C64 BASIC has ingrained 1 evil in me. "goto" Atleast once a month I'll be working on some script and I'm stuck but a little voice in the back of my head will say: "a goto would fix this part you are stuck on!" And damn if that doesn't reverberate into the past.
I went the hardware route. I bought additional hardware for my C64. First the 1541 (5.25" floppy drive), then the 1581 (3.5" floppy drive), then a 300/1200 baud modem, then a 2400baud modem.
I've been hardware hooked ever since. I'm now a sysadmin working with *nix servers.
I tried programming. I really did. I meticulously copied one of the sample programs out of the back of the C64 manual. It never worked.
GOSUB would put the calling location on a stack so you could RETURN to it later but there was no stack for parameters, local variables or return values so you had to use global variables for all of those.
You could not write recursive functions in BASIC unless you implemented a stack yourself using arrays. It was easy to compute Fibonacci iteratively, but people had to sort in BASIC all the time and wrote bubble sort, shell sort and other algorithms that were slow but easy to code in BASIC as opposed to Quicksort.
If you have the kind of functions that exist in C, Pascal, LISP, ML, Python and many other languages then you can write a simple Quicksort in a few lines of clear code.
One of the things many people fail to understand when they criticize GOTO and GOSUB is that it is essentially an expression of what is happening at the hardware level. Modern languages didn't really do away with them. They simply added a layer of abstraction that made it easier to develop reliable software. Unfortunately that abstraction also has overhead, which as problematic when you had a few kilobytes of RAM to work on with early personal computers. I would imagine that it was also problematic on the early multi-user systems that BASIC originated on. It isn't that GOTO is evil. It simply became less necessary for developers to use it in high level languages as technology improved.
Of course, the other thing that made spaghetti code inevitable was the line number based syntax. Until development tools improved, people were basically plopping new statements in random locations because they needed more "space" between existing statements. Yet line numbers were used in early systems since the BASIC REPL also served as a line editor. (At least on personal computers. I'm not sure how it worked on mainframes.)
If you added a bit more RAM than that you had more of a choice, for instance a 16K Color Computer could run
https://www.cocopedia.com/wiki/index.php/EDTASM%2B
editing programs with a text editor, saving them on cassette tapes, assembling them, etc. In the same amount of RAM you could have fit a FORTH implementation and with a disk system you could have an experience similar to BASIC based around editing individual disk blocks. With 64k of RAM I would run a C compiler on that color computer and people did the same with CP/M.
So far as mainframes at first they didn't have text editors, instead you would put together a deck of punched cards and submit that to the FORTRAN compiler which would output the object code to another deck of punched cards.
It wasn't unusual for people in the 1980s to use BASIC preprocessors that would read a text file, append line numbers, and let you use structured loops, and GOTOs with named labels. I read about
https://www.pcjs.org/software/pcx86/lang/other/ratbas/1982/
and wrote one for my TRS-80 Coco. It was the sort of thing you could write in BASIC without a lot of understanding about how to write compilers.
The problem, which you even mention, is that it's impractical to work with larger programs because their control flow becomes too hard to understand. Now, if you have (as many of the earlier BASIC systems did) only 4096 bytes of RAM you can't write such complex programs anyway, you don't have enough RAM. But even by the time these 4K home computers start to appear on the market the price of a modest business computer is tumbling, and such a computer might have dozens of kilobytes of RAM.
Once a flow diagram you can draw on a whiteboard isn't a correct description of your whole program, but merely a high level summary, go-to is just a foot gun.
goto is perfectly fine if used right. Kernel C code tends to use a lot of goto, to consolidate return points and to clean up resources on the way. A long function with no goto to one common return point, or multiple staggered ones, is suspicious.
The problem that led to the famous paper was rather that goto was abused, used at places where "higher level" control construct like "for", "while" and so on would be better. Partly because the languages just didn't have any, like for example... C64 BASIC.
Often within the scope of a function we would need to allocate/create dictionaries, arrays, other objects requiring disposal. MacOS's CoreFoundation API often returned NULL when creation (or insertion, etc.) failed. The sane thing to do when you got an unexpected NULL was to "bail" from the function. But rather than return immediately, there was clean up code at the bottom of the function — code like "if stackDict != NULL {CFRelease(stackDict);}". So we often added a label (called typically "bail") just before the clean up code and would "goto bail".
