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Copyright © 2004
Andy Krouwel. All rights reserved
Article originally
appeared in Issue 5 of Retro
Gamer magazine, May 2004
andy@sockmonsters.com
Back in the 1980s
we liked to put some effort into our entertainment. We would
even get out of our chair to change the TV, or flip an LP with
our bare hands. These back-breaking trials were nothing however,
when compared to what gamers put themselves through. Imagine
a world where magazines come with full games, but you have to
type them into the computer yourself. Welcome to the world of
the type-in listing.
Let us go back now
to a time when games cost, and we paid - in sweat.
What were listings
mags? Strange as it may seem today in the early 80s if you wanted
to play a game on your shiny new fangled 'home computer' the
chances were that you wouldn't just grab a fivers worth of tape
from the shelves of Boots, Greens or WH Smiths. For a kid short
of pocket money and shoplifting skills 30p could still get you
six games, in the form of Popular Computing Weekly. If you could
stretch to 85p you could try C&VG, which might contain the
latest title by Matthew Smith, Jeff Minter or Mike Singleton.
There was just the
small problem of having to type the damn things in.
Computers in the
80s weren't for playing games on. They were Educational. Honest.
That's what we'd told our parents, to convince them to splash
out ridiculously large amounts of money. If we didn't want to
seem too blatant in our game playing, we'd better start looking
like we knew how to use them for proper stuff, like programming.
Why did we do it?
Why not? In the early 1980s it was far from clear that commercially
published software would come to dominate. From labs, to businesses,
to homes, computers were a blank slate ready for programming.
You could barely touch the keyboard of a Spectrum without triggering
a BASIC command, even if it was the 'Print iss off' seen in
Laskys up and down the nation. It was what you did with home
computers, you typed in listings.
As long as there
have been home computers BASIC listings have shown what people
what to do with their new-fangled electronic brains. Computer
clubs would encourage their members to send off their latest
ideas and programs to hobbyist magazines such as Your Computer,
or Personal Computer World. These general computer magazines
would show off all kinds of programs, from payroll software
to graphics demos and the occasional game.
This got a lot more
exciting in October 1981 with the first edition of Computer
and Video Games magazine. Billing itself as 'the FIRST FUN computer
magazine', the sinister crater headed sci-fi aliens cover made
it pretty clear that this wasn't going to be about soldering
and accounts, oh no. This was about games, and in 1981 games
meant listings. A third of the magazine's hundred pages were
given over to game listings, second only to adverts. Clearly
not wanting anyone to feel left out the Apple, Vic 20, Nascom
2, TRS-80, PET, ZX80/81, Atari 400/800, Acorn Atom and Sharp
MZ-80K were all covered. Commercial game reviews had to settle
with a mere 4 pages, right at the back, near an inexplicable
full page advert for the magazine you were already holding.
By the mid 80s C&VG
was joined by Sinclair Programs, ZX Computing, Your 64 and dozens
of other multiformat and dedicated platform magazines, all publishing
several type-in games every issue. From one end of the country
to the other home computer owners were accidentally learning
to program, all whilst trying to get that promising version
of Q-Bert working.
For owners of the
less supported machines, type-ins were also the only way to
get a regular supply of games. A subscription to Dragon User
would deliver new titles, no matter how ignored you were by
mainstream developers. Sharp owners must have wept with happiness
each time a new C&VG listing appeared. However, eEven if
there was nothing specifically for your machine in an issue,
BASICs were so similar that a motivated reader could convert
them with a little effort. Magazines could also support older
machines long after they'd gone out of general circulation.
But what were the
games like?
The mixture of styles
was similar to commercial games. Many were arcade conversions,
often blatant copies where the author hadn't even changed the
name. This was handy, as it was often the only recognisable
feature.
Traditional parlour and board games were also available, but
AI opponents were rare, and that excellent-looking Chess program
was often little more than a board simulator.
Strategy/management
games were also popular. You could run anything a humble Lemonade
Stand, or an entire Kingdom. Games could be topical, and distinctly
British. Simon Goodwin's 'Shop Steward', from June 1980's Computing
Today let you run a Ttrade Union as the simulated economy slowly
collapsed.
