That's a first person 3D space craft simulation with a very impressive Heads Up Display with vector graphics (unfilled on BBC and C64, filled on PC). It is also a commodity trading game to improve your spaceship etc and with a massive amount of variety in a binary smaller than an empty Word doc. Also: joystick and keyboard drivers and so on.
It's quite a tale.
Another one I was amazed by was Tomahawk on the Spectrum. A wireframe helicopter gunship flight sim with live ground campaign happening around you in 48k.
Or at least, that’s how I remember it. It’s been a good 40 years though and I wouldn’t be surprised if reality was quite a bit different.
Edit: I’ve been thinking about this a bit and honestly my motivation for writing software hasn’t really changed. The users, sure, but not the motivation. It’s just thrilling to share things I built with other people.
The spaghetti code was astounding, and I remember squeezing line numbers between existing code-- adding a "31 GOTO 40" so I could squeeze a "room" into lines 32-39.
I never did grok the idea of building an "engine". Mostly I had PRINTs, INPUTs, and IF/GOTOs.
And my memory might be from our Apple 2gs and AppleScript, actually (hence my caveat in the comment). But I’m sure the program was just PRINTs, INPUTs, IFs and GOTOs :)
However, we had old stacks of Compute magazine [1] lying around with BASIC source games printed out - and I remember initially being confused as to why all the line numbers were separated by intervals of 10...
I remember irritating the hell out of my parents (and our dog) with it until one day, by accident, I noticed they couldn’t hear the tone anymore. The frequency was somewhere in the range of 15-20 kHz IIRC.
So I wrote a “PASSWORD.BAS” source that would play that high pitched sound in short, one-tick intervals continuously while polling the keyboard for input but then stop after a random amount of time. To authenticate, the user had to hit the spacebar within a one second window of the sound’s termination. Hitting the spacebar too early would also result in access denied. Fun times!
In the back of the manual were four BASIC programs. The first three were very simple, stuff like a loop that prints your name 10 times and then exits.
The last program balanced your checkbook. It was 4 pages long. I laboriously typed it in, hunt-and-peck style, which took hours... then I hit "run".
Nothing.
I couldn't debug it. Not only did I not really understand software, I didn't have a checkbook — hell I didn't even know what "balance your checkbook" meant.
We didn't have the exorbitantly expensive Atari floppy disk drive, nor the cassette drive, so I couldn't save my work. Still, I left that BASIC cartridge in there for several days, foregoing my games, because I didn't want to lose my investment.
Eventually, I turned off the computer and the program disappeared forever.
I didn't program again for 20 years.
I eventually learned to get a ProDOS disk setup, and save my work, but it was still fun.
Just like machine created cutlery is essentially perfect, but human smithed cutlery will have lots of small imperfections.
I went over the BAS source the last time this was posted a few weeks back and it has a lot of keywords that are specific to QB64 so unfortunately you can't run this on a true DOS machine (or DosBox).
[1] https://qb64.com
> The game is advertised as having more than 7.000 locations. In reality there are about 200 unique locations and the rest is part of a maze with exact locations.
[1] https://spectrumcomputing.co.uk/entry/6993/ZX-Spectrum/Snowb...
Example:
--ROOM 22 START-- Village of Oathmoor 23,0,0,21 You find yourself in a narrow, dimly lit alley. An ELDERLY WOMAN sits perched on a broken stool, her piercing gaze fixed on you with an unsettling intensity. --ROOM 22 END-- --ROOM 23 START-- Village of Oathmoor 24,22,0,0 The road ahead begins to slope gently upward, winding its way past abandoned, barren buildings whose windows gape like empty eyes. --ROOM 23 END-- --ROOM 24 START-- Village of Oathmoor 0,23,25,0 The eerie stillness around you is oppressive, broken only by the creeping sensation of unseen eyes upon you. A chill snakes down your spine. --ROOM 24 END-- --ROOM 25 START-- Village of Oathmoor 26,0,0,24 A faint melody drifts toward you, its haunting notes carried on the breeze. The aroma of a meal cooking over a distant fire stirs both hunger and curiosity. --ROOM 25 END-- --ROOM 26 START-- Village of Oathmoor 27,25,0,0 You stumble upon a makeshift camp where people dance in defiance of their sorrows. The leader of this ragtag group locks eyes with you, their expression unreadable. --ROOM 26 END--
Not sure what the length has to do with handcraftedness though. This comment is handcrafted even if it is short.
ATiredGoat•4d ago
XiZhao•4h ago
hatthew•4h ago
andrewflnr•2h ago
eru•2h ago
andrewflnr•1h ago
yodon•4h ago
It must be amazing to feel that way about the totality of human literature. Might want to adjust your priors somewhat.
cheschire•4h ago
citizenkeen•3h ago
This rings false
CuriouslyC•2h ago