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Type-In Listings

Games you had to earn

Before downloads, magazines printed program code for readers to type in—teaching programming through play and creating a shared culture of hands-on computing.

C64zx-spectrumbbc-microapple-ii historymagazinesbasiceducation 1978–1995

Overview

In the 1980s, getting new software meant typing it yourself. Magazines published program listings—pages of BASIC code, sometimes with machine language DATA statements—that readers entered line by line. Hours of typing yielded a working game, and along the way, readers learnt to program.

The experience

The process

  1. Buy magazine with interesting listing
  2. Boot computer to BASIC
  3. Type code exactly as printed
  4. Debug inevitable typos
  5. Save to tape (hopefully working)
  6. Play your creation

Time investment

Program typeTypical linesEntry time
Simple game50-10030-60 min
Full game500-20003-8 hours
Machine codeHundreds of DATA2-4 hours

Educational value

Type-ins taught programming by:

  • Forcing attention to syntax
  • Demonstrating structure
  • Encouraging modification
  • Building debugging skills
  • Creating ownership of code

Checksum systems

Publications developed error detection:

SystemMagazineMethod
MLXCOMPUTE!Two-byte checksums per line
ProofreaderCOMPUTE!Character-by-character validation
HiSoft BASICYour SinclairLine checksums

Key publications

MagazinePlatformCountry
COMPUTE!MultipleUSA
COMPUTE!‘s GazetteC64/VIC-20USA
Your SinclairSpectrumUK
CrashSpectrumUK
INPUTMultipleUK
Usborne booksMultipleUK

Types of listings

Pure BASIC

Simple programs anyone could understand and modify.

BASIC + DATA

Machine code embedded as DATA statements:

10 FOR I=49152 TO 49200
20 READ A: POKE I,A
30 NEXT I
40 SYS 49152
50 DATA 169,0,162,0,157,0,4...

Hybrid

BASIC framework calling machine code routines for speed.

Machine code challenges

Entering hex data was particularly error-prone:

  • One wrong number = crash
  • No obvious debugging
  • Checksum tools essential
  • Often split across issues

The culture

Type-ins created community:

  • Shared experiences at school
  • Trading modifications
  • Letters pages with improvements
  • Reader-submitted programs

Usborne books

Particularly influential series:

  • Computer Battlegames
  • Computer Spacegames
  • Write Your Own Adventure Programs
  • Clear explanations alongside code
  • Now freely available online

Decline

Type-ins faded as:

  • Cover tapes/disks became standard
  • Programs grew too complex
  • Commercial software improved
  • Internet distribution emerged

Legacy

Type-ins established:

  • Programming as accessible hobby
  • Learning through doing
  • Magazine-reader relationship
  • Foundation for bedroom coders

See also