Celebrating 40 Years of the Master System: Unveiling the Overlooked Legacy of Sega’s Underrated Console

TThere’s an enduring saying that history is penned by the victors, and this is just as true for video games as it is for any other arena. It’s easy to think of the Nintendo Entertainment System (NES) as the sole gaming console of the mid-to-late 1980s. For those who grew up in Nintendo’s key markets of Japan and North America, this bulky device was essentially the only option available, especially with its iron grip on third-party developers that crafted a monopoly on prominent titles. However, in Europe, where home computers thrived, the NES struggled against superior competitors.

The Sega Master System first made its debut in Japan in the fall of 1985, originally branded as the Sega Mark III. Powered by the renowned Z80 CPU (which was also utilized in home computers like the Spectrum, Amstrad, and TRS-80) and a robust Sega-designed video display processor, it comes equipped with 8kb of RAM, boasts a 64-color palette, and can render 32 sprites on-screen simultaneously, making the NES (which uses the antiquated 6502 processor) look like an antiquity.

Initially marketed in Japan as an extension of Sega’s SG-1000 series, this device resembled a budget-friendly home computer rather than a pure gaming console, complete with optional keyboard and printer. Nonetheless, as the NES surged in popularity across Japan and the United States, Sega reassessed its strategy, stripping away some computer functions before reintroducing the Mark III as the Master System in 1986. This sleek, angular console stood in stark contrast to the beige Betamax aesthetic of the NES.

Sega Master System titles were available in two formats: cartridges and Sega cards for shorter, more affordable games. Photo: booksR/Alamy

Included with the Master System was a light gun, and Sega also introduced 3D glasses compatible with specific games. “We refer to it as a 3D version of Outrun,” says programmer Chris White, who later developed the Master System emulator for Sega’s PlaySega website. “It definitely gave me a headache, and the flashing lenses caused mild disorientation, but it was a reflection of Sega’s willingness to experiment boldly.”

Initially, Sega managed the distribution of the Master System in the U.S., but they sought local partners to navigate the more fragmented European market. In the UK and France, later expanding to Spain, Virgin Mastertronic took on that role. “Sega’s partners had a stronger marketing position in Europe,” noted Nick Alexander, Virgin Mastertronic’s managing director during that time. “They also established better retail and distribution relationships compared to Nintendo. There was a running joke in Computer Trade Weekly, a video game trade magazine, stating that Nintendo viewed Europe as a land of dragons. They were out of touch and concerned, which is why they focused primarily on the U.S.”

Alexander, who led Virgin Games since 1983, embraced the company’s innovative, youth-oriented marketing approach. “We envisioned video games as equivalent to a band on tour,” he shared. “Thus, we procured a double-decker bus and traveled across the country, visiting school playgrounds and shopping centers. This garnered significant press attention. While Nintendo targeted family entertainment, we understood that in Europe, it resonated primarily with Germany. We aimed at teenagers, knowing that if we won them over, their younger siblings would also be drawn to the Master System. That was our formula for overshadowing Nintendo in Europe.”

While Nintendo had Mario, Sega possessed a significant asset: arcade heritage. The company ported many of its popular arcade hits to the console, including Space Harrier, Outrun, Golden Ax, and Afterburner, marketing it in the West as a home arcade experience. Even though these weren’t perfect conversions of the original games, they were notably faster and more vibrant than those previously available on home computers. For teenage arcade enthusiasts at the time, this felt revolutionary.

“Game center in my living room”… Shinobu of Sega Master System. Photo: ArcadeImages/Alamy

“Thanks to the impressive hardware of the Master System, games visually surpassed other Z80-based systems,” White asserts. “It gives developers the ability to create scrollable tilemaps and dynamically position sprites, which makes programming straightforward and alleviates a lot of processing demands from the CPU. This design shared numerous similarities with Sega’s arcade technology; in fact, it was originally derived from the graphics chip used in Sega’s arcade machines, the TMS9918. ”

For European developers, mastering the hardware was a dream. “We had been developing for the Spectrum and Amstrad, and our titles were being ported to the C64,” recalls Andrew Oliver, who, along with his brother Philip, created Dizzy games for Codemasters. “I vividly remember attending the CES show in Las Vegas, where Sega had an extensive booth that stood alongside Nintendo, promoting their message of ‘speed.’ Back then, computers were all about vibrant visuals and rapid execution. Ultimately, Codemasters signed a licensing agreement and obtained a development kit for the console. It operates on a Z80, similar to the Spectrum, yet the graphics chip is reminiscent of the C64, resulting in fast performance with impressive parallax scrolling and sprites. The programming process was quite straightforward.”

