History of the Pinball Construction Set
Matt Barton writes "I thought you all might enjoy our article on the history of Bill Budge's Pinball Construction Set, a key progenitor to LittleBigPlanet and other games that enable users to generate their own shareable content. The article is heavily illustrated and covers the game's precedents as well as those it influenced (Bard's Tale Construction Set, Racing Destruction Set, etc.) Budge said, 'I was exposed to GUIs at Apple, and I had the pinball simulation from Raster Blaster. I saw that it would be a small step to do a construction set. This was the kind of program I liked, since there was no game to write. But it was a lot of work, since I had to implement file saving, a mini sound editor and a mini paint program.'"
... you could "bump" the side of your computer to make that "impossible" shot.
Quite an interesting study of physics, how a sharp bump can move the entire machine just enough to hit the ball, yet still foil the anti bump devices.
I just watched the CC episode about it of archive.org.... someone was clearly thinking the same thing (yet to rtfa though)
I absolutely LOVED Pinball Construction Set when I was a kid. I had it on my Apple //c in probably '84 or '85 and I made so many pinball games on it.
I also loved Lode Runner for the same reason: User created levels. Too bad back then it was just me and one other friend doing the "sharing."
Good times. Good times.
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You can play it right now with this Apple II Java emulator... http://www.virtualapple.org/pinballconstructionsetdisk.html
Never played PCS, but Racing Destruction Set on the C-64 was a favorite of mine.
Ahhh yes, the days when EA (which for some reason was EOA in their logo) actually made innovative games (though I guess at this point, they were already acting in the role of publisher for other developers). I remember screwing around with Pinball Construction Set and Music Construction Set for hours when I was a kid. And when we got sick of the shiny graphics, we'd go fire up an Infocom text adventure...
This guy's the limit!
I loved Racing Destruction Set too - so many hours spent playing. I was reminiscing about trying to play it in a C-64 emulator, but looking at the screenshots I realize that memory and imagination are probably more powerful than the actual bits.
I vaguely remember driving some really weird tracks with terrain types that didn't officially exist in the game. I think that was my first experience with sharing tracks and hacked editors (on Q-Link), many years ago.
http://www.vpforums.org/
http://www.pinballnirvana.com/
Yeah I still remember PCS but I played a lot more "Racing Destruction Set" which is still a very formidable game though it has its lengths.
Also I remember "Lode Runner" and "Mister Robot and his Facroty" and lets not forget "Seven Cities of Gold" (though you had little control over your random world there were editors available for fine manipuation) and others...
"Life is short and in most cases it ends with death." Sir Sinclair
I remember a "Simon and Simon" episode (early 80's) that featured a whiz kid with an Apple II Plus. The plot focused on his hacking abilities, but he was also shown playing Raster Blaster. It was one of those self-conscious "Hey, check out this technology" moments. At the time, it was pretty novel to be able to play such a high-fidelity simulation on a home computer. I would love to see that episode again...I'm sure it would be hilarious.
Evil is the money of root.
Who could forget other greats like "Adventure Construction Set"? Even today there are tons of apps other there that either appear dead similar or very close. From FPS and 'new' adventure sets, to RPG makers and on.
I've always wondered how many current gaming authors cut their teeth on these things when we were all younger.
.. and some karma whoring. Archive.org has a 1984 demo/interview with Budge on Computer Chronicles. A quick youtube search finds it here also. That guy from EA still creeps me out... as does the space shuttle guy.
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I loved Pinball Construction Set so much that when I learned how games worked on the Apple II series I wanted to create an upgrader for PCS games to convert them not only to ProDOS-compatible games but also upgrade the graphics to Apple IIgs graphics. Since every game converted to standalone was exactly the same size, I figured that it would just be a matter of converting the raster graphics images, the playfield image, and the lookup table to make it work, while any excess screen space would be mine to do with as I pleased.
Alas, like my other dreams of upgrading Apple II games to Apple IIgs games, college education got in the way long enough to extinguish those plans. I never got around to doing a complete disassembly like I'd done with Sabotage. Well, not having a 65c816 assembler was also got in the way.
Oh, say does that Star-Spangled Banner entwine / The myrtle of Venus with Bacchus's vine?