Wireframe – Issue 20, 2019

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The eternal coders

Interface


wfmag.cc \ 45

In the early eighties, home computers were
so new that commercial programs were rare;
most owners were pushed into coding simply
because there was little else they could do with
their machines. Video games, thanks to Space
Invaders and its arcade peers, had already
captured the imagination of youngsters all over
the world. Lancashire local Anthony Ball was one
such pixel-eyed kid. “Next to the bus station in
Accrington, there used to be an arcade, so I’d go
in there while waiting for the bus and play video
games. Then, in Blackburn, I’d go to WH Smith
and read magazines like Byte, Compute!, and
Computer and Video Games.”
Interest piqued,
Ball acquired the
BASIC programming
cartridge for his family
Atari 2600. “It was
rubbish,” he recalls.
“But at school, they had a Research Machines
380Z which they kept locked in a store cupboard
because they were afraid of what might happen
if they turned it on.”
At weekends, Ball would journey into Preston
to experiment on the computers lined up in
the electrical store, Laskys. “The staff were
impressed and let me tinker around all day.
I guess it helped sell the computers.”
John Passfield, meanwhile, gives a perspective
from Australia, where the Sinclair brand was
nowhere to be seen. “I encountered my first
computer, a Commodore PET, loaded with the
game Colossal Cave Adventure,” he remembers.
“My mind was blown. I had to have my own
computer. I got a VZ-200 that Christmas and
began learning how to code from the manual
and computer magazines.”


FIRST EFFORTS
Passfield continues: “My very first attempt at a
game was pretty dismal. It was called Attack of the


Invisible Werewolf. You had to move a dot around
the screen until a random amount of time
passed and the message, ‘ You were killed by an
invisible werewolf’ appeared on the screen.”
Austin, having graduated from the scientific
calculator to the ZX Spectrum, via the VIC-20
and ZX81, realised machine code was the way
forward. “My first published game was Bunny
for Automata,” Austin
says. “It was written
99.9% in BASIC, but I
wrote a tiny piece of
machine code that
flashed the border
and made a terrible noise. While unimpressive, it
made me realise how much more powerful code
could be, so my next game, Pi-Balled, was totally
machine code. It was amazing how much more
you could get out of the Spectrum [with machine
code] compared to using BASIC.”
Austin got his break early in coding, thanks
to living so close to a software publisher.
For Passfield, opportunities weren’t quite so
convenient. “I grew up in a country town in
Australia, which was about as far away from the
computer scenes in England and the US as you
could get. In my town, I was the only kid making
games, and when my first game was published
in 1984, I kept it to myself because it was such a
nerdy thing to do!”

THE COMMERCIAL DAWN
“I remember it was all very exciting,” says
Middleton when asked about the video games
scene in the early-to-mid eighties. “All my friends
were playing games, and we got together

 The quirky Mastertronic hit
Universal Hero, written by
Stuart Middleton and friends.

“I’d go to WH Smith and read
magazines like Byte, Compute!,
and Computer and Video Games”

CODER PROFILE


STUART
MIDDLETON

FIRST PROGRAMMED ON
ZX81

SELECTED EXPERIENCE
Elite Systems,
Mind’s Eye, Rebellion,
FreeStyle Games

GAMES THEN
Universal Hero
ZX Spectrum
How to be a Hero
ZX Spectrum
Tank Attack
ZX Spectrum
RoboCop 3
Game Gear

GAMES NOW
Isle of Tune
iOS
Guitar Hero Live
iOS
Free download pdf