Friday, June 26, 2026

How a Pinball Machine gave birth to the modern game creation system

Hello its blogging time again and it's video game history time again! And today, we're talking about Something a little different because were not talking about games but rather the software used to make them.


Today, there are a wide variaty of video game creation systems that can allow anyone with the knowhow to make their own games: Construct, Clickteam, Buildbox, Game Editor, GameSalad, GDevelop Stencyl, Gamemaker, the list goes on.


But things weren't always like this, back in the early days of home computers if you wanted to write a game, you'd have to either write it in BASIC or assembly language yourself. No editors for graphics, No editors for sound, and it could really only be coded with text.


But one peice of software managed to change all of that, it was a program that not only let you make games, but do so in a more interactive way and give you all the tools you needed to make a game. That software was Pinball Construction Set.













Released in 1983, it was a game that not only let you play pinball games but also let you easily edit them or make your own by by dropping bumpers, flippers, spinners, and other parts directly onto a table, edit physics and save it to disk.


The story of  Pinball Construction Set begins in 1970 when a high school student named Bill Budge attends a newly created computer math class simply out of curiosity. Using an IBM 1401 mainframe provided by a local business, Budge wrote out assembler code on sheets transferred to punch cards and receives the printed output. He imediatly became facinated by programing and moves into Fortran programming and his first game, a version of Tic-Tac-Toe.  




Bill Budge in 1981


Then while attending the PhD program at UC Berkeley, he buys an Apple II home computer late in 1978 and started programming games on it. His first game for the Apple II was Penny Arcade, a version of Pong that had 4 board variations with difficulty ajustments and gravity settings.







Penny Arcade (1979)


Budge mannaged to trade Penny Arcade to Apple thmselves for a printer, and while writing unliscenced conversions of arcade games at California Pacific, He joined Apple in 1981 as a part-time graphics engineer. There, Budge grew in interest in pinball thanks to the enthuseasm of Steve Wozniak, and created Raster Blaster for the Apple II in 1981.  









Raster Blaster (1981)


It was the first commercial true home computer pinball simulations, derived from Budge’s experience with the 1980 Williams table Firepower. Seeing potential in the game, He then left California Pacific to found BudgeCo. to market the Raster Blaster, which becomes a huge success.  










Firepower (1980)



However by 1982, he was tired of clones of games to be found in the arcades, He did not want to write another game, but began experimenting with game and graphical tools he had written for Raster Blaster. As part of the development process he purchased and disassembled a 1976 Gottlieb Target Alpha pinball machine, so his new project could accurately depict its components.  










Target Alpha (1976)



He studied the machine for hours and hours trying to capture every mechanic. Budge still didnt enjoy playing video games and pinball, and described having to play pinball for months during development as quote: "sheer torture".


The most unquie thing about the game was that it had a GUI Interface. At the time, it was ambitios to have a GUI interface for the Apple II given its limited memory and graphics capabilities. Althoug Budge did not work on the Apple Lisa project during his job at  Apple employee, he was aware of it and the Graphic User Interface research at Xerox PARC, and gave Pinball Construction Set a Lisa-like user interface. He originally published and distributed the game via his publishing company BudgeCo in late 1982, but the game did not sell well, as BudgeCo did not have a large enough distribution network.









The original Box Art for Pinball Construction Set (1982)



It seemed like Pinball Costruction Set was doomed to become a flop, but all hope was not lost. As Budge' program caught the attention of a recently formed software publisher, Electronic Arts or more widely known today as EA.







Electronic Arts logo (1982-2000)



Now today, that would be a bad thing, considering EA's track record. However by that point they were still in their infancy and had yet to have major commercial success. EA was founded in 1982 out of a simple prediction. Back in 1975, Standford MBA student William “Trip” Hawkins used a computer model to figure out when he could form a company to make computer games.  




Trip Hawkins in 1987


Like Budge, Hawkins also grew his fasination with computers in his teen years. Growing up, Hawkins loved 2 things: Tabletop stratagy games and Sports, and combined them both often early in his career. Not only did he graduate with honors from Harvard, he also did it in a field that he created himself  for the school: Strategy In Applied Game Theory. He created a table-top football strategy game in 1973 that ends up sold aroundthe country, and created a computer simulation of the 1974 Super Bowl, with the program predicting a Miami win of 23-6. When the game was actually played in Houston, Miami won 24-7.


