator>
		<pubDate>Wed, 23 Jul 2025 09:01:25 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<guid isPermaLink="false">https://www.gammuseum.com/uncategorized/il-gamm-game-museum-estende-gli-orari-di-apertura-fino-alle-2130/</guid>

					<description><![CDATA[<p>Starting Monday, July 28, 2025, the GAMM Game Museum is introducing a major update to its opening hours for the summer season, giving visitors even more time to enjoy the&#8230;</p>
<p>L'articolo <a href="https://www.gammuseum.com/en/news-en/il-gamm-game-museum-estende-gli-orari-di-apertura-fino-alle-2130/">GAMM Game Museum Extends Opening Hours</a> proviene da <a href="https://www.gammuseum.com/en/">GAMM Game Museum</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><strong>Starting Monday, July 28, 2025, the GAMM Game Museum is introducing a major update to its opening hours for the summer season, giving visitors even more time to enjoy the immersive and interactive experience of the museum dedicated to video game culture.</strong></p>
<p><strong>More time to explore the world of video games</strong><br />
With the arrival of summer and the increase in tourist and cultural activity, the Museum has decided to extend its opening hours from Monday to Thursday and on Sundays, now staying open until 9:30 PM instead of the previous 7:30 PM. This decision aims to offer greater flexibility to families, enthusiasts, and curious visitors, allowing everyone to take their time exploring the permanent and temporary exhibitions, joining scheduled events, and enjoying the interactive stations.</p>
<p><strong>Detailed opening hours:</strong><br />
<strong>Monday to Thursday:</strong> open until 9:30 PM<br />
<strong>Sunday:</strong> open until 9:30 PM<br />
<strong>Friday and Saturday:</strong> no changes — the Museum remains open until 11:30 PM, continuing to host its most popular evening events, such as tournaments, big-screen screenings, and “Play it Big” experiences.</p>
<p>&nbsp;</p>
<p>L'articolo <a href="https://www.gammuseum.com/en/news-en/il-gamm-game-museum-estende-gli-orari-di-apertura-fino-alle-2130/">GAMM Game Museum Extends Opening Hours</a> proviene da <a href="https://www.gammuseum.com/en/">GAMM Game Museum</a>.</p>
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		<title>DOOM: The Dark Ages is coming to GAMM from July 4th to 18th!</title>
		<link>https://www.gammuseum.com/en/news-en/doom-the-dark-ages-arriva-al-gamm-dal-4-al-18-luglio/</link>
		
		<dc:creator><![CDATA[Eva Sturlese]]></dc:creator>
		<pubDate>Tue, 17 Jun 2025 10:39:58 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<guid isPermaLink="false">https://www.gammuseum.com/uncategorized/doom-the-dark-ages-arriva-al-gamm-dal-4-al-18-luglio/</guid>

					<description><![CDATA[<p>On July 4th, 2025, join us at GAMM – Game Museum in Rome for the grand opening of the official DOOM: The Dark Ages exhibition, featuring exclusive items!From July 4th&#8230;</p>
<p>L'articolo <a href="https://www.gammuseum.com/en/news-en/doom-the-dark-ages-arriva-al-gamm-dal-4-al-18-luglio/">DOOM: The Dark Ages is coming to GAMM from July 4th to 18th!</a> proviene da <a href="https://www.gammuseum.com/en/">GAMM Game Museum</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p data-start="0" data-end="469">On <strong data-start="70" data-end="88">July 4th, 2025</strong>, join us at <strong data-start="101" data-end="131">GAMM – Game Museum in Rome</strong> for the grand opening of the official <strong data-start="170" data-end="193">DOOM: The Dark Ages</strong> exhibition, featuring <strong data-start="216" data-end="235">exclusive items</strong>!<br data-start="236" data-end="239" />From <strong data-start="244" data-end="270">July 4th to 18th, 2025</strong>, embark on a journey through video games, demons, and legends… to celebrate the return of the <strong data-start="365" data-end="380">Doom Slayer</strong> like never before.<br data-start="399" data-end="402" />More info and tickets at <a class="" href="https://gammuseum.com" target="_new" rel="noopener" data-start="427" data-end="469"><strong data-start="428" data-end="445">gammuseum.com</strong></a></p>
<p data-start="471" data-end="572">📅 Date: July 4th, 2025<br data-start="494" data-end="497" />🕗 Time: 8:00 PM<br data-start="513" data-end="516" data-is-only-node="" />📍 Location: Via delle Terme di Diocleziano, 36 – Rome</p>
<p data-start="574" data-end="591" data-is-last-node="" data-is-only-node="">⚔️ Don’t miss it.</p>
<p>L'articolo <a href="https://www.gammuseum.com/en/news-en/doom-the-dark-ages-arriva-al-gamm-dal-4-al-18-luglio/">DOOM: The Dark Ages is coming to GAMM from July 4th to 18th!</a> proviene da <a href="https://www.gammuseum.com/en/">GAMM Game Museum</a>.</p>
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		<title>Games &#038; Comics &#8211; GAMM x LaCOMICSkids</title>
		<link>https://www.gammuseum.com/en/news-en/games-comics-gamm-x-lacomicskids/</link>
		
		<dc:creator><![CDATA[Eva Sturlese]]></dc:creator>
		<pubDate>Thu, 24 Apr 2025 09:00:29 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<guid isPermaLink="false">https://www.gammuseum.com/uncategorized/games-comics-gamm-x-lacomicskids/</guid>