These were the days before garbage collection....
There was also far fewer variations of things to confound that info sharing. You had a c64, or 128, or Atari 800? You had the same everything as everyone else - same manual, same BASIC, same registers, same books available. You didn't have to worry about what version of something you had, or whether something got upgraded, or what video card you had, etc.
When there was a disagreement about something, it generally wasn't hard to at least point to a common base to start from.
1: https://www.c64-wiki.com/wiki/Commodore_64_Programmer%27s_Re...
[1] https://archive.org/details/Assembly_Language_Programming_Wi...
Over the in the other significant English-speaking economy, we were a lot poorer in the early 1980s, and as such, anything priced in US$ was too expensive.
So things like Atari 8-bits didn't sell well here. In fact only the budget C64 did, and it was an expensive machine in early-1980s Britain.
Which was a good thing, because it encouraged a flourishing local market in locally-made computers.
Although the C64 sold in the millions, and so is familiar to many, Sinclair's ZX Spectrum was even more common over here. And although we didn't know it back then, it was huge behind the Iron Curtain too, in the form of dozens and dozens of unauthorized clones. Every Communist nation had its own ZX Spectrum clone, or maybe several. Some adapted to display Cyrillic, some built from imported bits and some from Soviet bits, some with discrete logic in place of Sinclair Research's ULA.
And all of the Euromicros had better BASICs than the C64.
Sinclair BASIC wasn't great but it did graphics and sound. The best was BBC BASIC on the BBC Micro from Acorn. Named procedures, with local variables and recursion. IF...THEN...ELSE, various loop constructs, and inline 6502 assembler.
I reckon it's partly the terrible BASIC of the C64 that turned everyone against the language:
I think you suffered from what I did in Canada at the time, pre-free trade duties. Trade is so duty unencumbered now, comparatively.
The c64 was 2x or even 3x the price in Canada, mostly due to duty, compared to US pricing.
I recall buying a unit in the US, after convincing my parents to smuggle it across in their car...
We had access to "Nibble" magazine which had a lot of printed code. I got my "sound" routines from that. Between that and "Beagle Bros." programs. It was fun. We never figured out machine code...We got the basics, but it was just too much.
Though we just had each other as our lab wasn't internet enabled (as was the style in the early 80s)
My first thought back then with my C64 and BASIC: "I'll make it so when someone types LIST they won't be able to see the code, by writing more BASIC code that prevents it".
I do miss the 64 (and the Amiga which followed). The variety of machines back then was really refreshing compared to now.
“The best thing for being sad," replied Merlin, beginning to puff and blow, "is to learn something. That's the only thing that never fails. ... There is only one thing for it then — to learn. Learn why the world wags and what wags it. That is the only thing which the mind can never exhaust, never alienate, never be tortured by, never fear or distrust, and never dream of regretting. Learning is the only thing for you. Look what a lot of things there are to learn.”
― T.H. White, The Once and Future King
https://www.goodreads.com/quotes/21627-the-best-thing-for-be...
If someone says "What, you didn't know that?" about something they only learned yesterday, they're being a jerk. Because this was all new to all of you, it became harder to feel like saying that.
Something that the author of the article could also touch upon is that, lack of resources was also a boon. I recall reading interviews of great programmers of the yesteryear saying how they would "read the same book twice over to understand deeply" and "sometimes I'd read the same concept from another book to make it really click", one of them being John Carmack!
A naive assumption I made after reading statements like those was this: When performing, sometimes you go fast to pressure yourself but under that pressure the odds of delivering quality work is greatly reduced. However, when comprehending something new, you cannot romanticize speed. You almost have to value comprehension and depth. Speed comes as a byproduct of the hours spend understanding.
Instead of that we favor speed of questionable learning quality, we tag ourselves "jacks of all trades" because you know enough Next.js to ship the product but not enough to tell what you could have done better or even why we chose to do A over B outside of "the stackoverflow answer told me to". That is, until the client complains. We really misuse the whole "premature optimization is the root of all evil" to "premature readability", "premature anything". Gotta go fast!
tl;dr aside from the programming environment, not having access to "quick and dirty" answers to any problem affected everyone's expectations of delivery and performance, and that also played a role in how we learned.