In 1975, using information such as Intel’s invention of the first microprocessor, and the forming of the first computer retail store in the US, Dick and Lois Heiser’s The Computer Store, Hawkings created a computer model which concludes that he could feasibly start a home computer games company by 1982.


So in the meantime, Hawkins got his MBA from Stanford, focusing on finance, marketing, and organizational control. He then joined Apple in 1978 as Employee #68, after seeing the debut of the Apple II at the first West Coast Computer Faire in April 1977. There he worked as Manager of Market Planning, to convince the business community of the virtues of the Apple II and subsequent GUI-driven Lisa computer as business tools. He even got early demonstrations of the VisiCalc spreadsheet program designed by Dan Bricklin and Bob Frankston for Personal Software. 


Hawkins leaves Apple in 1982 to form Amazin’ Software, right on schedule. however he quickly thought the name didn't sound good and Late in the year, theyall got together for a meeting to change the name of the company, after the first choice of “SoftArt” is nixed by Software Arts head Dan Bricklin. Down to the finalists “Electronic Artists” and “Electronic Arts“, the rules are that everyone must agree, and if you go to bed you forfeit your vote, finally landing on Electronic Arts. 


When forming the company, Hawkins wanted to do things differently than most computer game companies at the time. He had studied other forms of entertainment media like movies, music, and books and wanted to apply those same kind of characteristics to computer game publishing. So the developers were treated as artists, and games were sold directly to retailers. Also EA was one of the first computer game compaines to sell their games in cardboard boxes, record albulm sytle boxes known as Folios. At the time, retail computer games were mostly made by hobbyists who would write a game to a cassette tape or floppy disk, package it along with a photocopied manual in a ziplock bag, and was hung up on a bulletin board at a local computer store. Realizing this, Hawkins wanted packaging that was A). inexpensive to manufacture and B). was unique enough to stand out. And since a record album sold for less the $10 at the time, it just made sense.


Their first game was Hard Hat Mack, a Donkey Kong type platforming game on which you play a construction worker who must complete specific objectives in a construction site while avoiding wandering vandals and OSHA representatives. Another title they released was One on One: Dr. J vs. Larry Bird, a basketball game which was also one of the first games in which you could play as celebrities in this case, Julius Erving and Larry Bird, two popular basketball players at the time.


Recommended to Hawkins through Steve Wozniak, Budge joined Electronic Arts and Pinball Construction Set was released through EA in 1983 as one of the initial offerings by the company. It was also ported to the Commodore 64, Atari 8bit line, IBM PC, and even the Machintosh. A Coleco Adam version combined with Hard Hat Mack under the title The Best of Electronic Arts was completed but never released.


Now its worth noting that Pinball Construction Set wasnt the first construction set game, as Brouderbund had released a similar game around the same time calle The Arcade Machine, which allowed people to make their own Galaxian type games. However that game was no where near as user freindly and as polished as Pinball Construction Set.

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The Arcade Machine (1982)


As for the game itself its pretty simple. the screen is divide into 2 sections: the main table on the left, and the part box on the right. By using the joystick you can drag and drop bumpers, flippers, spinners, and other parts. In adition to that, you can also edit the table itself with the hammer scisors and arrow icon, paint in details with the paintbrush icon, play the table with the flipper and ball icon, zoom in to edit pixel by pixel with the magnafying glass icon, alter the pysics with the world icon, set the score values and target sounds with the AND gate icon, and load, save and make play disks with the disk icon.






Pinball Construction Set in Action


The games design was a revelation, as now people could make their own computer pinball games and save them to bootable disks that they could share with their friends. The game soon became a smash big hit, By November 1989, the game had sold over 250,000 copies. EA also followed up with simmilar programs like Music Construction Set, Adventure Construction Set, Racing Destruction Set.










Left to right: Music Construction Set (1983), Adventure Construction Set (1984), and Racing Destruction Set (1985)


Budge was sent out on a press tour and signs copies of the game for fans at computer store appearances. He rewrote the program for the Sega Genesis in 1993, as Virtual Pinball and later joins Hawkins at 3DO in 1993, as a distinguished engineer.