Additionally, British developers believed that Sega offered a more useful platform than Nintendo. Mike Simpson, a programmer at the British publisher Personal Software Services, later acquired by MirrorSoft, shared, “We established a small in-house studio in Coventry, employing around 20 people to port various titles.” He continued, “Someone approached us about porting Xenon 2, a top-tier 16-bit Amiga game, to the Master System. It seemed like an impossible task, but we had to give it a shot. I was even invited to Japan for training in programming. I spent a week at Sega in Tokyo, getting insights from Mark Cerny,” [the later lead architect of PlayStation 4 and 5]. “I recall rows of tightly packed desks and conference room chairs being used as makeshift beds.”

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A classic console… Sonic the Hedgehog. Photo: Sega

Even with the arrival of the Mega Drive, the Master System maintained its popularity in Europe (and later in Brazil) and continued to be supported with simplified versions of Mega Drive hits like Sonic the Hedgehog. Sonic Chaos, a beloved offshoot developed for both the Master System and Sega’s handheld devices (which shared the same hardware), stands out as a highlight of the series. Subsequently, Sega released a revamped Master System 2 at a budget-friendly price of £50, bundled with Sonic.

However, the Master System offered more than just ports and arcade classics. It has a rich legacy with iconic platformers like Wonder Boy III: The Dragon’s Trap, Psycho Fox, Fantasy Zone, Alex Kidd’s Miracle World, the groundbreaking role-playing adventure Phantasy Star, and the excellent Zelda-like Golbelius: Valley of Fate. These titles, as well as many often overlooked from the NES era, remain true gems. Unlike many classic Nintendo games, Master System titles are now more accessible to modern collectors.

Indeed, while the NES dominated in America to the point where “Nintendo” became synonymous with gaming, the Master System emerged victorious in Europe, Brazil, and elsewhere. Historical accounts may be harsh, but for those of us who lived through it, who read European gaming magazines or flipped through Sega catalogs in the annual Argos and Grattan Christmas sales, the Master System was more than a console; it was an arcade experience that foretold the future of gaming. A promise that the Mega Drive would continue to uphold.

Source: www.theguardian.com

Archaeologists Reveal the Hidden Secrets of Pompeii’s Vibrant Legacy

When Mount Vesuvius erupted in 79 AD, it buried Pompeii under a meter of ash and pumice, effectively freezing the Roman city in time. However, a new study reveals that the story didn’t end there. Life persisted for centuries, emerging among the abandoned structures in significantly altered forms.

Recent findings from restoration efforts in the city’s southern quarter indicate that Pompeii was reoccupied shortly after the eruption and remained inhabited until at least the fifth century.

“Researchers and archaeologists have always been intrigued by the idea of people returning to Pompeii, but this was often overshadowed by a focus on the remarkably preserved artwork from before 79 AD,” said Gabriel Zuchtliegel, director of Pompeii Archaeological Park and lead author of the new study, in an interview with BBC Science Focus.

However, the resettlement was a shadow of Pompeii’s former self. “The reoccupation of Pompeii was not comparable to the city as it existed before AD 79,” Zuchtliegel stated.

“It resembled more of a slum—a highly unstable and unstructured settlement. As far as we know, there were no temples or public buildings.”

A collection of ceramic containers (amphorae), fragments, tiles, and marble repurposed by the inhabitants of this space after 79 AD – Credit: Archaeological Park in Pompeii

Families fashioned makeshift homes on the remaining upper floors of the buried buildings, while the lower levels (previously above ground) were transformed into hearths and caves, complete with ovens and small workshops.

But who chose to return to the devastated city? According to Zuchtliegel, these residents were likely those with limited options. “Certainly, they would have preferred to live elsewhere if possible, but some may not have had other resources.”

There was also an additional motivation: the opportunity to reclaim treasures buried beneath the ash. “A vast amount of wealth lay hidden underground, including metals, statues, coins, and marble,” Zuchtliegel noted.

“People may have initially returned to unearth the ruins of Pompeii… over time, vegetation would have reclaimed the land, creating a green and thriving landscape.”

This fragile community endured for centuries. Alongside the broader decline of the Western Roman Empire, it likely ceased to exist after another eruption in 472 AD. “There may have been general demographic declines, migration, and hardships related to the collapse of centralized governance,” Zuchtliegel explained.

