Twenty five years ago I wrote a computer game for the ZX Spectrum called R-Type , a home computer port of an arcade game which a lot of people then, and since, seemed to like. Jump forward to a couple of years ago (ouch, sorry) and I found myself starting to write down what I could remember about those early game years - not through any need to see my name in print but just because I thought it best to record for myself what I could while I could. I did think that if I was lucky I'd remember a few pages worth of material and come up with an interesting essay I could read back to myself when I'm an OAP (only eleven years away now!) but the more I started to think about things the more the details came back to me and the more and more pages I started to fill. Since I've always wanted to write a book and Rule Number One is "write about what you know" I decided to go for it and do things properly and write down every part of the process of creating one of those early computer games I could remember. IT'S BEHIND YOU is the result.
Since R-Type was only the second published game that I had written I decided to flesh things out a bit (alright, pad things out a bit) by writing about how I got to that stage so the book itself is in three parts: a pre-history of some of my early attempts at computer game\programming, a short section on my first published game (a conversion of the Bally Midway arcade game Rampage) and R-Type itself. This last section is itself split into two parts: everything I could remember about about the writing of the game from start to finish and what happened to it, and me, after it was published.
I don't believe anyone who was actually there has ever documented something like this before, and let's be honest it's really quite a niche subject with a limited appeal so I have no illusions that what I've written will only really be of interest to those who share a passion for old computer games (or 'retrocomputing' to give it its fashionable title.) Of course it does help to have an inkling of what I'm talking about when I mention the games, companies, magazines, people etc. who were part of the UK games industry at that time but I'm guessing that if you're thinking of downloading and reading this then you already have some idea of what it's all about.
Lastly I hope I've done my best to try and make this as readable and non-technical as I can because behind the game is what I think is one heck of a story that I hope you'll find both interesting and illuminating.
Internette tesadüfen karşılaştığım bu kitap, R-Type oyununun Spectrum sürümünün geliştirilmesini, programcısının ağzından anlatıyor. Tüm bu süreçte '80li yıllarda İngiliz oyun sektörü üzerine de hayli bilgi ediniyorsunuz. Az biraz teknik detay da içeren, güzel bir anlatı. Kitap boyunca bir iki yerde Türk oyun geliştirici Mevlut Dinç'in bahsinin geçmesi de hoş bir detay.
This book is self-published and downloadable for free from the author's website at http://bizzley.com/ (why not on kindle or google play?). There are many scattered interviews, webpages, videos and podcasts that capture parts of the stories of many other developers of games from the same time period but it's fantastic having this in a discrete book form: it's wading through a incoherent mass of short snippets of information vs. seeking out longer form media and being able to enjoy it linearly over a longer period.
Commuting to and from London, Fareham, Swansea, and a few other locations plays a not-insignificant role in the book, a little more description of this would be helpful, or even a map. I'd like more contextual details about nearly everything: living and working around London in the late 1980s along with the mechanics of developing for the ZX Spectrum. I also appreciate the short length of the book as it is makes up for any issues that would need a good editor to clean up in a longer text.
The Amiga version of R-Type is how I'm familiar with the game, it and Katakis (which do get mentioned in the book) are now available for free from the developer: http://www.factor5.de/downloads.shtml - but in order to play them an A500 kickstart rom is required. I was never able to get past the giant ship level on the Amiga version of R-Type until after starting this book: I cheated through all the levels using emulator save states.
I started reading this book right before a 48-hour indie game development competition called Ludum Dare based on a Twitter recommendation. I love reading old developer journals and accounts and this was a particularly chilling one. While I have never personally played R-Type, the subject game of most of the book, I was pleasantly surprised to see that he was involved with one translation of Rampage, a game I am quite familiar with and fond of.
I was as impressed by Bob's attitude about programming and stories of the earlier game industry as I was surprised by more gritty details about the skeletons in the closets of the big publishers. I don't know whether I want to Tweet Bob congrats on a career loaded with impressive feats or make a donation in his honor and encourage therapy. But in the end, I think maybe that's our line of work in a nutshell.
This is a great read for game developers, programmers, and anyone interested in seeing what the game industry was like in the mid-to-late 80s.
A really interesting read - an eye-opening account of the "bedroom coding" scene of the late '80s. As someone who only experienced the end-products of this, the details of the financial shenanigans and shady dealings going on were a great surprise.