Occasionally a text
adventure would crop up, but unless they were very cunningly
written there wasn't much point. "Invariably you knew the
whole story by the time you'd finished typing. Should I pick
up the rope? Well, seeing as the next line says that you come
to a cliff, it might be a good idea" recalls Sinclair Programs
reader Emma Lenz.
There were also a
number of 'standards' generally written as programmers learned
their skills. This was in the Days Before Tetris, but Breakout,
Snake and Lander clones were as popular then as now. One of
the most common standards, whether by design or convergent evolution,
is the now largely forgotten vertically scrolling road game.
Like an upside-down
Spy Hunter, the aim was simply to keep your car between the
sides of a wiggling road. Sometimes there would be other things
to avoid, sometimes things to collect. Having both marked the
author out as a terrible show off, and was considered bad form.
Text characters were all that was required, not graphics, and
it could run at a reasonable speed in BASIC on almost anything,
even a teletype.
Over time these became
more elaborate, whilst keeping the same basic gameplay. An advanced
example is Dizzy author Philip Oliver's "Road Runner",
from January 1984's C&VG. This featured colour graphics,
several different tunes, a high score table and joystick input.
The game itself however was still contained in about 5 of the
50 lines that made up the program.
Road race games became
so common, with one issue of ZX Computing alone containing three
examples, that C&VG published a joke listing 'The Great
Escape' where an, ahem, 'tunnelling through a minefield' game
actually disguised a piano playing program. Cool.
Unfortunately, a
great many of the games were rubbish. Honestly. Complete crap.
This was less of a problem than it sounds, as most commercial
games were also awful, and at least type-ins didn't cost much.
There were, however, several outstanding titles that would put
'proper' games to shame. Amongst the clones and copies there
were original ideas to be found. We've highlighted some examples
in the boxes around this article.
The great thing about
listings though was the surprise. You'd never be quite sure
what you were going to get.
But were did this
steady stream of games come from? Cruel exploitation of child
labour, mostly. Vulnerable young readers were seduced into submitting
their hard-worked on listings in exchange for money and fame
by sinister 'editors'.
How much money? It
varied wildly. In early1984 Sinclair Programs generously offered
£10 for a listing, which would get you enough Texan bars
and Curly Wurlys to make you extremely sick. In the very next
sentence however, and highlighting how much cheaper it was to
fill a magazine with submitted content than pay journalists,
they offer £50 per 1000 words of article. Andrew Viner
managed to do even worse than this, with Popular Computing Weekly
splashing a meagre £6 for his Houdini Hamster listing.
There you go sonny, don't spend it all in one go. Chris Roper's
fun Danger Dynamite (on the CD) managed to squeeze £25.
Your Computer, however,
was clearly the magazine to aim for. They offered an extremely
generous £35 per page. This helped Red Ants creator Carlo
Delhez (see boxout) to over a hundred quid. Very good, considering
I'm only getting (*cough* - Ed) for writing this.
The biggest recorded
payment however went to a commercial company. Marshall Cavendish,
publishers of the multi-format tutorial 'Input', were looking
at starting a game-focused title. To draw in the crowds they
approached cheeky Liverpool superstar developers Imagine to
provide quality games to tempt people in. A staggering £200,000
advance was handed over, with reports suggesting the entire
deal could be worth a cool £11 million All Imagine had
to do was produce two commercial grade titles for each issue.
Which was fortnightly. Ah. "We were just not geared up
to do the job" recalls Imagine Operations Manager Bruce
Everiss. The deal collapsed, and shortly afterwards so did Imagine.
The only game produced was released as 'Pedro', not remembered
as one of Imagine's best. Excitedly, I asked Bruce if there
was any chance that part-finished titles, forgotten by history,
still remain? "No, Pedro was all they managed. Pathetic
really."
Oh well.
For aspiring contributors
submission procedures couldn't have been simpler. An author
would send in a listing and article, possibly with the game
on tape. Then they'd usually hear nothing for months, until
they noticed their appearing in print. A cheque would follow
a few weeks later, hopefully without too many reminders.