“It’s astonishing to see how people endure and cope in such extreme circumstances.”

About our experts

Gabriel Zuchtliegel is the director of the Archaeological Parks in Pompeii. He studied Classical Archaeology at Humboldt University in Berlin and obtained his PhD from the University of Bonn.

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Source: www.sciencefocus.com

Exploring the Unusual Legacy of Xbox Kinect: Ghost Hunting, Porn, and Interactive Art | Games

rBundle in 2010 with ELESHEST and XBOX 360, Kinect looked like the future, at least for a moment. Kinect, a camera that detects gestures and can reproduce on-screen in games, allowed players to control video games with their own body. It was a bit of a sense at first, and we were selling 1M units in the first 10 days. It remains The best-selling gaming peripherals ever.

However, the lack of games already dominated by the Nintendo WII, the unreliable performance and the motion control market have brought Kinect enthusiasm for it to cool down quickly. Microsoft released a new version of Kinect on the Xbox One in 2013, but only to become an embarrassing flop. Kinect Line was like that It was suddenly cancelled in 2017. The Guardian reached out to several people involved in the development of the surrounding area. Instead, people who were keen to discuss Microsoft’s Motion Featured Cameras didn’t use it in the game at all.

Theo Watson Co-founder of Design I/O a creative studio specializing in interactive installations – many of them use depth cameras including Kinect. “When Kinect came out, it was really like a dream situation,” he recalls. “There are probably more than 10 installations around the world, and now Kinects tracks people, but Kinect’s use of the game was blip.”

The assistant will show the Xbox 360 game Kinect Adventures during the 2010 media briefing. Photo: Mario Anzuoni / Reuters / Reuters

Watson turns 15 this year and speaks about Kinect with a rare joy. (“I can’t stop talking about depth cameras,” he adds. “That’s my passion.”) As part of a collaborative effort, Watson has contributed to making Microsoft’s gaming cameras open source, based on the work of Hector “Malkan” Martin. It quickly became clear that Kinect didn’t become the future of video games, as Microsoft originally wanted. Instead, it was a game changer in other ways: for artists, robot players, and… ghost hunters.

Kinect works with a structured optical system. In other words, it creates depth data by projecting an infrared dot cloud, reads the transformations of that matrix, and identifies the depth. From this data, its machine learning core was trained to “see” the human body. In games like Kinect Sports, the camera was able to convert the body to a controller. Meanwhile, for those who create interactive artwork, they cut out much of the programming and busy work needed by more basic infrared cameras.

“The best analogy is like going from black and white TV to color,” Watson says. “There was this whole extra world that was open for us.” The powerful depth camera, which was previously present, retailed for around $6,000 (£4,740), but Microsoft condensed it into a robust, lightweight device for $150 (£118).

Robotocists were also grateful that accessible sensors allowed vision and movement to create. “Previously, only plane 2D LIDAR information was available to detect obstacles and map the environment,” he said. Stereo LoveWe plan to release the latest version of our advanced depth detection camera and software soon. 2D LIDAR detects objects by projecting a laser and measuring the time it takes for light to reflect. However, Kinect can create detailed and accurate depth maps that provide more information. what Obstacles are a way to navigate it. “Before sensors like Kinect, Lucetti says, “Grass clusters are not perceived unlike rocks, and they have all the consequences associated with navigation.”

This type of depth camera now drives many autonomous robotics. Perseverance of the 2020s Mars Rover’s Autonav System and Apple’s facial identification technology. (Apple purchased Primesense, the Israeli company behind Kinect’s structured optical system in 2013.)

NASA’s Mars Patience Rover in 2020. Photo: NASA/UPI/REX/SHUTTERSTOCK

Kinect’s technology was quickly digged into by open source sensors and more advanced motion sensing devices that are free to use. However, since Microsoft stopped manufacturing its Kinect line in 2017, the small cameras have enjoyed something vibrant and not vibrant, not completely violated after death. have Looking at South Korea’s unarmed zone And we worked on adjusting the topography and patient. With a CT scanner; It has been revealed that it is being used in a baggage hall at the airport. Newer Liberty International Airport terminal security camera c (United Airlines declined to comment on this), and Gamify Training for the US Military. Attached to drones, rescue robots, easy uses found in porn.

