"You make one mistake in your life and the internet will never let you live it down," wrote Keith Goodyer, programmer of the unfortunate R-Type port, on the CPC Wiki. "Electric Dreams / Activision gave me 21 days to do the port. I wish I had the time to do a nice mode 0 port with new graphics, but alas it was never to be." Impressed by his candor, other readers of the forum decided to make it a reality 20 years later -- and gave themselves more than 21 days to get it done.Goodyer's forum post goes into detail about the development tools, techniques and conditions in which the 8-bit games readers of a certain age will remember nostalgically. Apparently, by the late 1980s, 8-bit game developers had a pretty sophisticated system named PDS, which ran on an MS-DOS PC, assembled and linked the code and zapped it over to a tethered 8-bit computer, much in the way that iPhone development is done today. (Before then, one imagines that a lot of development was done on the actual host system.) I wonder how the tools used by today's (enthusiast) 8-bit game coders differ from those used by professionals in the 1980s.
Also, if those who feel sufficiently strongly about inadequate video-game ports from their childhoods can go back and right wrongs, I wonder whether or not other media will benefit from similar DIY interventions. Can we expect, for example, guerilla filmmakers making (illegal) film adaptations of books previously butchered by Hollywood, or (when the technology becomes available) correcting the maligned films with resynthesised graphics, altered dialogue and altered scenes? Or taking it upon themselves to record what they feel a band's disappointing follow-up album should have been, cobbled together out of samples of the originals, with new vocals resynthesised to sound like the original singer? As the technology becomes available, the possibilities are limitless.
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