The system worked
to a large extent on honesty, which was open to abuse. Simon
Goodwin, who has over a hundred published listings, found a
nasty surprise lurking a few pages from one of his programs.
It was a reader supplied listing, suspiciously similar to one
he'd written some years before. It "just happened to use
exactly the same variable names, line numbers, program structure
and even comments". The only significant differences were
a new title, some added spelling mistakes and someone else's
name as the author. Cheeky. On another occasion, while working
on the other side of the editorial counter at Crash, he was
sent a copy of one of his own type-in programs for review as
a commercial product. Oh dear, oh dear.
But weren't listings
rubbish? They never worked properly, if at all. Well, frankly,
yes this is completely true. Computer programs are fragile beasts
at the best of times. A wrong comma, or a zero read as the letter
'O' can turn a Mars mission into an expensive dustbin lid. By
the magic of Science, what is true for space missions also applies
to Frogger clones.
And the potential
for disaster was huge. A large and unlikely number of factors
had to be right for the program to work. For any of you still
traumatised by your experiences, you'll be relieved to know
that most of the problems weren't your fault.
But first the one
that was: typing in the program correctly. This is impossible,
no matter how simple the listing. Go on, try it. I can guarantee
you won't get it right first time. You will make typing or spelling
errors that BASIC won't feel inclined to warn you about.
On top of that you,
or the person reading the listing out to you, have to figure
out what the magazine actually says. The difference between
a colon and a semi-colon is only a tiny crease, or a dead midge,
but the difference in meaning is huge.
A lot of the time
however you were doomed before you even got started, as it was
highly unlikely that the magazine in front of you even contained
a correct program.
Much of this was
to do with magazine production techniques in the early 1980s.
These hadn't changed a great deal since Victorian times. It's
difficult for our twenty-first century, copy and paste, WYSIWYG,
wireless, bluetooth enabled ears to comprehend, but let's try.
After acceptance
a listing would ideally be thoroughly checked and playtested
by a highly skilled team of programmers, possibly Swiss, who
would carefully examine each line and comma for consistency.
More likely, however, it would be taken on trust that it worked
and was the same as the included article. Many games were submitted
without accompanying tapes, so its possible the magazine staff
never even played them before printing, even on conscientious
magazines.
If the printout was
of good enough quality, the listing would then be photographed
so it could be added to the magazine directly as a picture.
This was the lowest risk route, and allowed listings be scaled
down to illegibility, or easily set at jaunty angles across
the page, ruining any chance of following which line you were
typing in with a ruler.
Given the quality
of computer printers at the time, usually the familiar shiny
bog roll of the Sinclair ZX printer, the photographs were often
illegible. So there was a backup plan. This involved typesetting
the entire listing, in the same manner as, say, an article.
What is typesetting?
Brace yourself, this one's particularly painful. A copy-typist
would re-key the entire listing line by line into a typesetting
machine, which constructs printing strips from block letters.
The resulting collection of strips could then be glued on a
sheet of card to go to the printers. What could possibly go
wrong? Simon Goodwin explains.
"Copy typists
were untrained for the character-perfect accuracy required for
listings - skipping sections when the program seemed (necessarily)
to repeat itself, mistyping crucial but cryptic numbers like
POKE addresses, and adding and removing spaces in ways that
confounded BASIC syntax checking."
Oops.
Once you had the
paper strips of course even they weren't safe. The magazine
had to be laid out, i.e. the strips had to be glued to a sheet
of cardboard, and this could involve a certain amount of juggling
with format and line ends.
"Magazine layout
was often done by people with a bit of experience in local journalism
but unfamiliar with computers, let alone listings. I remember
an 'art editor' picking lines from a listing apparently at random
and scattering them through a long program like cross-headings,
in attempt to break up the 'grey text' - which didn't make the
program any easier to follow!"
"Computers,
unlike type-setters and art-editors, tend to be very fussy about
line ends, yet programs were regularly hyphenated or reformatted.