Virtual Pinball (1993)


But the games true legacy is the concepts it pioneered as a GUI based game creation sysem that helped game development move out of the complex world of high level coding to simple easy to use and understand interfaces that made game design accessable to everyone. that wraps it up for my entry today, as always, Thanks for reading! see you next time!


Sunday, May 31, 2026

A game design concept in the making: Adventures In SpyGames (Update): Part #8

Hello its Bimonthly Bonus blogging time again, and its personal project update time again! Because today I'm giving another quick update on Adventures In SpyGames.








The logo for Adventures In SpyGames


When we last left off, I discussed my progress with the video and the title and intro sequence. Today Im giving some quick updates on where things are now.



Well unfourtunatly, it seems that that hope I had was temporary, because ive ran into yet more snags. First off, adding live action transitions is pretty much becoming a no go at this point. I cant film stuff myself because the of the enivorment requirements and I cant fake it with renderign either due to having insuffiecent hardware. I did try to have to contact a 3d animator offering to make some backrounds for me, but after I never got a followup and because I ultimatly thought that sharing back and forth would be a little too akward, I abandoned it.


But that isnt even the worse part, now im having trouble with the engine itself! Now take a look at this footage
















You notice the black sections of the screen right? thats supposed to be where the Graphics Magician graphics come in. but every time I edit a scene and try to debug it, This happens:


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Yep, It just refuses to load back it, and I have to reset it, EVERY, SINGLE, TIME! Also the syntax is becoming a problem too. I cant get certain elements to show up and save properly.


And the worse part of it all, my own personal life, job struggles, and responsibilities are just creeping in more and more! I know I have to focus on other things and Im torn between continuing with this project and continuing on with my life.


But the Goon news is, I think I have mostly worked out the story so all i need to do is just get stuff working.


So to sum it up, I need to


1). Hopefully find a better engine


2. Somehow get ahold of some more first person footage for each of these actions.


3). Work out the actual code and software more.


Honestly, I think im just at my limit, I have to face the fact that this project may just be beyond me and if i cant get at least a working demo by the end of next month, Still, I have one small glimmer of hope in me and I dont plan to let that go. I hope I can get through this and reach that light at the end of the tunnel, but until then that wraps it up for my entry today, as always, Thanks for reading! see you next time!


Thursday, April 30, 2026

A game design concept in the making: SpyGames (Update): Part #7

Hello its Bimonthly Bonus blogging time again, and its personal project update time again! Because today I'm giving another quick update on SpyGames.







The working logo for SpyGames



When we last left off, I discussed my attempt to modify Buckshot image tool due to C++ constraints and use the the Outlaw Editor. Today Im giving some quick updates on where things are now.



Unfourtunatly, even after another few weeks, I still haven made much progress on the tool. By this point it was clear to me that this was not something for me to do on my own and I need to do something soon or else Im never gonna finish! So I scoured the internet yet again and I ended up comig across 2 programs. The rather generically named Apple II image converter, and an Apple II NTSC Decoder project on Shader toy. Now I think its obvious wheich one I was most Succesful with!









Left to right: The Apple II image converter and the Apple II NTSC Decoder project on Shader toy





Only problem is that it doesn't Support andimated GIFs. So I decided to reach out to the individual involved with the development with this software and asked if it was possible to add animated GIFs. While once again, that Idea was rejected, He did give me a deal that I could give him my footage and he could convert it that way under the condition I give him e credit for the work. Considering the amount of time I spent, I happily agreed


And sure enough, a litlle bit of a wait and an accidently not shared Google link later, he converted every single video that I wanted to use. Finally, I can make some progress! 


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Some converted footage



Now Obviously it wasn't exactly like the hand methoud I used as theres no way to color colorize it, but at this point Ill take what I can get!


I also Managed to make a special loader for the Graphics Magician pictures with a special Dos Utility from Beagle Brothers called DOS BOSS









DOS BOSS



This program allowed you to customize DOS 3.3 and save it onto a disk. With the included BAIT-CAT program, I was able to create a disk with a one letter execution command. Allowing me to type R SCENE# and trigger display programs with each backround on the disk.S






Not Bad Eh?



