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| How I Got
My Start In The Game Industry |
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I've
been programming and designing games since I was 11, way back
in 1979. Almost every day of my life since then has been consumed
with a passion for programming, designing and playing games.
Nowadays,
the PC is my main platform for game development, but back
when I started to really learn how to program, my main machine
was an Apple IIe. Ah, the days of programming for a fixed
spec platform! You had a constant speed that all Apple IIs
would run at (1Mhz!), a standard graphics display that never
changed, and a pretty much set amount of RAM that everyone
had in their machines (64K for II+/IIe, 128K for IIe/IIgs).
| The
Mainframe Days, or "Not Having A Computer" Days |
1979-1981 |
| The
first computer I ever programmed was an HP mainframe (I
don't remember the model #). It was the summer of 1979
and I was at home with no money to go to the arcade and
play Pac-Man (my main addiction). My
brother Ralph and my friend Robert had been out all
day and when they came back, they rushed into the house
all excited, telling me that we could play games for
free up at the college on the computers! We jumped on
our bikes and rode back out to the college and that's
when I saw my first computer, well, my first terminal,
actually. The computer was in another room and it was
huge, but not visible from the computer lab where we
were.
From
then on, we would spend our Saturdays up at the computer
lab, watching students play Colossal Cave Adventure
and then spend time learning HP-BASIC. My first game
was written in HP-BASIC and it was a simple text adventure
(I was emulating Colossal Cave as my first game project).
Well,
the only way to save your programs (since I wasn't a
student) was to use the PUNCH CARD machine. |

This
is kinda similar to the HP mainframe... kinda.
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These
things really sucked.
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My
first game grew to be about 250 of these things and when
they all fell off the back of my bike, I was done with
any large scale programming until I could save on a disk.
Actually, I used the paper tape machine after that point
and it was ... better. At least I could feed all the tape
into the reader and it would zip the whole thing in and
I would have my program in memory (and the tape didn't
fall all over the place). But sometimes if the roll of
tape wasn't secured well, it would come unraveled and
be a pain, but it was nothing compared to the living hell
of using the punch card system. So,
I was plodding along programming text games in BASIC
until the computer lab finally got some Apple II+ machines.
That was the day that got me *really* interested in
computers. COLOR! High resolution graphics! Sound! |
| I
was hooked. Robert and I gathered up all the information
resources we could find and promptly started learning
Applesoft BASIC and how to do graphics. It was a "knowledge
race", really, but after a while we didn't care who
won -- we were learning cool stuff and having lots of
fun. I would come home with more and more knowledge about
the Apple II and tell my Dad everything I had been learning.
After
a couple months of this, he finally decided that maybe
it was time we had one in the house. Oh yes.... heaven. |

This
was my world for 10 years. TEN YEARS!!
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| The
Apple II Days |
1981-1989 |
| From
the moment my Dad bought our Apple II+ in 1982, all my
time on that machine was spent programming my own games
and playing everything I could get my hands on.
I started at the beginning: Applesoft BASIC in Lo-Res
graphics (40x40 pixel res, 16-colors). There
were actually a lot of Lo-Res games available for the
Apple II, in fact
Silas Warner's
(Castle
Wolfenstein)
first commercial game was a Lo-Res game named
Firebug
(MUSE, 1980) - it couldn't be all that bad!
(Actually,
Lo-Res was much more fun in 6502 Assembly.) |
Screen
from John's Crazy Dunjun - Lo-Res at its worst
|
Screen
from Alien Attack
Slow Applesoft Hi-Res drawing |
Then,
I moved up to Hi-Res graphics (280x192 pixel res, 6-colors)
and started using HPLOT to draw lines to construct my
screens and draw all the game's graphics.
Very slow, especially in BASIC, and animating anything
was just awful-looking. During
this period, I was using all HPLOT/HLINE graphics --
no shape tables and of course, no bit-mapped graphics.
I
wanted to make shoot-em-up games (as they were called
back then) *so badly*, but I lacked the necessary coding
skill back in 1982. My programming projects were
usually copies of the games I was playing, just so I
could see if I could even come close to duplicating
the programming skill it took to create commercial game
software. |
| I
knew that I had to learn 6502 Assembly, and that was not
going to be easy. I remember back in 1981, my friend
Robert Lavelock (who introduced me to computers in the
first place) showed me a hex dump of Gorgon.
It was a screenfull of hex (which I didn't understand
back then) and he told me, "That's the program for
the game." Uhm.
No way would I be able to understand that garbage!
I didn't even know hexadecimal! Well, perseverance
won out and after a couple more years of manic hacking,
I could look at a hex dump like this and tell you pretty
much what it all meant. |
Hex
dump. Nothing's much more confusing than this.
|
My
parents got me a copy of Programming the 6502 by
Rodnay Zaks
(owner of Sybex Books). My god, what a DENSE book.
It was *not* written with the Apple II in mind -- there were
no type-in examples of a program; most of the book was about
the processor's internal structure and nothing about how to
program an Apple II. I was even more put-off by 6502;
if I had a book right in front of me, why couldn't I understand
the language??
...TO
BE CONTINUED!
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