Vital control codes were often lost, though some mags tried
to re-express them in their own shorthand with
symbols like [up] and [inv] for cursor movements and inverse
video. This could introduce as many errors as it fixed",
Commodore listings
were particularly troublesome, as they regularly included PETSCII
graphic characters. For typesetting processes designed to stretch
only as far as Mr Dickens' latest grim tale of woe this was
asking a bit much. Even a modern magazine has trouble printing
or
.(Cheers
- Layout Ed)
Thank god for computers,
eh readers.
That any listings
survived this process at all is a testament to the dedication
of the production staff.
But the ordeal was
not yet over. With the photos and typesetting completed, an
urchin would be engaged to flag down a Hansom cab to take the
resulting sheets to the printers. Hopefully not too many bits
would fall off during the journey.
Once at the printers
pages could always end up in the wrong order, which wasn't critical;
Being printed twice, which was confusing; or being entirely
missing, which was pretty much terminal.
Did we let this put
us off? Quite frequently, yes. However, with some determination
and experience it was possible to correct the bugs, fill in
the missing lines and end up with not only a working program,
but a greater sense of satisfaction and achievement.
So where did they
go? As home computers advanced in power and popularity the listings
became unwieldy and over complex to enter. As programs get longer
the likelihood of show-stopping bugs increases exponentially.
1K and 2K programs were easy. 16K programs were within the practical
limit of most people's patience. By the time games that filled
the memory of a CBM 64 or BBC Micro appeared the chances of
getting them working were slim. The BBC version of Treachery
(see boxout) for example didn't make your life any easier by
arriving as two chained programs, which couldn't contain any
spaces due to memory constraints.
At the same time
commercially published games were becoming more polished and
complex, raising people's expectations. Listings that tried
to compete with the speed of a commercial title generally had
to be written in machine code. Ah, machine code.
If BASIC listings
were tricky, tedious and incomprehensible then machine code
programs were Kafkaesque. All your experience of error messages
and matching brackets couldn't help you here. All you had was
an impenetrable list of numbers without the slightest REM statement
or hint of what they meant. Your chance of correcting bugs if
they appeared in the printed listing was effectively zero, and
you really weren't learning anything typing it in. Even detecting
typing errors was tricky. A BASIC listing would usually stop
at an offending line with an error message. An incorrect machine
code listing would more than likely crash or lock the computer
completely, leaving you to carefully comb through memory manually
to find the error. Or, if you valued your sanity, give up altogether.
July 1984's C&VG
contains a perfect example of this, a screen from Automata's
Olympimania. More dedication than I could muster was required
to type in six solid pages filled with row upon row of numbers.
And at the end of it? It wouldn't work. September's issue reveals
a bug in a critical address.
The success of Crash!
and Zzap 64 showed that the magazine buying public preferred
a strong emphasis on reviews of commercial software at the expense
of type-in programs. The Fictional Lloyd Mangram reveals on
the letters page of issue 2 that "Program Listings were
never, ever on the agenda for CRASH!", a move described
by a reader R.J.Hammond as "just what the majority of Spectrum
owners have been waiting for". Sad, but true.
Advertising revenues
were also shifting. Listings appealed to hardware manufacturers
who provided most of the money in the early eighties. The more
games there were for their computers, the more attractive they
were. By the mid-eighties the money had shifted to the software
houses, who most definitely did not like the idea of computer
owners spending all their time typing in and playing 'free'
games when they should be buying 'product'.
The last nails were
hammered in when cover mounted tapes finally made the listing
entirely pointless. When the 16-bit machines appeared, none
had BASIC built in. The type-in listing was dead.
Type-in listings
are long gone, but not quite forgotten. Very nearly, but not
quite. Squint very hard at the Internet and you can just about
find a couple of sites.
The Type Fantastic,
for example, dedicated to preserving Sinclair magazine type-ins
of every flavour, and maintained by Jim Grimwood. Why bother?
I asked him. More tactfully than that, or course.
"Those who forget
their history are condemned to repeat it, and we certainly don't
want to repeat some of the more tragic efforts from those early
days of home computing fervour."
How very true. If
I have to play another blocky invaders clone I'll need another
gin at the very least. More seriously, he continued.
"There are some
real gems amongst the plethora of lesser works, and I think
those who devised them deserve some future recognition of their
ingenuity. If some archaeologist can be paid good money for
mapping out the exact positions of rubbish which someone threw
away five thousand years ago, then preserving some of the more
constructive and occasionally entertaining of these minor human
endeavours seems quite worthy in comparison."
