Little Computer People

Short description: 1985 video game

Little Computer People

Developer(s)| Activision
Publisher(s)| Activision
Designer(s)| David Crane
Rich Gold
Platform(s)| Amiga, Amstrad CPC, Apple II, Atari ST, Commodore 64, PC-88, PC-98, ZX Spectrum
Release| C64

* NA: September 27, 1985[2]
* EU: November 1985[1]

Spectrum, CPC

* EU: Late 1985

Apple II

* NA: December 1985[3]

Atari ST, Amiga
1987
Genre(s)| Social simulation
Mode(s)| Single-player

Little Computer People, also called House-on-a-Disk, is a social simulation game released in 1985 by Activision for the Commodore 64, ZX Spectrum, Amstrad CPC,[4] Atari ST and Apple II. An Amiga version was released in 1987. Two Japanese versions were also released in 1987, a Family Computer Disk System version, published in Japan by Disk Original Group a subsidiary of Square, and a PC-8801 version.

## Contents

* 1 Gameplay
* 2 Development
* 3 Release
* 3.1 Ports
* 4 Reception
* 4.1 Reviews
* 5 Legacy
* 6 References
* 6.1 Sources
* 7 External links
* 8 Features
* 9 History
* 10 See also
* 11 References
* 12 External links

## Gameplay

The game has no win conditions, and one setting: a sideways view of the inside of a three-story house.[5] After a short time, an animated character will move in and occupy the house. He goes about a daily routine, doing everyday things like cooking, watching television or reading the newspaper. Players are able to interact with this person in various ways, including entering simple commands for the character to perform, playing a game of poker with him and offering presents. On occasion, the character initiates contact on his own, inviting the player to a game or writing a letter explaining his feelings and needs. Each copy of the game generates its own unique character, so no two copies play exactly the same.[4] The character's name is randomly selected from a list of 256 names.[6]

The documentation accompanying the game fully keeps up the pretense of the "little people" being real, and living inside one's computer (the software merely "bringing them out"), with the player as their caretaker.

Two versions of the game exist for the Commodore 64: the disk version, which plays as described above, and the cassette version, which omits several features.[7] On tape versions, the Little Computer Person is generated from scratch every time the game is started up (not only on the first boot, as with other versions), and thus does not go through the "moving in" sequence seen on other versions. Also, on cassette versions the Computer Person has no memory, and does not communicate meaningfully with the user, and the card games, such as poker, cannot be played.

## Development

The initial idea for Little Computer People was developed by Rich Gold, who wanted to create a Pet Person computer program similar to that of the Pet Rock toys of the 1970s. Gold was able to develop some funding for it and hired James Wickstead Design Associates to realize it as a game concept which was in development for about a year.[8][9] This team refined the concept of a Pet Person who lived in a house.[8] Gold initially struggled to find a publisher for the product.[8][10] At this point, the game was like screensaver, that the players would be able to boot and just see what the character was doing.[10] Gold met with Activision president Jim Levy was an interesting enough product to show to game developer David Crane, who had popular hits with games like Pitfall! (1982) and Ghostbusters (1984) for his opinion.[11][8] At this point in time, Activision was one of the largest video game publishers in the industry.[10] Crane said he offered to take on the project, but not as a finished game for publishing but as a starting point for an interactive product.[8] Crane saw the project as going beyond the Pet rock concept in what Crane described as "one of the hardest programming challenges of my career."[10] Crane wanted to add interactivity and argued with Gold with this concept, who said it was contrary to the initial Pet Rock concept.[10] Crane later recalled in 2005 that "Part of me wanted to make him the smartest thing in computing maybe even to pass the Turing test — but with the constraints of time in the software business that was impractical."[10] Including the development of James Wickstead Design Associates, the game took about two years to develop in a period when most games were developed in four to five months.[9]

Crane made the game so that each copy of it would be unique. Each copy of the game had built in parameters that gave the character a unique personality and mood parameters.[10] He stated that this turned out to be one of the important aspects of the game as based on his personality and mood, the character could opt to ignore your commands.[10] While the game has the character live off a real-time six hour game schedule for a day, Crane thought it may have been better to have the character live off of a real-time schedule such as booting the game up at night would have the character sleeping.[12]

