Preface to the
First Edition
When I started writing games, in the 8-bit bedroom coding boom of the 1980s, the
low budgets and short turnaround times of writing games encouraged innovation and
expe rimentation. This in turn led to some great games (and, it has to be said, a whole
heap of unplayable rubbish—let no one tell you games were better back then!).
There were two games I remember being particularly inspired by, and both used
realistic physics as a core of their game play. The first was Thrust, written by Jeremy
Smith and originall y published for the UK’s BBC Micro range of home c omputers.
Based on the arcade game Gravitar, an ivy-leaf–shaped ship navigates through
underground cav erns under the influence of a 2D physical simulation. The aim