Back in 1988, from being completely ignorant of the arcade game and being astonished by the C&VG demo tape containing level 1, I was hooked. R-Type was one of the few full-price games that I bought for the ZX Spectrum, and definitely one of the best. (I remember that on level 2 you could sit at the bottom left of the screen with autofire on, and waltz right through the level without moving until the confrontation with Gomanda. I even recall finishing level 7 and being looped around again to the same level instead of progressing to level 8).
It was great to get some insight into how the games development industry worked back in the 8-bit era in the UK. Well worth the read!
I enjoy these kinds of personal accounts of programming (Jordan Mechner's game diaries, for example) and this one is no different, despite my having no personal connection to the Spectrum. There wasn't as much technical detail as I would have liked, but the familiar tale of the exploited bedroom coder is a decent read, anyway.
A fun 'war story' about the chaotic early days of computer games, porting arcade titles over to the various home PCs. I was surprised they had to reproduce almost everything from scratch, copying the art, sound, interaction from playing an arcade machine, or even videos of the game. Quite similar to 'The Making of Prince of Persia'.
Awesome true story of computer games, when computer games were basically a gruesome one man fight against the evil software house! 8bit story of one of the most well know arcade game conversion for one of the most "meh" computer of the time! Sorry guys but the Commodore 64 ruled the scene!
The book "It's Behind You - The Making of a Computer Game" offers a fascinating glimpse into the world of video game development. The author immerses the reader in the intricacies of creating computer games, revealing the many facets of this creative and technical process. This is not just a story about technology, but also about the human efforts, passions, and challenges that lie behind every successful game.
One of the book's main strengths is its detailed approach to each stage of game creation. From the initial idea and conceptual design to programming, testing, and release, the author describes each phase with remarkable precision and enthusiasm. Readers gain insights into how ideas are born, how teams collaborate to achieve a common goal, and the obstacles they must overcome along the way.
Particularly engaging are the sections dedicated to the creative aspects of development. The author shows how crucial it is to balance technical limitations with creative solutions, which enables the creation of truly unique gaming experiences. This makes the book valuable not only for professionals in the game development field but also for a wider audience interested in modern technology and the entertainment industry.
Mentioning the Neal Fun Game, it is a great example of how a seemingly simple concept can become a real hit thanks to successful execution and a creative approach. Neal Fun Game illustrates the importance of having a clear vision and the ability to bring it to life, a point that resonates with the themes in "It's Behind You." Such examples inspire developers to pursue their own projects, showing that even small games can have a significant impact if made with love and professionalism.
In conclusion, "It's Behind You - The Making of a Computer Game" is an inspiring and informative book that unveils the process of creating video games and demonstrates that behind every success lies countless hours of work, creativity, and the desire to create something unique. It is a must-read for anyone interested in game development or simply eager to learn more about this exciting industry.
Bob Pape’s It’s Behind You offers a nostalgic and detailed insight into the early days of game development for the ZX Spectrum, capturing the highs, lows, and technical challenges of creating a home computer port of the iconic arcade game R-Type. Written with a blend of honesty and wit, Pape's narrative is as much a personal journey as it is a technical account, making it an engaging read for gaming enthusiasts and aspiring developers alike the game - https://suikagamejp.com/ What sets this book apart is Pape’s tone—humble, reflective, and unafraid to discuss his mistakes. or the grueling realities of game development at the time. He doesn’t shy away from detailing the personal toll, from long hours to the industry’s unpredictable nature, but balances these with moments of triumph and humor.
The technical details are a highlight for readers with a keen interest in retro computing. Pape explains the intricacies of squeezing an arcade game into the ZX Spectrum's limited memory and resources, a feat that underscores his ingenuity. However, he also ensures that non-technical readers can follow along, making the book accessible to a broader audience.
Beyond the technicalities, It’s Behind You is a love letter to a bygone era of gaming, where developers worked with minimal tools but infinite creativity. It’s as much about the journey of self-discovery and perseverance as it is about making games.
Verdict: Bob Pape’s It’s Behind You is a must-read for fans of retro gaming, aspiring developers, and anyone curious about the human stories behind the games they love. Its blend of technical insight, personal anecdotes, and historical context makes it a unique and rewarding read. Whether you’re a ZX Spectrum enthusiast or just love stories of creativity overcoming constraints, this book will resonate.