Playing cards with the character was almost not included due to a lack of time according to Crane, who said that nearly all the time was focused on giving the character interactivity with its basic brain.[13] Steve Cartwright was between games when the development of Little Computer People was closing, with Crane giving Cartwright the parameters to include the card game feature.[8] Marketing staff at Activision formulated promotion through a newspaper story about the discovery of people living in computers everywhere.[12]

## Release

The game was first released for the Commodore 64 and later for the Amiga computers in 1987.[14] as well as the Apple II, Atari ST, Amstrad CPC and ZX Spectrum.[8]

The game was re-released on the Activision C64 15 Pack for PC. This version allowed the player to generate a new person if the character died off somehow.[8] Initial ideas for expansion included friends visiting and new housing.[9]

### Ports

Apple Town Story

Developer(s)| Square
Publisher(s)| Square
Composer(s)| Nobuo Uematsu
Platform(s)| Family Computer Disk System
Release|

* JP: April 3, 1987

Genre(s)| Simulation
Mode(s)| Single-player

Apple Town Story (アップルタウン物語) is a port of Little Computer People to the Family Computer Disk System. The port was released by Square in 1987. Unlike previous versions of Little Computer People, the playable character is a girl wearing a pink dress and bow in her hair. The rooms of the house are also in a different configuration, featuring an outdoor balcony on the top floor. When the game is first played, a name for the character is chosen at random from a preprogrammed list. Apple Town Story lacks many of the features found in other versions of Little Computer People. The game's soundtrack was written by Nobuo Uematsu, who would later become recognized for his work in the Final Fantasy series.[15]

In December 1987, a second Japanese version of the game was released for the PC-8801 computer, titled Little Computer People (リトルコンピュータピープル). Like Apple Town Story, this game also features a female character, only older and more glamorous in appearance. Aside from the character, this version of the game is far more like the original in all other respects.

## Reception

Reception

| Review score

Publication| Score
Zzap!64| 97%[16]

Roy Wagner reviewed the game for Computer Gaming World, and stated that "The game is more cute than fun or challenging. The range of activities are limited and not very exciting, but can be interesting. The 'game' is ideally suited for children. It does a good job of teaching about caring for another."[17]

Little Computer People earned a Zzap!64 Gold Medal Award in 1985.[1] Games magazine listed it as one of its top 10 best entertainment software produced in 1985.[18] Jerry Pournelle of BYTE named it his game of the month for December 1986, stating "That's not strictly a game, but it sure has consumed all the game time we have around here" and that the Amiga version's graphics were preferable to the Atari ST's.[19]

Compute! favorably reviewed the Atari ST version in 1987, stating that it had "enormous and subtle educational appeal" to children and others. The magazine concluded that Little Computer People "is a delightful program".[20] The game was voted best original game of the year at the 1986 Golden Joystick Awards.[21]

### Reviews

* Isaac Asimov's Science Fiction Magazine v11 n1 (1987 01)[22]

## Legacy

Little Computer People was described by Kim Wild of Retro Gamer as "selling well enough", but that the large amount of money in development and acquiring the property mean that any sequels were not a financial reality.[12] During the development of the Amiga version of the game, Crane was planning add-ons being made available.[12]

Little Computer People is often compared to an early predecessor to The Sims game series.[12][11] When asked about its influence, Crane responded that "Almost everything we touched in those days could be constructed as the precursor to something on the market today. So rather than go there, I simple acknowledge that I took the first baby steps toward the simulation genre when I added human-like interactivity to Little Computer People."[12] Will Wright, designer of The Sims, has mentioned playing Little Computer People and receiving valuable feedback on The Sims from its designer, Rich Gold.[23]

In 1998, German electro musician Anthony Rother released a single titled "Little Computer People", which is inspired by the computer game, as part of the group The Little Computer People Project.[24]

