Wireframe – Issue 20, 2019

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The eternal coders

Interface


wfmag.cc \ 47

 Anthony Ball’s
Gauntlet-inspired
Dungeons (iOS/Android).

dine us, and give me an advance,” he recalls,
“so they got the game.”
Buoyed by the success, Middleton used his
experience to investigate self-publishing for
his next game. The main pitfall was inevitable.
“I called WH Smith etc for distribution, spoke
to magazines about advertising, and contacted
a duplication plant for a quote,” he explains.
“Then it all stopped when my local bank wouldn’t
give me a loan to pay for it all.”
It’s not hard to imagine a middle-aged bank
manager with zero knowledge of video games
staring confusedly over their horn-rimmed
glasses at the young programmer’s request
for funds. But there was a hungry market for
games, and the talented would get published,
seen, and sold. The market was changing
quickly, but good games were always in demand
by publishers constantly living on the edge as
technology evolved.

The solution? Optimise, and wage war against
anything that increased memory usage. “In some
of my games, I ‘cheated’ and improved speed
by having the gameplay area smaller than
the screen size, which meant less memory to
update,” Austin says. “I was also constantly
optimising, finding tricks like unrolling loops
to increase speed here and there. But this
normally increased memory usage – it was a
constant battle.”
Even in small teams, coding was an isolated
profession when compared to today, with little
support and no internet to fall back on, as
Passfield recalls. “One of the biggest issues was
a lack of information; information about how to
make games and how to get them to market.
I learned a lot from the magazine listings – how
wonderful it would have been to have had
Google back then!”


PUBLICATION
AND DISTRIBUTION
Games development in the eighties, as today,
was just one facet of the industry. With all
software distributed via cassette, cartridge,
or disc, distribution chains and publishers
flourished. Having made a game, your only real
choice was to pick a bunch of software houses
and post it off. “It was the wild west,” exclaims
Passfield. “I sent a game off to a local publisher,
Honeysoft, and they accepted it. There was no
contract, just me replying by mail to say, ‘That
sounds great!’”
Middleton, having worked for publisher
Elite Systems, gained valuable experience
in production and publishing. When he
subsequently wrote Universal Hero, he called
several publishers to see who would bite.
“Mastertronic were nice enough to wine and


CODER PROFILE


ANTHONY
BALL

FIRST PROGRAMMED ON
Atari 2600

SELECTED EXPERIENCE
Zippo Games, Tiertex,
SinisterSoft

GAMES THEN
Cabal
NES
Mercs
Amiga, Atari ST

GAMES NOW
Dungeons
iOS, Android
Bacteria
iOS, Android
RetroStar
iOS, Android

 Inspired by the retro
revival, Anthony Ball
created the Star Raiders
homage, RetroStar.
 Anthony Ball took on the challenge
of converting Capcom’s arcade hit
Mercs to the Amiga and Atari ST.
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