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This page contains interviews with people that were involved with
CreatiVision-related projects during the 1980's.
The list or interviews will grow in the future.
Interviews List
» Darren Robertson, June 2025
» Jamieson "Jim" Rowe, May 2015
Interview with Darren Robertson | June 2025
Darren contacted me around 2022 and told me about his involvement with
Dick Smith Publishing back around 1983 and the production of his simple yet
fun game: Space Duel. So I took the opportunity and asked him
if he was interested in an interview and he kindly agreed.
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Luca: How old were you when you
started using the Dick Smith Wizzard and did you have any previous experience
with computer programming?
Darren: I was about 15 when I got my dick smith wizzard.
But my friend and I had found out our school had purchased an Apple IIe for the
four unit maths students. We got lunchtime access to that machine and type in
assembly language skiing or driving games in monochrome to entertain ourselves.
This was a while before the Wizzard existed, I can work out the exact year but
it was the first times computers were being used as game machines.
Luca: Since you had a bit of
experience in computer programming with the Apple, how did you end up getting
a Wizzard?
Darren: I think it was 1982. It was purchased with the
intent of programming. I got the base machine with Basic and also purchased
tape drive and interface expansion and 80 column dot matrix printer. Oh and
the moving key keyboard. The choice for the wizard over things like microbee
was that it had the 6502 like the apple IIe.
Luca: Wow rvery ally nice setup!
Were you disappointed to find that the BASIC interpreter was quite limited and
unable to execute machine code? How did you try to make the most of the
system then?
Darren: At the time I did not understand machine code
even though I was using examples from magazines. I understood the commands to
some degree but not how to use registers. So BASIC was perfectly fine for my
programming.
I explored the computer to its limits. My keyboard died while on computer camp
in Sutherland shire so I pulled it apart and put foil on the carbon contacts.
I wrote lots of little programs and I typed in anything in Wizzard BASIC
interpreter I could find.
Luca: What's the back story of
your collaboration with Dick Smith Publishing, that lead to your game being
published on their Second Book of Programs?
Darren: From memory there was some sort of promotion or
contact with DSE staff who mentioned that they were looking for programs for a
book. You had to send in a tape with the program for them to look at.
Luca: How did you come with the
idea of Space Duel? What game does it draw inspiration to?
Darren: The request for games came before the design of
the game. So I had to sit down and think about what would work for a
"commercial" game.
So my decision was a two-player game. I then thought about what limits the
Wizzard would put on game design. So I knew I was working with 1 character
sizes objects moving across the screen.
I then wrote the code in my head to make the game work testing little things
as I went. Just before finishing I ran into a problem with garbage collect and
fragmented RAM. This meant as I got close to finishing I had to save the
program to tape then reset the machine then load from tape again. This allowed
me to continue typing for a while, then I really ran out of RAM.
So I started looking at how the interpreter worked and removing blank space
characters between commands and variables. The code I had in my head had to be
shoehorned into the limited space available on the Wizzard. I was always
worried I had pushed the machine too far and the game may crash due to RAM
management.
Luca: Was that perhaps the
first time you programmed a "commercial-grade" program or game, and what were
the main challenges you faced with for example the limitations of the BASIC
interpreter?
Darren: Yes it was the first time I tried to write code
in a serious way, I had done lots of experiments and short routines. Space Duel
just flowed from the things I knew about the Wizzard rigtht up until the RAM
problems started to freak me out. I did not know how I was going to get the
last lines of code crammed in.
The last question is part of the reason the game is what it is, I knew the
strengths and weakness' in BASIC but only when the code was almost done did
the methods BASIC used to handle typing and used RAM really hit my work.
I think the program went from idea to working in a few weeks.
Luca: Yep, the limitations of the
BASIC are well known nowadays, not so much back then! I recollect the maximum
RAM allowed for a CreatiVision BASIC program is 9Kbytes. But there are even
more limitations, with arrays/matrixes for example, the maximum allowed is 256
elements which is not enough for the majority of applications.
Let's talk about how the game got published. Did you contact D.S. Publishing
when the game was finished? Did they "invite" you to send the game, or did you
send it "unsolicited" and waited for their response? What format did you send
it? Paper print? Tape? Both? And lastly, what was the agreed payment?
Darren: Because it was done in such a short time and I
already knew they were looking for games, I sent it in to them printed and on
tape. I got an offer back of $150 for the rights to the program. I think I
still have the letter somewhere...
Darren Robertson
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Interview with Jamieson "Jim" Rowe | May 2015
I contacted
Jim as suggested by Mr Dick Smith a few months ago. Jim was the Technical
Director at Dick Smith Electronics between 1980 and 1984. He managed and
produced several projects, including writing the programming books
"Fun Way into Computers with your
Wizzard" and "An introduction to
home computing with Funvision".
Jim was more than happy to share his memories and stories with
the CreatiVision and the Wizzard fans through the CreatiVEmu website. I would
like to publicly thank him for this and wish him all the best!
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Luca: What were the circumstances
of your joining Dick Smith Electronics (DSE), and can you tell us a little of
your professional background?
Jim: I joined the staff of the magazine "Radio, TV and
Hobbies" in 1960, while I was doing a university course (part-time) in
electronics. Then when the magazine changed its name to "Electronics Australia"
in 1965, I was appointed its Editor (under Editor-in-Chief Neville Williams).
I remained in this position until late 1979, writing articles in the magazine
as well as a few magazine-format books on the Fundamentals of Solid State
electronics, Digital Electronics and building a baby learning computer
(the EDUC-8) which I had designed. However in late 1979 I was becoming
restless.
