On my second attempt at writing a game for the IIGS, I am trying to avoid unnecessary challenges. This translates into getting more comfortable buying books and tools to help me instead of trying to “just make do”. It also doesn’t hurt that I like the look of the USB drive that Juiced.GS sells containing The Byte Works’ collection of compilers and books – Opus ][: The Software.
When I was fifteen, I failed to write a game for the
IIGS. In fact, I failed repeatedly to
write any number of games. I remember
the rush of excitement each time I started a new one, followed by the crash of
running into the limit of my abilities.
Many hours were spent sitting at that genuine faux wood veneer computer
desk (with hutch) that held the machine that was alternately thrilling and
frustrating. Eventually, I moved on to
programming other computers without having finished any of those game.
The IIGS, getting ready for the new attempt
Looking back, I question if I was more interested in writing a game or in being the person who had written a game. I daydreamed about my games being listed in the Big Red Computer Club catalog and how the shareware checks would roll in. That time could have likely been better spent learning more about programming or the IIGS itself. At the same time, in hindsight, I was fighting some unnecessary uphill battles. It took a while for me to realize that I’d need to learn something beyond Applesoft BASIC and then a while longer to save up money for a Pascal compiler. Some of it was giving up on debugging and playing a little more Neuromancer (which still holds up as one of my favorite games, so I regret nothing on that front).
The monks of Pong asked for fewer years than it has taken me
Having recently unearthed my
IIGS, a lot of memories and questions about programming have been slowly resurfacing. Can I write a game for the IIGS? How many of the challenges would be addressed
by proper tools and books? Will I instead
finish playing Neuromancer? I’m hoping
to find out.