A fine and worthy
set of answers that I couldn't have put better myself.
Another site is the
type-in section of the excellent World of Spectrum, maintained
by Arjun Nair. This is purely dedicated to Spectrum type-ins,
but has a broader remit that includes listings from books. Why
does he think they're worth keeping?
"For the most
part, type-ins relied more on gameplay than amazing graphics
or smooth animation or superb sound. These programs were meant
to instill a sense of enthusiasm and interest towards programming
than for pure entertainment"
Hearteningly, he
still plays type-ins to this day.
Aside from these
two Sinclair focused sources, you'll be lucky to find one or
two games, confined to their author's websites. There are huge
chunks of the historical record missing. How huge? Well, brace
yourselves. There are probably at least as many type-in games
as commercial titles, if not dramatically more. How's that?
Well, C&VG alone
can claim more than three hundred published games. Sinclair
Programs could feature twenty five in a single issue, and that
ran for three years. Popular Computing Weekly might contain
half a dozen, and as the title suggests there was a fresh issue
every week. And that's not even mentioning Big K, Amstrad Action,
Your 64, Your Spectrum, Atari User, BBC Micro User, Sinclair
User, Home Computing Weekly, Game Computing, Micro Adventurer,
Personal Computer Games and so many others.
There were literally
thousands, possibly tens of thousands of type-in games published
in the early 80s. How many of them are preserved online? Well,
Jim's got nearly a thousand, and Arjun 230, but a large number
of titles appear on both sites.
Type-in listings
are a forgotten secret. In focussing on commercially published
games we're in danger of completely ignoring a huge and highly
influential section of computer game history. A quick poll at
a small software house showed that 85% of the programmers had
used or written type-ins in their youth. Without the programming
skills we learned from magazines Britain wouldn't have anywhere
near the games industry we have today.
And they're almost
entirely forgotten and ignored.
So if you want to
make a real contribution to retro gaming, but don't think the
world needs another Jet Set Willy remake, what are you waiting
for? Grab that fedora, strap on your whip, and begin your hunt
for the Lost Treasures of Gaming.
Five of the best
An extremely biased
and partial list of the most interesting games available as
type-ins.
Red Ants
Written by Xtender
author Carlo Delhez at the age of 17, this 16k ZX81 listing
appeared in November 1984's 'Your Computer'. Entering it was
quite a challenge, as it was mostly machine code, but the results
were well worth it. The presentation and gameplay are easily
a match for any commercial ZX81 program. Pac historians have
confirmed that having the ants (ghosts) lay the eggs (pills)
is also a Genuinely Original Idea. Any regrets? "Why on
earth did I decide to use an '*' for the player and an 'O' for
the ants? The other way round would have been so much more logical.
And why did I decide that players should get instructions by
default before each new game? And why didn't I solve the "deadlock"
situation that happens when an ant hits the player in the top-left
hand corner of the maze?" Details, details. Try it now,
from the CD.
Treachery
This spy themed
computer board-game was written by none other than 'Lords of
Midnight' author Mike Singleton. It originally appeared in March
'84s C&VG, along with a keyboard overlay, centre-spread
board and set of counters. The original Spectrum version was
so popular that conversions for the Commodore 64 and BBC micro
appeared in the, er, '1985' yearbook, along with a two page
introductory comic. The turn-based game ranged across the capitals
of Europe, with KGB and MI6 players trying to capture the wandering
mindbomb, or its mad scientist creator. The twist was that both
players were sending orders to the same group of agents, and
could never be sure where their loyalties lay. Excellent stuff,
and rumours of a remake are possibly to be believed.
(Curse of the)
Aztec (Inca)Tomb
Superb and highly
varied ZX81 platform game a little like a mini Rick Dangerous,
but not as annoying. I remember it as the cover feature from
April 1984's Sinclair Programs. Look a little deeper however
and we find that it was first published in January 1982s C&VG.
By a different author, David Healy. Hmmm.Games journalist and
fellow fan Stuart Campbell comes to the rescue with an explanation.