					<description><![CDATA[<p>GAMM, in collaboration with LaCOMICSkids, will host a full day dedicated to children and teens to explore the world of comics, illustration, and video games with activities designed for every&#8230;</p>
<p>L'articolo <a href="https://www.gammuseum.com/en/news-en/games-comics-gamm-x-lacomicskids/">Games &#038; Comics &#8211; GAMM x LaCOMICSkids</a> proviene da <a href="https://www.gammuseum.com/en/">GAMM Game Museum</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><strong>GAMM, in collaboration with LaCOMICSkids, will host a full day dedicated to children and teens to explore the world of comics, illustration, and video games with activities designed for every age group.</strong><br />
During the event, the <em>LaCOMICSkids SummART Camp</em>—the artistic summer camp kicking off on June 23—will be presented.</p>
<p><strong>Day Program</strong></p>
<p><strong>10:00–11:00</strong><br />
Presentation of LaCOMICSkids and SummART Camp courses</p>
<p><strong>11:00–12:00</strong><br />
<strong>Comics Workshop</strong></p>
<p><em>For ages 9–12: “GAME CHARACTERS: Create your avatar”</em><br />
Design your character’s look, imagine their backstory and mission. Customize them with different skins to help them reach their goals.</p>
<p><em>For ages 13–17: “LEVEL UP Comics”</em><br />
What monster must you defeat to level up? Create your comic strip telling the epic battle that leads you to victory.</p>
<p><strong>12:00–13:00</strong><br />
<strong>Illustration Workshop</strong></p>
<p><em>For ages 9–12: “ILLUSTRAMONDI: A dive into creativity”</em><br />
What atmosphere defines your game world? From Kirby’s cheerful vibes to the dark tones of Five Nights at Freddy’s, create the background for your adventure.</p>
<p><em>For ages 13–17: “NEW HORIZON: Pencil-powered adventure”</em><br />
Draw your own island inspired by Animal Crossing: unexpected animals, impossible items, and seasons gone wild. Can you create a consistent world?</p>
<p><strong>15:00–16:00</strong><br />
Presentation of LaCOMICSkids and SummART Camp</p>
<p><strong>16:00–17:00</strong><br />
<strong>Comics Workshop</strong></p>
<p><em>For ages 9–12: “GAME CHARACTERS: Create your avatar”</em><br />
Design your character’s look, imagine their backstory and mission. Customize them with different skins to help them reach their goals.</p>
<p><em>For ages 13–17: “LEVEL UP Comics”</em><br />
What monster must you defeat to level up? Create your comic strip telling the epic battle that leads you to victory.</p>
<p><strong>17:00–18:00</strong><br />
<strong>Illustration Workshop</strong></p>
<p><em>For ages 9–12: “ILLUSTRAMONDI: A dive into creativity”</em><br />
What atmosphere defines your game world? From Kirby’s cheerful vibes to the dark tones of Five Nights at Freddy’s, create the background for your adventure.</p>
<p><em>For ages 13–17: “NEW HORIZON: Pencil-powered adventure”</em><br />
Draw your own island inspired by Animal Crossing: unexpected animals, impossible items, and seasons gone wild. Can you create a consistent world?</p>
<p><strong>Limited spots – maximum 15 participants per group</strong></p>
<p>A perfect day for anyone who loves to draw, invent stories, and go on countless adventures with a pencil in hand.<br />
Discover the most creative summer camp of the year and get inspired</p>
<p>L'articolo <a href="https://www.gammuseum.com/en/news-en/games-comics-gamm-x-lacomicskids/">Games &#038; Comics &#8211; GAMM x LaCOMICSkids</a> proviene da <a href="https://www.gammuseum.com/en/">GAMM Game Museum</a>.</p>
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		<title>Discounted entry to the GAMM Game Museum with the BellaXNoi Youth Card!</title>
		<link>https://www.gammuseum.com/en/news-en/discounted-entry-to-the-gamm-game-museum-with-the-bellaxnoi-youth-card/</link>
		
		<dc:creator><![CDATA[GAMM]]></dc:creator>
		<pubDate>Tue, 01 Apr 2025 09:05:43 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<guid isPermaLink="false">https://www.gammuseum.com/uncategorized/discounted-entry-to-the-gamm-game-museum-with-the-bellaxnoi-youth-card/</guid>

					<description><![CDATA[<p>If you&#8217;re between 14 and 29 years old and reside or are domiciled in Lazio, you can visit the GAMM Game Museum at a discounted price with the new BellaXNoi&#8230;</p>
<p>L'articolo <a href="https://www.gammuseum.com/en/news-en/discounted-entry-to-the-gamm-game-museum-with-the-bellaxnoi-youth-card/">Discounted entry to the GAMM Game Museum with the BellaXNoi Youth Card!</a> proviene da <a href="https://www.gammuseum.com/en/">GAMM Game Museum</a>.</p>
]]></description>
										<content:encoded><![CDATA[<div>If you&#8217;re between 14 and 29 years old and reside or are domiciled in Lazio, you can visit the GAMM Game Museum at a discounted price with the new BellaXNoi Youth Card!</div>
<div></div>
<div>Simply show your card at the ticket counter to access the museum with a special discount and embark on a unique journey through the history of video games! You’ll discover retro gaming icons, enjoy interactive experiences, and explore the cultural value of video games.</div>
<div></div>
<div>Download the official BellaXNoi app on iOS and Android and start enjoying exclusive benefits right away!</div>
<p>L'articolo <a href="https://www.gammuseum.com/en/news-en/discounted-entry-to-the-gamm-game-museum-with-the-bellaxnoi-youth-card/">Discounted entry to the GAMM Game Museum with the BellaXNoi Youth Card!</a> proviene da <a href="https://www.gammuseum.com/en/">GAMM Game Museum</a>.</p>
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