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The trinity of 1977 that changed everything: Tandy TRS-80 Model I Commodore PET 2001 Apple II
They're special because they're all appliance computers, as opposed to kits and specialty devices like what came before:
Finished product desktop general-purpose computer complete with software (BASIC)
Reasonably Priced, purchased at a retail store or computer shop
Turnkey Computer – Works right out of the box
User does not need to know electronics or techniques of tuning of hardware
User does not need to build custom bootstrap program to initiate system
User manual uses pictures and examples to teach use, designed for simplicity.
The point of ownership is not to build the computer and maintain it
TRS-80 300 baud modem (DC MODEM IB)
Digging through the Trash
Of the big 3 home computers to be celebrating their 40th anniversaries at VCF East XII, Tom Hornberger put together quite possibly the single most authentic recreation of a home deployment you could imagine. I would dare call this a shrine to Tandy Radio Shack’s TRS-80 Model I, as you would have encountered one in 1977.
Seen here is a TRS-80 Model I in a specially built desk with an inset for the main unit/keyboard, a second inset for the expansion unit and monitor, and a little shelf underneath for the bank of 5¼ floppy drives. Tom brought along an authentic tape deck, Radio Shack pocket amplifier, and even a tiny era-appropriate desk lamp! Documentation, a printer, and software galore shows he was a hardcore TRS-80 user when this was new and commonplace in the home, and Tandy was king of microcomputer sales (if only for a few years).
I learned more about the TRS-80 talking to Tom than I have in all my years in this hobby.
We call them Trash 80′s, but their sales figures were nothing of the sort.
People like to talk about the Apple II or the Commodore PET 2001 being the best and dominating the market back in 1977 when they were new. However, there’s one important point they tend to forget. Tandy had an upper-hand in distribution and support compared to their rivals. Radio shacks were everywhere back in the day, and they were actually places you could get electronics help during the 70s and 80s. As a result, TRS-80 Model I’s not only outsold the Apple II and PET 2001, but downright trounced them in the market for quite awhile in the early days.
Ah, the late 70s and early 80s—a golden era for retro gaming! Back then, the joy of gaming wasn't just in the playing but also in the acquiring of the games themselves. Picture this: you're in your favorite hobby store or local computer shop, and instead of the flashy boxes and plastic cases we see today, you find software packaged in simple Ziploc bags.
These Ziploc bags were a hallmark of early gaming culture. Inside, you’d typically find a 5.25-inch floppy disk or a cassette tape, a photocopied instruction manual, and maybe, if you were lucky, a registration card or a small bonus item like a sticker. The simplicity of the packaging reflected the DIY spirit of the era, where many games were created by small teams or even solo developers working out of their garages or bedrooms.
The joy of these Ziploc-packaged games was multifaceted. Firstly, there was the thrill of discovery. Each bag was a little treasure chest, and the contents were often a mystery until you got home and loaded the game into your computer. The minimalist packaging left much to the imagination, allowing your mind to wander and build up excitement for what lay ahead.
Secondly, the Ziploc bags symbolized accessibility and creativity. Without the need for expensive packaging, more developers could afford to distribute their games. This democratization led to a rich diversity of games, from text-based adventures and early RPGs to quirky puzzle games and experimental simulations. Each new acquisition felt like uncovering a hidden gem, crafted with passion and ingenuity.
Finally, these bags represented a personal connection to the gaming community. In many cases, the developers included handwritten notes or personal signatures on the manuals, creating a sense of camaraderie between creator and player. You weren't just buying a product; you were supporting a fellow enthusiast's dream.
So, in those Ziploc bags, you didn't just find a game—you found a piece of gaming history, a testament to the early days of software development, and a reminder of a time when imagination and passion drove the industry forward. It was a simple, yet profoundly joyful experience that many retro gaming aficionados, like yourself, remember fondly.
"Hayden's 'Sargon' for the TRS-80 computer offers players an opportunity to engage with the timeless game of chess through a digital interface. This game, which simulates chess with remarkable accuracy for its time, also evokes the legacy of the historical figure Sargon of Akkad, a significant ruler in Mesopotamian history. This analysis delves into the connection between the historical and game-related aspects of Sargon, drawing on the perspectives of notable historians such as Will Durant, Simon Schama, and Eric Hobsbawm.
The historical Sargon, a ruler of the Akkadian Empire in the 24th century BCE, is often regarded as one of the first empire builders in recorded history. Will Durant, in his seminal work "Our Oriental Heritage," emphasizes Sargon's role in uniting various city-states under a single administrative system, establishing a legacy of centralized governance. This parallel can be drawn to the structured and strategic nature of chess, where players must unify and deploy their pieces effectively to achieve victory, mirroring Sargon's consolidation of power.
The strategy inherent in chess reflects Sargon's approach to governance. Simon Schama, in his works on history and politics, discusses the importance of long-term strategy in maintaining and expanding empires. In "Sargon," players must adopt a similar mindset, developing a comprehensive strategy to outmaneuver their opponent. The game's mechanics, which involve planning moves ahead, parallel the careful balance of power and strategy Sargon employed in expanding and sustaining his empire.
Eric Hobsbawm’s analysis of empire building offers further insights into the connection between Sargon's historical legacy and the chess game's mechanics. Hobsbawm argued that empires historically expanded through a combination of military might and administrative control. In "Sargon," players enact this dynamic by advancing their pieces across the board, securing strategic positions, and maintaining a coherent strategy. This gameplay mirrors Sargon's methods of consolidating power, demonstrating the historical link between strategic governance and the modern game of chess.
In conclusion, "Sargon" for the TRS-80 computer is not just a digital simulation of chess but a profound reflection on the historical legacy of Sargon of Akkad. Through the perspectives of Durant, Schama, and Hobsbawm, the game’s mechanics and narrative offer a connection between strategic empire building and the complex interplay of chess gameplay. This analysis not only deepens our understanding of the historical context surrounding Sargon but also reveals the enduring relevance of strategic thought in both governance and games. The game challenges players to navigate these strategic intricacies, urging reflection on how historical legacies continue to shape our modern understanding of strategy and decision-making.
The History of Personal Computing » Blog Archive » TRS-80 Model I