Six Game Devs Speak to Computer Games Mag (1984)

(computeradsfromthepast.substack.com)

52 points | by rbanffy 3 days ago ago

12 comments

  • PaulRobinson 10 hours ago

    The spirit of coding was different then. It felt like you could sit in a room with an idea and 4 months later have something people would be keen to play, even pay for.

    What a time to be alive as a coder...

    • Joeboy 8 hours ago

      Writing machine code without an assembler and having to reload everything from cassette every time it errored felt... sort of fun but also extremely frustrating. I think most actual commercial software was written on hardware that was out of reach for most of us.

      Edit: Wikipedia tells me that at launch the Apple II cost the equivalent of $6700 for the 4k model or $13,700 for the 48k model.

    • ido 10 hours ago

      This was also the case with indie games around roughly 2008-2012. Didn't last for long though!

      • glimshe 10 hours ago

        And what is common between these 2 eras? I'd say that a market hungry for new content met the people who could deliver it. In both instances, technology enabled the production, consumption and distribution of the new content (the Steam era is a revolution in the ease of distribution and production, while in the 80s there was a revolution in ease of production and consumption).

        Now there's a glut of content. Will another opportunity ever appear again? In both cases, the opportunity didn't look good at first.

        • MisterTea 8 hours ago

          > Will another opportunity ever appear again?

          With AI we might go through an era of sameness and/or slop leaving the door open for something more genuine. Everything is cyclical.

          • DiscourseFan 6 hours ago

            Well the sun is still going to explode one day

      • misschresser 7 hours ago

        indie games are still a hugely important part of the industry, Peak is a recent great example of a small team making something fast that is novel and successful.

    • stevoski 8 hours ago

      A ton of games in the 80s did miserably. Yes, there were some big hits created by one person in four months. But there were plenty that were didn’t do well at all.

  • spogbiper 10 hours ago

    Interesting (possibly?) story about one of the devs interviewed here, Steve Bjork:

    Steve wrote a lot of software for the first computer I had access to which was my father's Tandy Color Computer. We didn't have much money so we couldn't afford luxuries like a disk drive and commercial software on a ROM pack was a rare gift.

    One of the handful of ROM paks we had was a game called "Popcorn". It's opening screen proudly displays "By Steve Bjork" ( https://www.youtube.com/watch?v=HSL4dGhJhHo ). As an 8 year old kid, I thought it was a funny name. I'd often call my little sister a "bjork" and she would predictably yell back "no, you're the bjork!". It was a bit of a family joke for some years.

    Fast forward 25ish years and I started participating in "retro computing", reliving some childhood memories and had fun writing some new software for my first love. I participated on the community forums, helped with some open source projects and eventually found that Mr. Bjork was still active and creating projects for this old computer. I traveled to the annual "last" cocofest where Tandy nerds still gather and got to meet him. He was extremely kind and we had interesting discussions. We even collaborated on some projects. It was surreal to be working with this "legend" from my early childhood.

    Sadly, Steve passed away in 2023. He was truly a sweet and capable man who gave a lot to the community for years after any commercial opportunity had passed.

  • jhbadger 7 hours ago

    It's interesting to see a mention of "The Arcade Machine" (1982) and its creator here. This wasn't exactly a game but rather an early version of what we call "fantasy consoles" (like PICO-8 and TIC-80) today. That is, an environment for making games by combining sprites, sound, and code.

  • afavour 11 hours ago

    A fun read. I often wish I were programming back in that era, instead of where we are today, tasked with implementing tracking pixels, banner ads and upsells. But who knows, maybe I would have been driven insane by the resource limitations.

    • ldargin 9 hours ago

      It's not too late to take on a daring, creative project that stretches reasonable resource limitations.