“I don’t know if anyone has a solid vision of what interactive sex Kinect is involved with,” says Kyle Machulis, founder of buttplug.io Another member of the OpenKinect team. The camera is deployed primarily as a complex controller for 3D sex games, and plays “a futuristic marketing role more than anything in actual consumer use,” says Matulis. In that role, it was a success. It attracted a surge in attention from Microsoft to somehow ban porn containing Kinect. It was an interesting experiment, but it turns out that the addition of novelty devices is not a turn-on for many porn users. What’s more, as Matulis says, when the camera malfunctions, “it looks pretty scary.”

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There is less concern for ghost hunters who thrive on the ambiguity of aging technology and rebranded Kinect as a “SLS” (structured light sensor) camera. They unfold a body tracking to find numbers that are invisible to the naked eye. Ghost Hunters are excited by the Kinect’s habit of “seeing” a body that is not actually there, believing that the numbers on these skeletal sticks are unequivocal expressions of spirits.

The paranormal investigator industry doesn’t care much about false positives as long as those false positives are perceived as paranormal. Freelance Science Performance They have a show dedicated to researching ghost hunting technology. “It’s very normal for a ghost hunter to use an infrared camera and torch to photograph himself in the dark. He bathes the scene with an IR light, using sensors that measure a specific pattern of infrared dots,” he says. Given that Kinect is specifically designed to recognize the human body with the data it receives, Kinect becomes a stranger. It didn’t do it Pick up unusual numbers in this context.

Kinect has a living poem among people looking for evidence of life after death. On the right hand, the camera is still strong. Theo Watson points to me Connected Worldan exhibition held in the New York Science Hall of Fame since 2015. Of the many Kinect devices that enhance installation, they had to be replaced within 10 years of opening. One of them was a few weeks ago. Watson began stockpiling devices when Microsoft stopped production.

“Half of the projects on our website do not exist without Kinect,” he says. “If this camera had another decade, it still wouldn’t be running out of anything related to it.”

Source: www.theguardian.com

NHS’s Health Innovation Center Honors its Legacy and Embraces Future Innovations

In a life-size model of a house, a 50,000-pound mannequin capable of breathing, blinking, and coughing awaits a replica ambulance.

The remarkably lifelike technology developed by the model-makers who created the ‘bodies’ for the BBC’s Silent Witness integrates real-world training with simulated environments, including virtual reality, to enhance medical training and address the shortage of student lab time.

Kevin Reilly, technical services manager at the National Healthcare Innovation Center (NHIC), explains the capabilities of human patient simulation: “If you inject them, they’ll react. If they collapse your lungs and intubate you, your lips will become cyanotic. Even in worsening scenarios, we can resuscitate them exactly as we would a real patient.”

Yorkshire and the Humber region has the highest level of overweight individuals, the second highest infant mortality rate, and the third lowest life expectancy in the UK. NHIC, located at the University of Huddersfield in West Yorkshire, aims to alleviate NHS staffing shortages, address inequality, and promote regeneration.

NHIC, spanning seven buildings upon completion, plans to serve a population of 7 million people from South Yorkshire to Greater Manchester, offering state-of-the-art facilities and innovative healthcare solutions.

The NHIC celebrates the history of the NHS while looking towards the future, honoring individuals like Daphne Steele, the first black hostel director in Britain, through the newly opened simulation facility.

The center’s innovative approach to medical training includes a ‘community house’ within the Daphne Steele building, allowing trainees to practice in realistic scenarios with a range of mannequins.

NHIC also addresses the need for healthcare workers, including nurses, paramedics, and podiatrists, in the face of NHS staffing challenges.

Local connections and a focus on skill development relevant to the region distinguish Huddersfield as a prime location for medical training, with the NHIC viewed as a groundbreaking project in the North of England.

Robert Steele, son of NHS worker Daphne Steele, praises NHIC’s tribute to his mother’s legacy, recalling her impactful career in healthcare that garnered global recognition.

Source: www.theguardian.com

The Enduring Legacy of Destiny: A Timeless Game That Will Stand the Test of Time

isEvangelion was released 10 years ago, an eternity in the world of video games. It's also one of the most compelling games of the decade, and sometimes it's not. On the surface, it's a gorgeous online progressive rock space shooter made by Bungie, the creators of the Xbox classic Halo. Gather up with some friends, deploy somewhere in the shimmering landscapes of a future solar system, and shoot people, aliens, and robots to earn better loot.