The C&VG original was apparently missing large sections,
leading prospective programmers to fill in the gaps themselves.
The Sinclair Programs version is just such an adaptation, as
is the version on Stuart's site www.worldofstuart.co.uk "Overcome
with the thrill of programming, I went on to add several entirely
new sections to the game. This version, adapted for emulator
use, even features high-score saving, although I'm not absolutely
sure how I actually did it." He adds.
Crasher
In stark contrast
to the other listings here Dilwyn Jones' ZX81 program from December
1982's ZX Computing was minimal. At only 13 lines long it fit
easily into 1K, and with practice it was almost quicker to type
the game in from scratch than to load it from tape. Which didn't
mean it wasn't good. The aim was to steer your ship into the
characters flowing up the screen. Different characters had different
values and the trick was to maximise your score. Each go lasted
ran for less than a minute, so there was always time for just
one more. Why not give it a go now, from the CD
Rox 64
Another big name
game, this time from Jeff Minter. This appeared in the same
January '84 edition of C&VG which featured the Oliver twins'
first published program. Oddly bereft of any llama references,
but with an impressive cutscene introduction and music, this
simple shoot-em-up isn't one of Jeff's more fun titles. "Rox64
was written in one evening purely as a learning exercise. It
was my first ever go on the 64 (and only in BASIC) it was never
going to set the world on fire" he acknowledges. "I'd
been one of the first to get my hands on the new machine, and
it might be nice to release the game, simple though it was,
for people to pull apart and look at the code and see how the
new features were used." This was particularly useful for
the 64 as Commodore owners had to suffer one of the worst versions
of BASIC available, lacking any decent graphics commands.
Rox also has the
honour of being one of the few type-ins to have a modern remake,
Mark Rayson's Rox PC. Why? Another learning exercise. Curiously
the faster fire rate of the modern version makes it a more appealing
game. Both versions can be found on the cover CD.
Typing-in Tips
Thinking of typing
in a listing? WE make the mistakes so YOU don't have to.
- Prefer the benefits
of a modern text editor? A tokenizer will turn txt files into
emulator-compatible images. Try Bas2Tap (http://www.worldofspectrum.org/utilities.html)
or TOK64 (http://www.geocities.com/SiliconValley/park/5715/tok64/)
- You could try
and use a scanner with character recognition software to save
you a lot of effort. It won't, but you could try.
- No tokenizer available?
Why not copy & paste the listing into the emulator? Because
most emulators don't 'do' paste. Gnnngh.
- Emulators aren't
set up for typing in programs by default. Take the time to
find a comfortable emulation speed and keyboard layout for
your typing speed.
- On ZX81 &
Spectrum typing T-H-E-N is not the same as pressing the 'THEN'
key, and you'll get a syntax error if you try it. The ZX81
will kindly put most spaces in for you, but will sulk if you
add extra ones. If the automatic keywords are too confusing
on the Spectrum, try 128 BASIC, which doesn't have them. Don't
forget to reload your masterpiece in 48k mode when you're
done though, or the file won't work on 48k emulators.. Clearly
you'd have to be a fool to forget to do this. Ahem.
- Find out how to
save your results in a reloadable format before you start,
rather than realising after painful hours of typing that you
don't know how to.
- You don't have
to type it all in one go. Save the program part finished and
come back later should you need to, say, howl your frustration
and pain at an uncaring world.
- If it falls within
their scope, don't forget to send a copy to The Type Fantastic,
and/or World of Spectrum. They'd love to hear from you.
- Don't be surprised
if it doesn't work first time. Or at all. Ever.
- Patience. Medication,
possibly.
Sites to Try
So many games, so
few sites.
The Type Fantastic
(Sinclair listings) - http://www.users.globalnet.co.uk/~jg27paw4/type-ins/typehome.htm
World of Spectrum
- http://www.worldofspectrum.org/type-ins/
Looking for a listings
mag? Try your loft, car boot sales, the classified ads in Retro
Gamer or eBay.
If you're really keen the British Library, as well as the National
Libraries of Scotland and Wales carry collections of 80s computer
mags. No, Honestly, they do.
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