## References

1. ↑ 1.0 1.1 "Zzap! Test: The Activision Little Computer People Discovery Kit". Zzap!64 (Newsfield) (7): 8–10. November 1985. https://archive.org/stream/zzap64-magazine-007/ZZap_64_Issue_007_1985_Nov#page/n8/mode/2up. Retrieved 2013-05-29.
2. ↑ "Little Computer People (Registration Number PA0000301880)". https://cocatalog.loc.gov.
3. ↑ "1985 Index". Computer Entertainer 4 (10): 6. January 1986. http://www.ataricompendium.com/archives/newsletters/video_game_update/computer_entertainer_jan86.pdf#page=6.
4. ↑ 4.0 4.1 Baker, T. Byrl, Unsung Heroes: Ground Breaking Games – Little Computer People, GameSpot, archived from the original on 2010-07-07, https://web.archive.org/web/20100707141052/http://www.gamespot.com/gamespot/features/pc/unsung_heroes/sec2_02.html, retrieved 2014-10-30
5. ↑ "Little Computer People | Retro Gamer". 16 October 2008. https://www.retrogamer.net/retro_games80/little-computer-people/.
6. ↑ 4AM's list of Little Computer People names
7. ↑ "Little Computer People". Eurogamer.net. 26 October 2007. http://www.eurogamer.net/articles/little-computer-people-review.
8. ↑ 8.0 8.1 8.2 8.3 8.4 8.5 8.6 8.7 Wild, p. 34.
9. ↑ 9.0 9.1 9.2 Mott 2005, p. 107.
10. ↑ 10.0 10.1 10.2 10.3 10.4 10.5 10.6 10.7 Mott 2005, p. 106.
11. ↑ 11.0 11.1 Mott 2005, p. 105.
12. ↑ 12.0 12.1 12.2 12.3 12.4 12.5 Wild, p. 35.
13. ↑ Wild, p. 33.
14. ↑ Wild, pp. 34–35.
15. ↑ "Uematsu's Music". Square-Enix-USA.com. Archived from the original on 2009-03-12. https://web.archive.org/web/20090312044802/http://www.square-enix-usa.com/uematsu/profile/index.html. Retrieved 2007-09-01.
16. ↑ Zzap!64 review, Newsfield Publications, issue 7, page 8
17. ↑ Wagner, Roy (March 1986). "The Commodore Key". Computer Gaming World 1 (26): 38.
18. ↑ Katz, Arnie; Kunkel, Bill; Worley, Joyce (December 1985). GAMES Magazine #70. Playboy Enterprises. pp. 47–48. http://archive.org/details/games701985december.
19. ↑ Pournelle, Jerry (December 1986). "The Final Frontier". BYTE: pp. 291. https://archive.org/stream/byte-magazine-1986-12/1986_12_BYTE_11-13_Graphics_Algorithms#page/n299/mode/2up. Retrieved 9 May 2015.
20. ↑ Randall, Neil (March 1987). "Little Computer People". Compute!: pp. 70. https://archive.org/stream/1987-03-compute-magazine/Compute_Issue_082_1987_Mar#page/n71/mode/2up. Retrieved 9 November 2013.
21. ↑ "Golden Joystick Awards". Computer and Video Games (EMAP) (55): 90. May 1986. https://archive.org/stream/Computer_Video_Games_Issue_055_1986-05_EMAP_Publishing_GB/Computer__Video_Games_Issue_055_1986-05_EMAP_Publishing_GB#page/n89/mode/2up.
22. ↑ "Asimov's v11n01 (1987 01)". https://archive.org/details/Asimovs_v11n01_1987-01/page/n19/mode/2up.
23. ↑ "Will Wright: A chat about the two 'the' in source title "The Sims" and "SimCity"". CNN. http://www.cnn.com/chat/transcripts/2000/1/wright/index.html. Retrieved 2006-09-03.
24. ↑ "The Little Computer People Project - Little Computer People" (in en). 1998. https://www.discogs.com/master/72609-Little-Computer-People-Little-Computer-People.

### Sources

* Mott, Tony, ed (March 2005). "The Making of...Little Computer People". Edge (Future Publishing).
* Wild, Kim. "Virtually Alive". Retro Gamer (Live Publishing) 2 (6). ISSN 1742-3155.

## External links

* MobyGames is a commercial database website that catalogs information on video games and the people and companies behind them via crowdsourcing. This includes over 300,000 games for hundreds of platforms.[1] Founded in 1999, ownership of the site has changed hands several times. It has been owned by Atari SA since 2022.

## Features

Edits and submissions to the site (including screenshots, box art, developer information, game summaries, and more) go through a verification process of fact-checking by volunteer "approvers".[2] This approval process after submission can range from minutes to days or months.[3] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copy-editing.[4] A ranking system allows users to earn points for contributing accurate information.[5]

Registered users can rate and review games. Users can create private or public "have" and "want" lists, which can generate a list of games available for trade with other registered users. The site contains an integrated forum. Each listed game can have its own sub-forum.