None of this is unprecedented, and maybe that's the point. You could say that Destiny's touchstones are Halo with its gunplay, World of Warcraft with its persistent online space, and (admittedly, this is a bit odd) the immortal British retailer Marks & Spencer. This last point is especially true because Destiny is a game of fluctuating destiny that seems to fascinate everyone involved in video games, whether they actually play Destiny or not. Just as many in the UK secretly know if M&S is currently trending up or down (there is no middle ground), everyone in the games industry knows if Destiny is doing well or not. Is it doing better than it has in many years? Or is it in a state of decline that is not comparable to where it was two, five, or seven years ago? Destiny is always an uneasy conversation topic for us.

Amazingly, this has been the case from the very beginning. in front The beginning. Fate met with great misfortune. Revealed as a company Long before it was announced as a fictional universe, the game was announced as SKUs and Q1 financial forecasts, not as a fun gunfighting world dreamed up by the best combat designers in the industry. When the first game finally arrived, it was seen as a beautiful epicenter of action surrounded by something that felt somewhat hastily produced. It was an early star where dust and gas hadn't yet fully solidified. Sure, if you had the right shotgun, you'd go into battle and the whole world would sing with you, but the story and lore were scattered across the game's surface as a series of trading cards, as if Homer had unleashed the Iliad on a collection of beer mugs and hidden them across various battlefields.

A great action game… Destiny was shown on a curved screen at E3 in Los Angeles in June 2014. Photo: Michael Nelson/EPA

But here's the thing: people just couldn't stop playing Destiny. From the start, nights spent online with friends couldn't have been more fun: join in, blow up stuff, win stuff, and compare your gains. Leveling up felt like something meaningful here. New loot had real personality. Set pieces unfolded beneath skyboxes so vast and intense they reminded us that, spaceships aside, Bungie's soul has always been deeply romantic.

Part of the game's enduring appeal is a series of striking images: the funereal hulk of the Traveler, an artificial moon, floating in the sky above the world's last city. Claw-like eruptions of Martian rock illuminated by sunlight turned into a barium haze through the airborne dust. But from the beginning, Bungie's games also seeped into the real world: players could view their builds outside the game, millions of raid-party WhatsApp groups sprung up overnight, and websites and YouTube channels were devoted to everything from leveling tips to reconstructing the story of a Frankenstein-style soap opera.

So for the last decade, playing Destiny has meant arguing about the game, getting annoyed and uninstalling it, then reinstalling it and spending the night engrossed in the game again. The existence of conspiracy theories means that the game means something to people. Caves with easy loot The in-game economy nearly collapsed within the first few months. Was this a bug or an intentional design flaw? Raid area with cheese spots A place where players can dish out massive amounts of damage without putting themselves in danger. Is this the sign of an unstable map, or a sign of a savvy developer generating a different kind of buzz?

Inevitably, people were nostalgic for even the Grimoire lore cards by the time Destiny 2 came out in 2017. Since then, there have been ups and downs. Death of a major character Everyone was talking about it The price of the expansion is the samePeople get tired of the drudgery, they think the raids are unfair, they understandably complain about the store, but they also understandably buy Destiny: The Official Cookbook. Complicating things is the fact that Destiny has been steeped in nostalgia from the get-go. Another final point of connection to M&S is that Destiny is an institution.

Few would argue that Destiny is a great action game, and always has been. At its heart is a core of charismatic gunplay, and what radiates outwards from there is an evocative and unforgettable twist of sci-fi, combined with Bungie's long-standing talent for sad, flashy naming conventions. This is the studio that brought us Halo levels “Pillar of Autumn” and “Silent Cartographer.” It's no wonder that the game “Destiny Weapon Name or Roxy Music Deep Cut?” remains a reliable drinking game. (It goes both ways; it's easy to imagine Bungie releasing Sentimental Fool and Mother of Pearl SMGs.)

Striking image…Destiny 2. Photo: Activision

Still, there are fluctuations. The latest expansion was hailed as one of the best in a while, but player numbers haven't increased significantly since then. Over time, Bungie has gone from questions about the cost of cosmetics to serious allegations about its internal culture; the studio has changed owners and recently suffered layoffs. Last week, Destiny 2 Steam player numbers hit all-time low.

Still, we talk about the games that are always in the news (Includes bungeeannounced that it would be publishing a developer blog tonight discussing the future of the game. Many of us still feel nostalgia for a game that was born out of nostalgia. And these two things create a powerful allure. I remember when I first played Destiny 2, long after everyone I knew had cooled off from their obsession with the game. I found a game that kept me entertained for a few minutes, but those minutes could easily turn into hours. I also found a world that felt as if it was covered in blue plaques that told of a painter from long ago who once vacationed here.

