Development
See also: History of Strategic SimulationsComputer Bismarck is Strategic Simulations, Inc.'s first game. Development took about six months and was handled by Joel Billings, the company's founder, and John Lyons; Billings focused on the game's design while Lyons focused on writing the code to implement the design. During college, Billings used computers to do econometrics, mathematical modeling and forecasting. This experience led him to believe that computers could handle war games and remove tedious paperwork from gameplay. While between his undergraduate and graduate education, Billings met an IBM programmer and discussed computers. Billings suggested starting a software company with him, but the programmer was not interested in war games, stating that they were too difficult and complicated to be popular. Billings posted flyers at hobby shops in the Santa Clara, California area to attract war-game enthusiasts with a background in programming. Lyons was the first to reply and joined Billings after quickly developing a good rapport.
Billings chose the Bismarck's last battle because he felt it would be easier to develop than other war games. Computer Bismarck was written in BASIC and compiled to increase its processing speed. In August 1979, Billings provided Lyons with access to a computer to write the program. Lyons began programming a simplified version similar to a fox and hounds game—he had "hounds" search a playing field for a "fox". At the time, the two were working full-time and programed at Billings' apartment during the night. Lyons did the bulk of the programming, while Billings assisted with data entry and minor programming tasks.
The game was originally developed for the Tandy Corporation's TRS-80, but an Apple II version was also created two months into development. Billings met with Trip Hawkins, then a marketing manager at Apple Computers, via a venture capitalist. Hawkins convinced Billings to develop the game for the Apple II; he commented that the computer's capacity for color graphics made it the best platform for strategy games. In October 1979, Billings' uncle gave him an Apple II. Billings and Lyons then converted their existing code to work on the Apple II and used a graphics software package to generate the game's map.
After Lyons began programming, Billings started to study the video games market. He visited local game stores and attended a San Francisco gaming convention. Billings approached Tom Shaw from Avalon Hill—the company produced many war games that Billings played as a child—and one of the founders of Automated Simulations to share market data, but aroused no interest. The lukewarm responses made Billings believe he would have to publish SSI's games. After Computer Bismarck was finished in January 1980, he searched for a graphic designer to handle the game's packaging.
Billings met Louis Saekow through a string of friends but was hesitant to hire him. Inspired by Avalon Hill's games, Billings wanted SSI's games to look professional and include maps, detailed manuals, and excellent box art. Two months prior, Saekow had postponed medical school to pursue his dream of becoming a graphic designer. To secure the job, Saekow told Billings that he could withhold pay if the work was unsatisfactory. In creating the box art, Saekow used a stat camera; his roommate worked for a magazine company and helped him sneak in to use its camera after hours. Saekow's cousin then handled printing the packaging. Without any storage for the complete products, Billings stored the first 2,000 boxes in his bedroom. In February 1980, he distributed 30,000 flyers to Apple II owners, and displayed the game at the Applefest exposition a month later.
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