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Of course, in
the mid 1980s, nearly every personal computer came with a default programming
language. At this time, many computer manufacturers hyped up these features as
a key selling point. Typically, a personal computer shipped with BASIC,[9]
which offered virtually unlimited development possibilities for those willing
to put the time into learning its syntax and program structure.
Unfortunately, BASIC
-- an interpreted language -- is designed to make programming easier, but not
necessarily more efficient. Though far easier to master than a platform's
respective machine or assembly language, BASIC
is often slow and unsuitable for games with sophisticated audiovisuals.
Early on,
however, clever developers released software to help augment users' programming
efforts, like Bruce Artwick's subLOGIC A2-3D1 Animation System (1979)
for the Apple II, a powerful assembly language package containing three
development modules useful in the creation of Flight Simulator (see book
Chapter 8, "Flight Simulator
(1980): Digital Reality"); Penguin's The Graphics Magician (1982;
Apple II, Commodore 64, and others), aimed at those who wanted to integrate
high-quality graphics into their own code; and Epyx's similar Programmers'
BASIC Toolkit (1985) for the Commodore 64, which promised, "Assembly
Language Graphics with BASIC Convenience."
Unfortunately, none of this
multitude of often-useful products was targeted at the more casual enthusiast
who wanted to make games.
Back of the box for Gary Kitchen's GameMaker, Commodore 64
version.
Fortunately, a
series of later titles took the concepts in PCS and applied them to
other types of game development. These included Adventure Master (1984;
Apple II, Atari 8-bit, Commodore 64) from CBS Software, for creating simple
text and text and graphics adventures (or "interactive fiction"; see
book Chapter 25, "Zork (1980):
Text Imps versus Graphics Grues"); Adventure Creator (1984; Atari
8-bit, Commodore 64, and others) from Spinnaker Software, a simplified version
of Smith's later ACS; and Gary Kitchen's GameMaker (1985; Apple
II, Commodore 64) from Activision, which consisted of a series of intuitive
development modules for nearly any type of game (additional libraries like
"Sports" were sold separately).
As with PCS, all of these
products faced technical limitations that restricted the sophistication of the
users' creations, but they nonetheless provided a welcome avenue for creative
individuals unwilling or unable to master traditional programming languages.
Screenshot from Virtual Pinball for the Sega Genesis,
showcasing the unusual design aesthetic.
After retiring
from videogame creation in the mid 1980s after burning out from the
overwhelming pressure of trying to outdo PCS, Budge tried again with
BudgeCo through EA with the 1993 release of Virtual Pinball for the Sega
Genesis.
Says Budge, "I wanted to get back into game programming. EA and I
thought this might do okay on the Genesis. I liked the challenge of the
restrictions (no keyboard, disk, mouse) and the power (fast graphics, 68000
processor) and thought I could do a good job. It turned out great, in my
opinion. I made the collision detection and physics more robust and it got me
started on my current path, to develop technology for 3D graphics and
modeling."[10]
Unfortunately, Budge's program was at the
wrong place at the wrong time. Audiovisual expectations were higher than ever
before, and the Sega Genesis already featured several excellent pinball titles.
Virtual Pinball went straight down the middle and into
the drain. A review by Benjamin Galway describes some of the downsides:
Being able to design unique pinball
tables is the real draw of the game, even if the actual pinball play isn't up
to snuff. Players can take any of the eighteen preloaded tables into the game's
Workshop or start from scratch, then save their creations in the cartridge's
generous ten memory slots. Tables are assembled via a cursor that can drop or
destroy objects, selected via a basic menu. There is a handful of bumpers,
flippers, walls, targets, and other items to be placed at the user's discretion
along with six different styles available for the parts (Blueprint, Classic,
Pool, Gore, Classic II, and Droid) and a dozen backgrounds adding some variety
to the tables. Unfortunately, it's just not enough to sustain any long-term
interest in the game. Enjoyment rests largely on one's ability to be creative
with the construction tools, so anyone lacking an imagination will be at a loss.
The Workshop is a bit lacking as well with its inability to allow for curved
ramps and walls, grouping of targets instead of lumping them all together, and
most any other concept to help add depth to the tables.[11]
---
[9] Standing for Beginner's All-purpose Symbolic Instruction
Code.
[10] http://www.dadgum.com/halcyon/BOOK/BUDGE.HTM.
[11] http://www.sega-16.com/review_page.php?id=952&title=Virtual%20Pinball.
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(I'm working on something like this.)
Still I had a blast working on that title and I immensely enjoyed working with Bill, providing feedback / design suggestions (the worm hole item was my suggestion) and building tables.
Check out this little treasure:
http://www.futurepinball.com/
Thanks Bill Budge - you made my childhood even better!
In the UK, an early attempt to enable user-created content was Penetrator on the ZX Spectrum. Released in late 1982, Penetrator is a Scramble clone which comes with a built-in GUI-based editor, allowing you to build a completely new and unique level and insert it in place of one (or all) of the built-in levels.
I reviewed this game for my website a while ago (*plug* http://www.caffeinated.org.uk/spectrum/games/review.html?reviewee=penetrator) - there's an animated gif showing the editor in action. Sadly, the UK doesn't appear to have been as receptive to the idea of user-generated content - possibly because machines generally used tape for storage instead of disks, which made managing non-linear data more complicated.