M
y mom saw an article in our local
newspaper about two kids that had
built this game,” John begins.
“I went
me, that’s something I could do. So I bought a over and talked with them. That inspired
C64 (with a loan from my grandfather) and that
summer I programmed my first game,
Rescue
Squad
high school. The school’s computer was where .” John was 17 years old and a senior in
his programming career had started, followed by
teaching himself machine code on the TRS-80.
John needed a publisher for his game. “The
day I finished the game – at least I thought I was
finished – I literally opened up the phone book.
When I look back I realise how ridiculously crazy
it was that this actually worked. I was just lucky
there happened to be a publisher in Baltimore,
MUSE Software. I called up, and I can remember
to this day, saying, ‘Hi, I was wondering if you
published Commodore 64 games? ’ And the
operator said, ‘No, I’m sorry we don’t.’ I
was literally hanging up the phone
The Making Of
The Commodore 64 classic Space Taxi was ahead of its
time, featuring a sophisticated physics engine, speech and
creative level designs, and is now highly sought after.
John F Kutcher explains how he created it while studying
m Words by Andrew FisherW
space
p the phone e don’t.’ I d the
52 | RETRO GAMER