## History

Logo used until March 2014

MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]

In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025} On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]

On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]

In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]

On February 13, 2025, Freyholtz stepped down as the site lead to move onto new projects, leaving operations to Tracy Poff, a veteran coder on the site, and Atari staff.[18]

## See also

* IGDB - game database used by Twitch for its search and discovery functions

## References

1. ↑ 1.0 1.1 Sheehan, Gavin (2023-02-22). "Atari Relaunches The Fully Rebuilt & Optimized MobyGames Website". https://bleedingcool.com/games/atari-relaunches-the-fully-rebuilt-optimized-mobygames-website/.
2. ↑ Litchfield, Ted (2021-11-26). "Zombie company Atari to devour MobyGames". https://www.pcgamer.com/zombie-company-atari-to-devour-mobygames/.
3. ↑ "MobyGames FAQ: Emails Answered § When will my submission be approved?". Blue Flame Labs. 30 March 2014. http://www.mobygames.com/info/faq7#g1.
4. ↑ "The MobyGames Standards and Practices". Blue Flame Labs. 6 January 2016. http://www.mobygames.com/info/standards.
5. ↑ 5.0 5.1 5.2 Miller, Stanley A. (2003-04-22). "People's choice awards honor favorite Web sites". Milwaukee Journal Sentinel.
6. ↑ "20 Years of MobyGames" (in en). 2019-02-28. https://trixter.oldskool.org/2019/02/28/20-years-of-mobygames/.
7. ↑ 7.0 7.1 7.2 Plunkett, Luke (2022-03-10). "Atari Buys MobyGames For $1.5 Million". https://kotaku.com/mobygames-retro-credits-database-imdb-atari-freyholtz-b-1848638521.
8. ↑ "Report: MobyGames Acquired By GameFly Media". Gamasutra. 2011-02-07. https://www.gamedeveloper.com/game-platforms/report-mobygames-acquired-by-gamefly-media.
9. ↑ Corriea, Alexa Ray (December 31, 2013). "MobyGames purchased from GameFly, improvements planned". http://www.polygon.com/2013/12/31/5261414/mobygames-purchased-from-gamefly-improvements-planned.
10. ↑ Wawro, Alex (31 December 2013). "Game dev database MobyGames getting some TLC under new owner". Gamasutra. https://www.gamedeveloper.com/business/game-dev-database-mobygames-getting-some-tlc-under-new-owner.
11. ↑ "Atari invests in Anstream, may buy MobyGames". November 24, 2021. https://www.gamesindustry.biz/articles/2021-11-24-atari-invests-in-anstream-may-buy-mobygames.
12. ↑ Rousseau, Jeffrey (2022-03-09). "Atari purchases Moby Games". https://www.gamesindustry.biz/atari-purchases-moby-games.
13. ↑ "Atari Completes MobyGames Acquisition, Details Plans for the Site's Continued Support". March 8, 2022. https://www.atari.com/atari-completes-mobygames-acquisition-details-plans-for-the-sites-continued-support/.
14. ↑ "Atari has acquired game database MobyGames for $1.5 million" (in en-GB). 2022-03-09. https://www.videogameschronicle.com/news/atari-has-acquired-game-database-mobygames-for-1-5-million/.
15. ↑ Stanton, Rich (2022-03-10). "Atari buys videogame database MobyGames for $1.5 million". https://www.pcgamer.com/atari-buys-videogame-database-mobygames-for-dollar15-million/.
16. ↑ Harris, John (2024-03-09). "MobyGames Offering “Pro” Membership". https://setsideb.com/mobygames-offering-pro-membership/.
17. ↑ "MobyGames on Patreon". http://www.patreon.com/mobygames.
18. ↑ "An update on MobyGames leadership". 2025-02-13. https://www.mobygames.com/forum/3/thread/269628/an-update-on-mobygames-leadership/#post-269628.

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* Little Computer People Information Preservation Article filed under Pac-Man's Notes at Pac-Attack.com
* Little Computer People Research Project (extensive information on C64 version) at The-Commodore-Zone
* Legends of the C64 article on David Crane (includes Little Computer People info)
* Technical information on how the random characters were generated at Software Preservation Society
* Little Computer People at SpectrumComputing.co.uk

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