Tim Hartnell: The Pioneer of Home Computing Game Books
In the early days of the home computing revolution, the bridge between owning a machine and actually creating software was often a printed book. Tim Hartnell (1951–1991) was a pivotal figure in this era, serving as an Australian journalist, self-taught programmer, and prolific author who empowered a generation of beginners to enter the world of coding.
Hartnell's approach to computing was rooted in accessibility. He didn't just provide code; he provided a roadmap for creativity, blending technical instruction with a passionate, imaginative narrative style that encouraged users to see the computer as a canvas for their own ideas.
The Rise of Interface Publications
Hartnell's journey into the heart of the computing community began in 1980 when he co-founded The National ZX80 User Group alongside Trevor Sharples. This group focused on the ZX80, an early home computer, and produced a monthly magazine called Interface. As the market evolved, the group expanded its scope to include other influential machines of the time, such as the ZX81, the Acorn Atom, and the Sinclair Spectrum.
This community foundation served as a springboard for Hartnell and Sharples to venture into publishing. Together with Elizabeth North, Hartnell established Interface Publications. The company became a powerhouse in the niche, producing titles for nearly every machine available in the home computer market, with a particular emphasis on Sinclair machines.
Educational Philosophy and Coding Style
Hartnell's books were more than just collections of programs; they were intuitive tutorials for the BASIC programming language (Beginner's All-purpose Symbolic Instruction Code). He structured his work so that novices could learn by example, observing how a program was built and then attempting to modify it.
His coding style was characterized by an outline-style organization, which made the logic of the program easy to discern. Hartnell famously favored text-based games over graphics, believing that text allowed both the programmer and the player to use their imaginations to build the game's setting.
His compendiums typically followed a rigorous educational structure:
- Genre Tips: Advice on how to write enjoyable games within a specific category.
- Program Descriptions: An explanation of the game's implementation and suggestions for modifications.
- Raw Code: The actual lines of code that the reader would manually enter into their computer.
Some of these projects were remarkably ambitious for the time; for instance, the game Bannochburn Legacy contained over 500 lines of code.
The Giant Book of Computer Games
To understand the breadth of Hartnell's work, one can look at the diversity of genres he covered. His Giant Book of Computer Games serves as a prime example of his versatility, spanning everything from traditional board games to early experiments in artificial intelligence.
| Category | Example Games/Programs |
|---|---|
| Board Games | Chess, Gomoku, Awari, Knightsbridge, Shogun |
| Adventure Games | Stronghold of the Dwarven Lords, The Duke of Dragonfear, The Bannochburn Legacy |
| Simulations | Mistress of Xenophobia |
| Dice Games | Chemin de Computer, No Sweat |
| Artificial Intelligence | Eliza, Electronic Brain |
| Space Games | Moonlander |
| Brain Games | Fastermind, Switcheroo |
| Miscellaneous | Inner Spring, Robot Minefield, Celestia, Billboard |
Beyond his own writing, Hartnell also edited works by other authors, such as Pete Shaw's Creating Adventure Games On Your ZX Spectrum (1983), and authored the Giant Book of Spectrum Games in the same year.
Key Facts
- Full Name: Tim Hartnell (1951–1991).
- Nationality: Australian.
- Key Ventures: Co-founded The National ZX80 User Group and Interface Publications.
- Specialization: Author of computer game compendiums and BASIC programming guides.
- Philosophy: Favored text-based games over graphics to stimulate imagination.
- Notable Work: Giant Book of Computer Games and Giant Book of Spectrum Games.
Frequently Asked Questions
What was Tim Hartnell's primary contribution to early computing?
Tim Hartnell authored numerous books and magazines that taught beginners how to program in BASIC by providing raw code and implementation guides for a wide variety of computer games.
Which computer systems did Hartnell focus on?
He focused heavily on Sinclair machines, including the ZX80, ZX81, and ZX Spectrum, though his company, Interface Publications, produced titles for most machines in the home computer market.
How did Hartnell's books help people learn to code?
He used an outline-style organization in his code and provided detailed explanations and modification ideas, allowing users to learn the BASIC language intuitively through example.
Why did Hartnell prefer text games over graphics?
Hartnell believed that text-based games were superior because they allowed the programmer's and the player's imaginations to create the setting, rather than relying on limited graphics.
When did Tim Hartnell pass away?
Tim Hartnell died of cancer in 1991 at the age of 40, after returning to Australia in 1984.