1973- 101 BASIC COMPUTER GAMES: by David H. Ahl (6/2025)

Name/Title

1973- 101 BASIC COMPUTER GAMES: by David H. Ahl (6/2025)

Description

In the early 1970s, computers were transitioning from large, expensive mainframes to more accessible minicomputers, such as those produced by Digital Equipment Corporation (DEC). The BASIC programming language, developed in the 1960s at Dartmouth College, had become widely available across various platforms, including DEC’s PDP series, Data General Nova, and HP 2100 series. This accessibility fostered a culture of experimentation among hobbyists, students, and professionals. David H. Ahl, an electrical engineer and educator working in DEC’s R&D division, recognized the potential of BASIC to engage users through interactive programs, particularly games. Around 1971, while editing DEC’s educational newsletter EDU, Ahl ported two popular mainframe games—Hamurabi and Lunar Lander—from DEC’s FOCAL language to BASIC. These games, published in EDU, gained significant popularity, prompting Ahl to solicit more game submissions from readers, including many high school students. The enthusiastic response led to a collection of programs that showcased the creative potential of BASIC programming. HUGE NOTE: Paul Allen used this book to demonstrate Altair Basic to MITS and Steve Wozniak used it to demonstrate the Apple I computer to a Homebrew meeting

Acquisition

Acquisition Method

EBay

Date

May 17, 2025

General Notes

Note

In July 1973, Ahl compiled and published 101 BASIC Computer Games through DEC, a 249-page sourcebook featuring type-in computer games and simulations written in BASIC. The book was a curated selection of submissions from various contributors across several countries, ranging from simple games like Acey-Ducey to more complex simulations like Super Star Trek and Conway’s Game of Life. Each entry included the game’s name, author, a brief description, a program listing, a sample run, and, where applicable, diagrams or notes on computer limitations. The programs were primarily written in DEC’s BASIC dialects, though some, like CAN-AM, retained their original Dartmouth BASIC format, reflecting the diversity of BASIC implementations at the time. The book was priced at $5 and quickly became a hit, selling out its initial print run. Its popularity led to two additional printings in April 1974 and March 1975. Ahl later noted that the book sold “far more books than there were computers around,” with some buyers purchasing multiple copies for each computer, highlighting its widespread appeal among early computer enthusiasts. Evolution and Impact In 1974, Ahl left DEC to join AT&T as an education marketing director and founded Creative Computing magazine, a platform that further promoted programming and computer culture. With the rise of microcomputers, such as the Apple II, Commodore PET, and TRS-80 (the “1977 Trinity”), and the introduction of Microsoft BASIC, Ahl acquired the rights to 101 BASIC Computer Games and republished it in 1978 as BASIC Computer Games through Creative Computing. This microcomputer edition adapted the programs to Microsoft BASIC, removed some DEC-specific games, and added new ones to suit the growing home computer market. The updated edition featured whimsical illustrations by George Beker, enhancing its appeal. The 1978 edition was a landmark success, becoming the first computer book to sell over one million copies by 1979. Its popularity was driven by the expanding microcomputer user base and the book’s role in making programming accessible to hobbyists and aspiring programmers. The type-in format, though tedious (requiring users to manually enter code), was a practical solution in an era before widespread detachable storage media, fostering a hands-on learning experience. Content and Significance 101 BASIC Computer Games included a diverse array of programs, from strategy games like Hamurabi (a precursor to resource management simulations) to text-based adventures like Super Star Trek and mathematical simulations like Conway’s Game of Life. The games were contributed by a mix of hobbyists, professionals, and academics, reflecting the collaborative and experimental spirit of early computing. Many games originated on mainframes in the 1960s and early 1970s, with some having unclear provenance due to iterative coding by programmers. The book’s structure—alphabetically organized with detailed program listings, descriptions, and sample outputs—made it a valuable resource for learning BASIC and understanding programming logic. Its influence extended beyond entertainment, inspiring a generation of programmers. For example, one reader credited the book with sparking their career in programming. Legacy The book’s success spawned follow-ups, including More BASIC Computer Games (1979) and a Small Basic edition in 2010, which translated the original programs for modern systems. In 2022, Ahl placed the book in the public domain, ensuring its accessibility for future generations. Today, projects like those on GitHub preserve the original programs, and enthusiasts continue to port them to modern languages, keeping the spirit of early computer gaming alive. 101 BASIC Computer Games not only popularized programming but also laid the groundwork for the indie game development scene, demonstrating that anyone with a computer and creativity could create engaging software. Its impact is evident in its million-plus sales, its role in computer education, and its enduring nostalgic value among programmers and hobbyists.