Remembering the Stone Age
Mark Baldwin
Computer games were not always built with multi-million dollar budgets
and huge development teams. Originally, games were designed, written, and
produced by a single individual. The first games were amateur productions
published by sticking a disk and photocopy manuals in a baggie and hawking
them at the local computer stores. It was in this Stone Age that I got
started writing computer games and would like to tell you a little about it.
My first computer game was written on a "personal computer" that probably
most of you have never heard of. In 1976 Hewlett Packard started
manufacturing the HP9825. Although for marketing purposes they called it a
‘programmable calculator’ it was a true computer with a fully functioning
(although strange) interpretive language called HPL. It had a full keyboard,
a paper tape printer and a 32-character LED display. The ‘computer’ didn’t
belong to me, but I was using it at work and playing with it after hours.
The game was my own version of the perennial ‘Trek’ that had been
floating around main frames for years. This was a game that displayed a
character map of space in which you flew a starship around destroying bad
guys. You may ask how I could write a game with only a 32-character display?
Well, the HP9825 also supported a printer. By combining the LED display for
requesting input and using the printer to display the output (every time the
game state would change, the ‘screen’ would be output to the printer), a
playable version of the game was created. Simple and crude it may have been,
but it was unique and impressive for those days, and gave me the computer
game bug.
I moved to Houston, Texas, in 1979 to work on the Space Shuttle. Shortly
thereafter, I bought my first personal computer, an Atari 800. Let me tell
you about the Atari 800. This computer came out a little bit later than its
two main competitors, the Apple II and the Commodore 64. All three used the
8-bit Motorola 6502 chip at 1.79 MHz. The chip could address 64k of memory,
although all of it was not directly available to the programmer. The OS and
supporting graphics and sound chips occupied the lowest 6k of memory and the
upper 16k of memory was reserved for cartridges (basically ROMs that plugged
into a cartridge slot) which contained programs and games. Graphics was 40
columns by 24 lines in text mode or 160x96 pixels in 128 colors (320x192 in
2 colors). Although by today’s standards this doesn’t sound like much, it
was absolutely fantastic, especially for games by 1980 standards. In
addition, there were specialized chips for both sound and sprites that
allowed for games the Atari’s competitors couldn’t match. For that matter,
the Atari was faster and better than the computers I was having to work with
that were installed on the Space Shuttle!
Programming the Atari 800 was an interesting problem. Originally, there
were two options, either Assembly or BASIC. I hated both. Assembly was fast
but was obscure and time consuming to write. The BASIC we had at that time
was slow to execute, limited, and cumbersome to write. How I desired to have
a compiled language like FORTRAN that I used at work. Then one day I was
looking through the Sunday paper and spotted a big ad by a department store
chain selling the Atari. And in one corner, it said that they had not one
but FOUR Computer Language Programs for the computer! I thought this a
little odd since I had not heard anything about new languages being
released, and even stranger that it was a department store, not a computer
store that was selling them. You have probably already guessed my mistake,
but at the time, it just didn’t occur to me. I rushed down to the store
salivating at the idea of getting a real computer language for my computer,
and being dumfounded. The languages were Spanish, French, Italian and
German. These were programs to teach languages, not computer languages,
something the ad writers had no inkling or understanding of.
As a side story to these early days, I use to be in a medieval
reenactment organization called the Society for Creative Anachronism. Being
an active leader in the organization, I had a number of teenagers that hung
around my house. One of these teenagers was trying to write games for the
Apple computer. One of his first games he put together in baggies and
started selling them at local computer stores. The name of the game was
Akalabeth; the author was named Richard Garriott, later to be famous as Lord
British for his Ultima games. I have always found it interesting that the
two of us crossed paths before either of us made it in the game industry.
Perhaps it was the same thing in both of us that led us both to sword
fighting and computer games.
It was with my Atari 800 that I was finally in a position to start making
a little money on computer games. Early on, there were a number of magazines
on the market that published programs for the early personal computers.
These were not programs on disk or downloadable from the internet (which
didn’t exist), but instead programs printed on the pages that you then typed
into your computer as source code. Generally these games and programs were
in BASIC. But one problem was that games written in BASIC were very slow,
being interpreted, which made arcade type games almost impossible. I took up
the challenge of trying to write an arcade game in BASIC. This resulted in
my game Starbase 13 which involved defending a starbase against alien
attackers. I designed the game specifically to use minimum processing time
so the result was a very simple game. But it worked and paid me $50 when it
was published in Softside magazine.
These were leading me slowly towards professional games. In the mid 80’s
a few friends of mine who worked at NASA decided to form a computer game
company. Originally, called Cygnus, and later changed to Interstel, the
company specialized in strategy and role-playing games. Their first game was
their own version of the old mainframe game Trek (similar to the one I wrote
for the HP 9825) called Star Fleet I. Star Fleet I was first written for the
new IBM PC, but Interstel needed it converted to the Atari 800 and asked me
to do the conversion. BASIC was definitely not a solution, and I really
didn’t want to do the game in assembly. But luckily some genius had
developed a new language for the Atari called ACTION just in time. This was
a compiled language similar to C, came on a ROM cartridge and was a god
send. Because of both the differences in language and hardware, I had to
rewrite the game from scratch. And since I was rewriting the game anyway, I
added new features and improvements. Note though that this was not like
today’s programming. My editor was a simple text editor on a 24 line by 40
column screen. There were no debuggers other than print statements I might
put in the game. The compile time was something like 15 minutes; so much of
the debugging was done on paper. For that matter, because the program was
actually larger than the computers 42k of available RAM, I had to write my
own memory overlay system.