And Finally I used Slide Shop to create an Intro Sequence and Menu. The Idea is Ill have the animation play and then cut to a still imagte and put clikable buttons over it. It was a little dificult to scale the Logo, but I managed it eventually.







The title sequence



With all this progress I made, I felt that I coulde finally give this progect its final Name: Adventures In SpyGames.








The logo for Adventures In SpyGames



So, to sum up my challenges I need to fix I need to:



1). Work out the rest of the story elements that I didn't before.


2. Somehow get ahold of some more first person footage for each of these actions.


3). Work out the actual code and software more.


Overall I think Ive made some good progress on this. Im still a long way to go but I have a good feeling I can get this finished real soon. But until then that wraps it up for my entry today, as always, Thanks for reading! see you next time!


Wednesday, April 1, 2026

Apple Fools Day, 50 years of Apple and the Apple I experience

Hello its blogging time again, it's April fools day, a day dedicated to pulling practical jokes on family and friends. But 50 years ago, two friends in Silicon Valley created a device that was no laughing matter. It was one of the first computers availible to consumers and it would lead to them creating a billion dollar tech empire. These two friends were Steve Wozniak and Steve Jobs, and that computer was the Apple I.








The Apple I



Now Apple is a company that means no introduction, and wether you love them or hate them (and lets face it most people do for vailid reasons, including me!) you cant deny their place in computer history. The Apple II was the first fully assembled personal computer with color graphics and sound, It's Visicalc Spreadsheet program became the first killer app and legitamitzed computers as an essetial tool in everyday life, The Lisa and The Macintosh were some of the first commercially availible personal computers with GUI operating systems and mice, and they pretty much made the smartphone an everyday item thanks to the iPhone.



But 50 years ago, back in 1976, it was just a small opperation out of Job's home selling Apple I's to hobbists. While the computer only sold in small numbers, it did leave an indeliable mark on the company and lead them on the path to become the tech giant they are now. So in this post, I'll have a look at the story behind this litte machine, how it works, and what its like to use its software today.



Now the interesting thing about the Apple I is that it came from the most unlikely of places: Prank Calling. The story begins in 1957, in the town of Richmond Virgina. There, 7 year old Joe Engressia made an incredible discovery.









Joe Engressia



Being blind by birth, Engressia loved the telephone and used it to escape reaility. One day he accidentally discovered that whistling at certain frequencies could activate phone switches on the other end of the phone line. He discovered that whistling the fourth E above middle C (a frequency of 2637.02 Hz) would stop a dialed phone recording.



What happened was that the 2600 Hz tone caused the telephone's trunkline system to hang up while keeping the line active, allowing him to make a long distance call without being charged. 



By the time he was a student at the University of South Florida in the late 1960s, he was given the nickname "Whistler" due to his ability to place free long-distance phone calls by whistling the proper tones with his mouth. After a Canadian operator reported him for selling such calls for $1 at the university, he was suspended and fined $25, with  authorities caught him and arrested him however this led to an idea 



His discovery caught the attention of  a former military electronics engineer named John Draper, who discovered that a a toy whistle packaged in boxes of Cap'n Crunch cereal emitted the same 2600-hertz tone. and he did it often earning him the nickname Cap'n Crunch.










John Draper


He decided to automate what Engressia was doing by creating a device electronics hobbyists dubbed as a blue box. This inspired a sub culture called phone phreakers so called because of their freaky nature and frequency which was key in manipulating the telephone system.











A Blue Box




So you might wonder "What does this have to do with anything?" Well, the Phone Phreaking  Phonomenon left a big impact on Steve Wozniak. One thing about Woz was, He loved pulling pranks. In high school and college he would often make devices for pranking his friends. Building a metronome to put in his friends locker in high school and building a TV jammer out of a Magic Marker and using it in the tv room in his dorm.


While attending UC Berkly, He earned about Phone Phreaking through an article in Esquire. This would lead him and Steve Jobs to build their own digital Blue Box and sell it to students, as well as meet Draper himself.