"It’s behind you" is a clever play on the classic phrase, suggesting that the real magic of creating a computer game often lies in the unseen aspects of development. The review probably delves into the hidden challenges and intricate processes involved in game design, offering a behind-the-scenes look at what it takes to bring a game to life. If you're into game development or just curious about what goes on beyond the surface, this review sounds like it could be an intriguing read! If you love puzzles and sweets, you'll enjoy 2048 Cupcakes! It sounds like an intriguing review! "It's behind you" suggests a focus on the behind-the-scenes aspects of game development. I'd be curious to see how it delves into the creative process, challenges, and the technology involved in bringing a game to life. Such insights can really enhance appreciation for the effort and innovation that go into game creation.
Really interesting for all the people that lived those times of 8-bit computing, specially if you were trying to create games. Now you alone can bring your game to market, but in those times, computer games were a completely new market and you needed a company that sometimes abused young talents. A nice mix of the personal an professional events of the life of the programmer during the development of the Spectrum conversion of the R-Type arcade machine, including some of the required tech solutions for the Speccy limitations.
I grew up with a ZX Spectrum and went into programming as a career so this book was very interesting. It certainly highlights why the games industry in the 80s was pretty hardcore. Overworked. Job insecurity. Poor pay. I avoided programming for all these reasons but I do see the satisfaction in creating and the competitiveness to write the best code which attracts people. Either way, this books captures the experiences well, contains great anecdotes if you are a programmer and show how the author approach writing a completing a game.
There are only few books about game development in 80's and 90's . Out of which only few are worth reading: books written from the game programmer point of view, able to combine technical details with no-nonsense storyline. This book is one of these gem. It is about dev porting a game from 'Arcade' to ZX-Spectrum and although I've played the R-Type a lot as kid but on ST only, this book still hit the spot 100%.
Four stars mostly because I don't see other books like this. It was from an era pre internet and it's unabashed about being just that. if you can handle old pdfs with two column rows like it's a guide on learning assembler from back in the day. well then you're probably already reading it. If not, I'd suggest moving on to something else.
This *free* book is amazing! As a C64 owner, I didn't think I'd get as much out of this as ZX Spectrum fans would, but I was wrong. I've read this multiple times now, and it's a fascinating story about a small software developer in the late 80s. An exceptional book.
Fascinating read, technically, socially and with an enormous dose of nostalgia (I was given R-Type for my Spectrum+ for Christmas 1988, when I was 14!)
Bob Pape's story on R-Type brought back 'the good old days' of Spectrum games, and the fun we had playing that.
The story is not glamorous, and it's why it rings truer than ever. The story telling might be a bit too technical for the casual reader, while the technical reader might not be fully satisfied, even if we get to see the assembly code of the scrolling routine. It is, however, an insightful reading for anyone slightly interested.
R-Type used to rule, although my favorite spectrum game was Elite. :D
This is a short book of memories of Bob Pape of the times, when he worked on converting R-Type on ZX Spectrum. Similar to Jordan Mechner's diaries, do not expect too much technical information, but rather images from the life of game developers during that era. It is especially interesting to see how Bob Pape's experience was different from Mechners, even though it looks like the general lack of competence and treatment of employees was about the same on both sides of the ocean
Vividly conveys the fly-by-night and chaos of early computer games and some of the contortions & challenges of dealing with the limited computers of the day. All in all, though, I think Mechner's The Making of Prince of Persia is a better read if you're not specifically interested in R-Type.
A really nice book on how the Spectrum version of R-Type was made. Pope does not romanticize the period or the process and gives some great insight to how games were made back then by bedroom coders. With lots of nice technical details (but not too technical), the book has the one-more-page factor (pun intended).
Thanks to Bob Pape for making this available for free!
Bob Pape relates what a terrifying, exhilarating experience it must have been, living and working in these first years of the video game industry.
And it is a gripping tale, full of subterfuge, passion, rip-offs and a number of daring successes. Bob Pape is not just a skillful programmer, but also an accomplished writer.
Great story of the trials and tribulations of writing a conversion of an arcade game to a Spectrum. Dealing with dodgy bosses, deadlines, dire working conditions and big name publishers.