But it worked, and actually worked well. On the market, it was quite
successful, and many of the innovations I developed for my version of Star
Fleet I was then incorporated back into a new release of the PC version.
This then became my first published box game. It was an absolute kick to go
to a store and see my name on a game box.
It was also my most lucrative contract. In those days we were still
trying to find the right balance between developer and publisher, and the
contract we worked out was no advances (not common then) but I did receive
35% of wholesale receipts. At the time it looked reasonable if not low, but
these days that is extraordinarily high, especially for a conversion.
My next project was another conversion of Star Fleet I. Technology, as
always, had been changing and Atari had a new computer, the Atari ST. The
Atari ST was Atari’s answer to the Apple Macintosh. It used the same 16-bit
Motorola 68000 chip, had 512k of memory, had a full keyboard including
number pad and would support either a color or black and white monitor. The
operating system was GEM, a graphical OS similar to the Mac and a
predecessor to Windows.
So after having written Star Fleet I for the Atari 800, doing it for the
ST should have been easy, right? But there were a number of problems. Again,
there was the problem of languages, especially compiled languages. ACTION
was not available, but PASCAL was. So I had to learn another computer
language. Actually, I’ve always been glad I learned PASCAL, it taught me
programming habits that I have found invaluable with the more modern object
oriented languages. So PASCAL was the language for Star Fleet I on the Atari
ST.
There was another problem. People had either Color monitors or Black and
White monitors and the two were mutually exclusive. We had to design
separate interface and graphics for each. And this is important when one
wants to maximize sales and reach as large of an audience as possible. This
meant two interface/screen/graphics designs.
Let me touch on an interesting problem in early game design. We were
always restricted both in the number of pixels we could have on a screen and
the number of colors. For the Atari ST I had 640x400 pixels for monochrome,
640 x 200 with 4 colors or 320x200 with 16 colors. The colors were from a
256 color palette, but were limited to only that many colors at one time.
This was still a lot better than the IBM PC which then had what was known as
CGA graphics that gave 320x200 in 4 of the most ugly fixed colors one could
imagine (black, white, cyan and magenta). The point of this is that because
of both the limited number of pixels and colors, if one wanted a good game
that communicated to the user, it became extremely important to design
interface and graphics down to the individual pixel. There was an ‘art’ to
designing each icon and sprite, trying to fool the user’s eye into seeing a
rich, complex and interesting image with a very limited number of pixels.
What was even worse was this was normally done by the programmer/designer.
There were no artist who specialized in this arcane knowledge; it was done
by the programmer/writer/designer/artist, i.e., yours truly. (I also wrote
the music and it was bad!) Even later on when I finally could afford an
artist for games, this was still a problem. Most artists could not think in
the constraining environment of communicative visuals with a limited number
of pixels and colors. I went through many artists before I ever found one
who could think and enjoy doing art with those limitations.
There was one other problem in creating my Atari ST version of Star Fleet
I – a problem that still exists today. It was the increasing expectations of
the audience. The ST was a generation newer machine than the Atari 800 and
therefore the people who bought the software expected a much better game.
This meant redesigning the game again to add more bells and whistles to meet
those expectations. Cool animations and new weapons and tactics and even
improved AI were necessary. So again, it was basically a rewrite and
redesign from scratch.
Note that through these projects, I was not working full time on them.
This was part time evening work while I held a full time job, first at
Johnson Space Center on the Space Shuttle, and later at Martin Marietta in
Denver. But I was now making money from my games. As much, if not more than
I was earning as a ‘rocket scientist’. And it was fun too. The Shuttle was
fun but it was rife with politics and frustrations. The frustrations
included seeing a shuttle disaster coming and not being able to do anything
about it. (I left NASA just three days before my fears were proven in the
Challenger disaster, but that’s another story for another time.)
The combination of frustration with the aerospace industry combined with
fun in the game industry made a hard decision easy. In February of 1987, I
left the security of aerospace to the scary world of working for myself on
games full time. It’s a decision I have never regretted. In the 17 years
since then, I have done almost everything possible in the game industry. I
have had successes in the game industry – including Game of the Year from
Computer Gaming World – and I’m even proud to say I have had spectacular
failures including one of the "Worst 25 games of All Time" according to
Computer Gaming World.
Unfortunately, those days are gone, the industry is different now. But
there is something to be learned from these Stone Age beginnings. Back then
as a single individual I needed to solve problems and craft work that were
both technical and creative; left brain and right brain. I needed to draw
from all of my skill sets. Today, all of the jobs I was forced to assume
have been broken down into separate job descriptions. But even with all of
the possible specialized jobs that exist in the industry now, there is still
the exciting need to draw from your total skill set, from your technical and
creative, something you may not find in any other career path. And that
makes for both a challenging and exciting career, and I am looking forward
to the next 20 years with the same gleam in my eye I have had for the last
20.