Woz and Draper ended up becoming good friends and one day in 1974, he showed Woz a teletype connected to a modem to the ARPANET (The precursor to the modern internet)  to play chess with someone from Boston. this gave him the insparation to make his own cheap terminal based on the Signetics 2513 that used an inexpensive keyboard from Sears and a standard TV.



Then on March 5, 1975, The two Steves had joined The Homebrew Computer Club in Menlo Park, California. The meeting gave Woz the inspiration to build his own personal computer, something that he could show off to members of the club as well as do his own programming projects on similar to the computers he was using at HP. 



So he took that terminal that he had built earlier, and gave it a few modifications such as the addition of the MOS 6502 and a built in machine language monitor. Initally he showed it to his bosses at Hewlet Packard, but they declined to sell it. After  demonstrating it  at the Homebrew Computer Club,  Jobs was immediately interested in its commercial potential. Wozniak intended to share schematics of the machine for free; however, Jobs advised him to start a business together and sell bare printed circuit boards (PCBs) for the computer, without any components soldered on. While Wozniak was skeptical at first, he was convinced by Jobs and after getting the needed money, and on April Fool's Day 1976 Jobs and Wozniak found the Apple computer company in Steve Jobs home in Los Altos, California selling the Apple 1 for $666.66. The name came from 3 sources the first was Newton's apple in fact Apples first logo was Isaac Newton sitting under an apple tree and the Apple gave him inspiration then realize that was a little too arcane for most people so they made it more just Apple the fruit. the other two sources was Steve Job's fruitarian diet, (which mostly consisted of apples,) and the time he spent on an apple orchard.



Now the Apple I only sold around 150 to 200, it still gave Woz and Jobs to create a successor. That succesor eventually became the Apple II a year later, and became a hit.




So thats the history out of the way, lets actually use it. Now unlike later personal computers The Apple I doesnt have a case or keyboard, users would have to get that themselves, and often would build their own from whatever they had. This resulted in many different cases for the Apple I in everything from suitcases to woden cases.





Booting the computer your dropped into a monitor program called WozMon where you can enter machine code. Heres an example from the manual that repeated every charactr repeatedly.















Its also possiblr to run basic with something called an ACI, Or Apple Cassete Interface. This was a seprate board that plugged into the edge connector on the side and would allow you to load and save programs on cassette.













The ACI Card




With this it was possible to load a cassette with BASIC on it and program it that way.the way how you would do that would be by typing C100R and then type E000.EFFFR to read the data from cassette into the memory range and after the screen returns to a backslah you type in E000R and you'll be dropped into BASIC.


















So how does this computer work? Well inside is  a MOS Technology 6502 microprocessor running at 1.022727 MHz, and its design was based largely on Wozniak's previous work centered around a Motorola 6800 (snd it also has the option to use a 6800 as well if desired),  4 or 8K of RAM, and 256 bytes of ROM. Yes you read that right, 256 Bytes of ROM! That is insanely small that's about as much memory thats in Impressive!




The video is handeled in an odd way as the video portion almost works independedly through shift regesters. It makes sense considereng its essentially a modied terminal, but still it makes the the display very limited. Theres was no graphics, just black and white text that could be displayed at a rate of 60 characters a second. Theres no lowercase charaters, any graphics characters, any reverse marks, or even the ability to put characters anywhere you want on the screen it can only display characters scrolling line by line. While thats pretty lacking for displays, in 1976, it was pretty attractive. A teletype or terminal could cost thousands of dollars at the time and the Apple I essetually had one built in. All the user had to do was plug in a keyboard and a CCTV monitor or television. Alongside the Sol-20, The Apple I was really one the first computers to do something like this.



There is also no sound, but it is possible to play tones through the ACI, similar to the TRS-80,. but not much software took advantage of it.




Speaking of software, its also releativly spare. As you can imaging for such an early personal computer, there isnt much in terms of commercial software. but there are a few ports of games like Hunt The Wumpus Hamurabi, and Star Trek that were availible for the Apple I







So thats my look at the Apple I, A simple but revolutionary computer that began as a simple terminal turned computer that made two friends go from geeks to billionare. While the machine is very simple by todays standards, its legacy lives on by kickstarting the Personal Computer Revolution. That wraps up todays entry, Happy April Fools Day, and as always, Thanks for reading! See you next time!