The real story behind the signal

Before the robot,
there was a turtle.

A language. A moving point. An idea that put the learner in charge. This is the real-world history of Logo and Turtle Graphics.

1967

A language for exploration

The first version of Logo was created at Bolt, Beranek and Newman in 1967. The team included Wallace “Wally” Feurzeig, Seymour Papert, and Cynthia Solomon. Designed as a learning language, Logo gave beginners a way to express ideas in instructions, try them, and revise them.

Source: Logo Foundation, “Logo History”.

A moving idea

Meet the turtle

Early turtles were physical robots that moved across the floor. Screen-based turtles brought that movement into computer graphics. Tell a turtle to move forward or turn, and its trail can become a drawing.

Logo is more than Turtle Graphics: it also supports work with language, music, mathematics, and other ideas. But a few movement commands made programming unusually visible.

Sources: Logo Foundation history and Logo programming.

A small square, in Logo
REPEAT 4 [FORWARD 100 RIGHT 90]

Move forward. Turn a quarter-turn. Do it four times. A short instruction becomes a shape.

1970s–1980s

From research labs to school labs

Logo research continued through the 1970s. Personal computers helped it reach a much wider audience, and Seymour Papert’s 1980 book Mindstorms brought its learning ideas to more educators.

The important experience was active: make something, see what your instructions produce, and refine your thinking.

Source: Logo Foundation, “Logo History”.

One Command Ahead

That feeling still has somewhere to go.

Our game follows a related pleasure: imagine a path, express it as a routine, and watch the result. The stage is three-dimensional, the robot has places to be, and the next idea is yours.

As for the old terminals scattered through the game… some history is best discovered first-hand.

Return to the game
This page describes real computing history. The Academy, its characters, and the game’s story are fiction.