After all, Destiny as a game benefits greatly from its dialogue fallbacks. For example, when I first met Devrim Kay, Destiny's gentlemanly sniper, in person, I knew so much about him I could have been his biographer. I felt like I was in the presence of a celebrity, even though he was just another quest giver.

Source: www.theguardian.com

The Oxford Institute for the Future of Humanity: Examining the Controversial Legacy of Eugenics in Technology

T
A few weeks ago, it was quietly announced that the Future of Humanity Institute, a famous interdisciplinary research center in Oxford, no longer has a future. It closed without warning on April 16th. Initially, its website contained only a short statement that it had been closed and that research could continue elsewhere within or outside the university.

The institute, dedicated to the study of humanity’s existential risks, was founded in 2005 by Swedish-born philosopher Nick Bostrom and quickly made a name for itself beyond academia. Many high-tech billionaires praised the institute, especially in Silicon Valley, and provided financial support.

Mr. Bostrom is perhaps best known for his 2014 best-selling book. super intelligence, which warned of the existential dangers of artificial intelligence, but also became widely known for his 2003 academic paper “Are You Living in a Computer Simulation?” The paper argues that over time, humans are likely to develop the ability to create simulations that are indistinguishable from reality, and if this is the case, it has already happened and we may be the simulation. insisted.

I interviewed Bostrom more than a decade ago, and he had one of those elusive and rather abstract personalities that perhaps lends credence to simulation theory. He was pale, had a reputation for working all night, and seemed like the type of person who didn’t go out much. The Institute appears to be aware of this social shortcoming. final reporta long inscription written by Fuji Heavy Industries researcher Anders Sandberg states:

“We have not invested enough in the politics and socialization of the university to build long-term, stable relationships with faculty…When epistemology and communication practices become too disconnected, misunderstandings flourish.”




Nick Bostrom: “Proudly provocative on paper, cautious and defensive in person.” Photo: Washington Post/Getty Images

Like Sandberg, Bostrom is an advocate of transhumanism, the belief in using advanced technology to improve longevity and cognitive abilities, and is said …

Source: www.theguardian.com

‘Incredible Valor’: The Legacy of Grace Hopper in Nvidia’s Monumental $2 Trillion Chip Empire | Computing

I
In the demanding technical field of semiconductor manufacturing, hardcover book-sized processors stand out. Nvidia’s H-100. On Friday, the Santa Clara, Calif., company was valued at more than $2 trillion. The next step will likely be a chip named after U.S. Navy Rear Adm. “Amazing Grace” Hopper, who was instrumental in designing and implementing the programming language.


Nvidia supplies about 80% of the global market for chips used in AI applications. The company’s H-100 chips (the “H is for hopper”) are now so valuable that they have to be transported in armored vehicles, and demand is so great that some customers have to wait 6 months to receive it.

Hopper’s importance to Nvidia, and to AI computing more generally, was reinforced last summer when Nvidia founder and CEO Jensen Fan announced the next generation accelerated computing and generation AI chip, the GH200 Grace Hopper. It was emphasized when they named it a Super Chip.





Admiral Grace Hopper in 1985. Photo: Associated Press

Hopper was born in New York City in 1906, graduated from Vassar College in 1928 with degrees in mathematics and physics, and joined the Navy after the United States entered World War II following the attack on Pearl Harbor.

According to a biography from Yale University, Initially rejected by the Navy because of her age and small stature, she was commissioned and assigned to Harvard University’s Ship Bureau Computation Project, where she worked on the Mark I, America’s first electromechanical computer, calculating the rocket’s trajectory and reaction force, aircraft gun range table, and minesweeper calibration.

After the war, Hopper joined the Eckhart-Mauchly Computer Corporation (later Sperry Rand), where she pioneered the idea of automatic programming. In 1952, she developed the first compiler, a program that translated written instructions into computer code.

“What I was looking for when I started learning English [programming] was to bring in another whole group who could easily use computers. I kept asking for a more user-friendly language. Most of what we have learned from academics and computer science people has never been adapted to humans,” Hopper explained in a 1980 interview.

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Hopper retired as a rear admiral at age 79, making her the oldest active duty officer in the U.S. military. The year before her death in 1992, she was awarded the National Medal of Technology by President George H.W. Bush. She was posthumously awarded the Presidential Medal of Freedom, the highest civilian honor, in 2016.

In a 1983 interview on “60 Minutes”, Hopper was asked if the computer revolution was over. Hopper replied: “No, we’re just getting started. I got a Model T.”

Source: www.theguardian.com