Our largest advertiser at that time was Dick Smith, who visited the magazine
office from time to time to find out about our latest construction projects
(so his firm could decide whether they would market kits for them).
At that time Dick was building a large office and warehouse complex in North
Ryde, and I learned that they would be moving their head office to the new
facility as soon as it was finished. They were also starting to get involved
with personal computers, and Dick asked if I was interested in joining his
company as its "Technical Director". It seemed to be an opportunity too good
to miss (especially as the salary was significantly higher than my salary at
the magazine). So I joined DSE in early February 1980, at the North Ryde head
office.
Luca: What was your initial role
at DSE, and can you mention some of the assignments you had?
Jim: My
initial role was mainly to evaluate samples of new products (especially small
computers, peripherals and other technical products) obtained from
overseas, in order to help Dick decide whether they would be good products to
market in Australia. However this role quickly grew, since many of the
products had little or no documentation. So before long I was also writing
User Manuals and Technical/Servicing Manuals for quite a few of these
products. I think this began with the Exidy Sorcerer CP/M based microcomputer,
and continued with products like the System-80 (a Taiwan knock-off of the
Tandy TRS-80) and the VZ-200 and VZ-300 (from Hong Kong).
With these latter products I gained the further role of commissioning and
testing useful software that we could sell to support them.
Luca: I know that BASIC programs
released on cassette tape mostly came from VTech in Hong Kong, whereas there
were a few of them produced locally by DSE. How did you manage the
commissioning and testing activities? Were the programmers in-house at DSE or
consultants?
Jim: I think you're right in proposing that some of the
software was produced at Video Technology in HK - mainly the games. We had to
produce the more serious software ourselves, and most of this was done
for us by contractors. I can't remember all of their names, but some of them
may be in your listing.
All I did was test them out and see if there were any bugs (and if they
were, arranging for the contractor to fix them) before we arranged for them to
be prepared for sale in DSE's stores.
Luca: What software programs
and methods did you use to create the books and their layouts?
Jim: From memory, I used a System 80 microcomputer
(fitted with two 5" floppy disc drives) to write most of the books, using a
simple word processor program. The text files were passed to DSE's in-house
advertising department, where we had a phototypesetter and quite a few layout
artists - plus a skilled photographer.
Luca: What memories do you have
about the "Fun Way into Computers Using Your Wizzard" book, and about Sue
Robinson, its co-author?
Jim: My memory is a bit vague about this, but I think we
first made contact with Sue Robinson when I needed some assistance in
preparing some of the user manuals and software manuals for the VZ-200 and
VZ-300. Sue proved to be very capable as a technical writer, and as a result
we also used her in preparing some of the later books.
I don't remember much about the "Fun Way into Computers Using your Wizzard"
book, but I think we asked Sue to adapt the material in a similar earlier book
she and I had produced, directed towards the VZ-200 and VZ-300.
Luca: Can you recall why the
Wizzard book was re-released as "An Introduction to Home Computing with
Funvision"?
Jim: I can't really remember the reason for this, but I
think it may have been because Dick felt that the Funvision needed to be seen
as not just an el-cheapo video game, but an easy way of learning about
personal computers as well.
Luca: Do you remember the reasons
behind DSE starting to sell the Funvision at the same time as the Wizzard was
still popular?
Jim: Again, I can't quite remember the reasons for this
- sorry!
Luca: What was your last job
assignment at DSE, why did you leave, and what projects you faced after
leaving DSE?
Jim:
Not long before I left DSE (in mid-1984, I think), Dick had sold a
half-interest in the company to major retailer Woolworths. Before this
Marketing Director Gary Johnston had also left, to acquire and rebuild the
electronics supplier Jaycar Electronics (which he did with great success). I
was asked to take over the Marketing role, but I soon learned that I was very
poor at this.
Then I was approached by the publisher of "Electronics Today" magazine at
Federal Publishing, asking if I would be interested in taking over the
position of Managing Editor for that magazine and two others: "Your
Computer" and "Sonics". So I accepted, leaving DSE and joining Federal
Publishing in Rosebery.
Before long FPC also purchased my old magazine "EA" from Fairfax/Sungravure,
so it was added to my responsibilities.
However not long after this management made quite a few changes, and I found
myself without a job.
Luckily within a few weeks I was approached by Owen Hill, who had just gone
public with his firm Microbee Computers. Owen offered me the job of
Technical Writer, which I accepted (I had a family and there were lots of
bills to pay).
Anyway, to cut the story short I wrote various documents for Microbee (also
becoming Advertising Manager as well), but the company struck trouble within
about 18 months. Then I was approached by Michael Hannan, the MD of Federal
Publishing, asking if I would like my old job back as Managing Editor of EA
and ETI (which were being merged). This was mainly because my old magazine
colleague Leo Simpson had left to start up his own electronics magazine
"Silicon Chip".
So before long I was back at Federal Publishing, which had moved to
Alexandria.
I worked at EA again until 1999, when management decided that I was a bit
too old and inflexible. So they pushed me into an early retirement, and
I became a freelance contributing writer. However the magazine didn't last
much longer (after they had revised and updated it), and the contributing
work dried up.
Luckily my old colleague Leo Simpson had achieved great success with his
magazine Silicon Chip, and I was able to keep earning a crust
contributing to his magazine. And that's the situation today, I'm happy to
say.
I hope these answers are of interest, Luca, and best wishes.
Jim Rowe
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