Wireframe – Issue 20, 2019

(nextflipdebug2) #1

46 / wfmag.cc


The eternal coders

Interface


co-founder Andy Ingram), Ball began work as
a freelancer. At the same time, the way games
were being made was already rapidly changing.
“Coding at home was very much coding on the
machine that played the game – if it crashed,
you had to reload everything,” he recalls. “Then,
working for Zippo Games, they introduced me to
the PDS [Programmers Development System],
so you could code on an
IBM PC and send to a
device such as the NES.”
Working on Atari ST
and Amiga games, Ball
was soon teamed up
with a graphics artist.
The days of the bedroom coder, working alone
in their parents’ house, were numbered.

THE BIG ISSUES
“Looking back, it always amazes me what we
managed to do with those early machines,”
notes Middleton. “But at the time they were the
norm, so any issues I faced only seem painful
in retrospect.”
Youthful enthusiasm, and the feeling they
were working on the cusp of a breakout industry
went a long way, as did the ingenuity to work
around the problems that commonly arose.
Remembers Austin: “Working on the Spectrum,
memory was always a big hindrance, along with
getting games to run at a reasonable speed.”

“I was also constantly
optimising, finding tricks
like unrolling loops to
increase speed”

all the time to watch and take turns playing
them. They were excited about the work I was
doing and pushed me to do more – some
people played sports,
or were good at art;
I wrote games.”
Yet video gaming
wasn’t the huge industry
it is today, and was
often regarded as
nothing more than a passing fad, or a new
hobby for kids. “I’d love to say I felt like I was
forging a new path,” nods Austin, “but I was
quite young, and it honestly just felt like a cool
hobby that I might get some extra pocket money
from.” Careers advice at school reflected the
prevailing attitude towards games programming.
“Whenever it was mentioned, the careers advice
was dismissively ‘Go work at IBM’, which made
me even more determined to continue and
focus fully on game development.” Meanwhile,
Ball, having cut his teeth on an Atari 800 and
SynAssembler, opted for the Atari ST, skipping
BASIC and teaching himself 68000 Assembly.
After starting a Gradius-style shooter called
Bizarre (created alongside future Traveller’s Tales

CODER PROFILE


JAS AUSTIN


FIRST PROGRAMMED ON
Sinclair Programmable
Calculator

SELECTED EXPERIENCE
Creative Reality,
Bits Studios, Origin8,
FunFair Technologies

GAMES THEN
Pi-In-‘Ere
ZX Spectrum
Pi-Balled
ZX Spectrum
Nemesis the Warlock
ZX Spectrum
Rex
ZX Spectrum
The Planets
ZX Spectrum

GAMES NOW
Transport Tycoon
iOS, Android
RollerCoaster Tycoon
iOS, Android

 Jas Austin’s Bunny:
“99.9% BASIC.”

 Regarded by many as one of the
best ZX Spectrum games: Rex,
by Jas Austin and Dave Dew.

 2000 AD-licensed Nemesis
the Warlock became a cult
hit for Jas Austin.

 Jas Austin’s Transport
Tycoon (iOS).
Free download pdf