Arctic Adventure: A Lost 1981 TRS-80 Adventure Game
arctic81.com
arctic81.com
When you run it it gives some generic "are you ready to have fun?" kind of message, but then crashes. But it's BASIC so you just go to the crashed line and fix a typo. Run, crashes a few lines later, you fix something slightly trickier like an array index out of range, run,... 3 or 4 of those total and it just ends "You learned how to debug and fix programs! Congratulations! Wasn't that fun?"
I have to say I was actually unreasonably entertained, so hats off to the author.
This was my experience also, I wrote a few games about the same time and sold them through computer magazines, but there was no feedback or contact with anyone that ever played them.
A few years ago I was contacted by a person looking for permission to re-write one of my old games for colecovision and it really was an amazing experience to finally get some concrete feedback that someone had actually played my game and enjoyed it.
I ask only because I sold a program through the mail on floppy disk, to maybe 5 or 10 users, in the early 90s. I never got feedback, but thinking back I didn't really expect any, so I didn't miss it.
Now of course it's different, but back then, short of writing me a letter (which would be an unrealistic expectation even then) they had no route to feed back.
Put another way, I never sent feedback to any author either, do I guess I had no expectations.
(The obligatory tip of hat to Scott Adams - the first program I ever ran on "my" first computer (my dad's apple ][).
We all live in a pond making ripples, and we very seldom see what those ripples effect. Mr Adams made ripples that are unimaginable - as he built on the ideas of others, so have so many been inspired by his work to forge their own path in tech.
A true giant of history.
Not really, I wasn't expecting it either. I was having fun creating them and thrilled that a company was willing to sell them, and that people bought them. That alone felt validating that my hard work had produced something of at least reasonable quality.
Even though I hadn't expected it, it was pretty exciting to talk to someone that played one (and liked it).
Obviously, 198x was a different time.
I got an A on the assignment.
I have the code somewhere, but I fear even at this late date I'd get thrown in prison if I were to release it.
Some more anecdotes and discussion: https://news.ycombinator.com/item?id=28344635
(I also enjoyed the DOS game, and thought the article might have some relation to it -- but appears not!)
https://blog.qiqitori.com/tnt_bomb_bomb/ Check it out if you're interested.
* "probably somewhat lost" as in, not available as a ROM/image anywhere on the internet AFAICT, but some mentions, and even gameplay videos on YouTube
So on the screen the font read like a modern font today (at much low res) - but the letters were "square".
When those fonts though are drawn on today's screens they appear tall and skinny. Which makes them hard to read.
From memory, the default text mode for an Apple 2 was 40 wide by 20( 24?) high. (There was also an 80char card that allowed it to be 80x20, but there the text looked skinny.)
So it wasn't as bad then as it looks now. And we had, perhaps, much lower expectations :)
I got more confused when I saw the slot machine