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PlayNET

From Wikipedia, the free encyclopedia

PlayNet (or PlayNET) was a U.S. online service for Commodore 64 personal computers that operated from 1984 to 1987. It was operated by the PlayNet, Inc of Troy, New York.

Contents

[edit] History

PlayNet was founded in 1983 by two former GE Global Research employees, Dave Panzl and Howard Goldberg, as the first person-to-person, online communication and game network to feature home computer based graphics. The PlayNet software became the foundation for the first version of what is today America Online.

The founders launched the business initially with their own money. They then raised over $2.5 million from a variety of investors, including the venture capital funds of the Town of North Greenbush NY, Key Bank, Alan Patricof & Associates, and the New York State Science and Technology Foundation, and a group of individual investors through a limited R&D partnership led by McGinn Smith.

In 1985 PlayNet licensed their system to Control Video Corporation (CVC, later renamed Quantum Computer Services), which in October 1991 changed its name to America Online. The modified version of the PlayNet software (Quantum Link or Q-Link) was ported by Quantum to the PC to create the first version of the AOL software. As recently as 2005, some aspects of the original PlayNet communication protocols still appeared to be used by AOL.

The PlayNet offices were initially located in the J Building on Peoples Avenue in Troy, NY part of the Rensselaer Polytechnic Institute incubator program. It subsequently moved to RPI's Technology Park in North Greenbush NY. At its peak, PlayNet employed 30 people including software developers, customer service staff, etc.

The maximum number of subscribers was approximately 3000, with up to around 200 logged in at a time. PlayNet declared bankruptcy in February, 1986 and ceased operations in 1988 after Quantum stopped paying royalties.

[edit] Software details

PlayNet was originally designed around online interactive games which allowed chatting while playing. PlayNet also featured electronic mail, online chat, bulletin boards, file sharing libraries, online shopping, and instant messaging (using On Line Messages, or OLMs). Games were mostly 'traditional' games and some well-known boardgames.

Unlike other online systems of the era, PlayNet was highly graphical and required client software, and included error correction in the communication protocols.

[edit] Game list

Games/features never finished/released:

The never-released D&D game was very similar to Neverwinter Nights.

Connections to PlayNet were made by modems at 300 baud via X.25 providers such as Tymnet and Telenet. Pricing was $X per month, with additional fees of $X per hour.

The system competed with many other online services like CompuServe and The Source (service), as well as Bulletin board systems (single or multiuser). PlayNet's graphical display was better than many of these competing systems because it used specialized client software with a nonstandard protocol. However, this specialized software and nonstandard protocol also limited its market, because only the Commodore 64 could run the software necessary to access PlayNet.

In 2005, hobbyists managed to reverse engineer the communications protocol and allow people running the QuantumLink software on an emulator or original hardware (via a serial cable) to run a reduced version of the service.Quantum Link Reloaded

[edit] Trivia

  • The limit of 10 characters for usernames ended up causing AOL to have a 10-character username limit until the late 1990's. The 10-character limit was chosen because of the width of a C64 screen and the number of lines allocated for the room name and names of people in a chat room.
  • The server software for PlayNet ran on Stratus fault-tolerant computers and was written in PL/1. AOL continued to use Stratus computers and parts of the PlayNet server software until the late 1990's or later.
  • The client software on the Commodore 64 ran a multitasking pseudo-operating system based on a Finite State Machine language.
  • Games were programmed in a mixture of BASIC and assembly language.

[edit] External links

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