> And nothing built in to the manual really explained enough to do much besides some basic stuff involving printing characters to the screen, and some keyboard input. If the manual had any kind of tutorial sufficient to make snake or even just a really bad version of asteroids or galaga or something I'd probably have never put down the keyboard. But instead, I kind of lost interest because I assumed I was missing something you needed to make graphical programs.
This sounds a lot like myself as a kid in the around 1999/2000 after getting my parents' Performa tower as a hand-me-down.
I'd become aware that it was possible to build one's own programs, but exactly how was extremely murky. I grabbed various development tools mentioned on the internet, but as you note tutorials were nonexistent and IDEs, consoles, etc may as well have been ancient tablets written in an archaic language.
Finally I stumbled across REALBasic, I think maybe on a MacAddict shareware/demo disc, which was analogous to Visual Basic in the Windows world (though unlike VB, RB could compile binaries for both platforms). That was far more intuitive… just drag a button onto your window-canvas and double-click the button to edit its code. Examples were also much more common and easy to find on the internet and so before too long I was hitting the ceiling of what was possible in RB.
That segued nicely into Cocoa development when OS X rolled around, which brought Project Builder and similar (but far more extensive) WYSIWYG UI builder with Interface Builder. That took a lot longer to become capable with, but led me to where I am today as a mobile dev.