Scott Schram
Scott Schram
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| Schram, Scott | |
| Occupation | Software Developer |
Career
Scott Schram emerged as a pioneering game designer in the early 1980s, during the formative years of home computer gaming. His entry into the field began after acquiring one of the first Apple II computers, where he self-taught programming and initially focused on hardware and utility software. While employed at a computer store in Memphis, Tennessee, Schram developed a set of utilities for printing graphics on dot matrix printers at various sizes and orientations. These tools were distributed for free with printer sales to help the store compete against mail-order dealers, showcasing his early ability for practical software solutions.
Inspired by a friend's success in selling hardware add-on boards, Schram decided to pursue commercial game development full-time. Despite family reservations and the financial risk— he noted spending as much on computer hardware as he earned from his job— he quit his position to focus on creating games. His first prototype, originally titled Photon Base, was a shoot'em up game that he submitted to several publishers. Broderbund Software, founded by brothers Doug and Gary Carlston, showed interest and requested enhancements, including a new storyline about genetic engineering in a dystopian future. Retitled Genetic Drift, the game was published in late 1981 for the Apple II, marking Schram's debut in the industry. In Genetic Drift, players mutate hostile life forms into harmless televisions using lasers, blending arcade action with humorous sci-fi elements.
Building on this success, Schram developed prototypes for three additional games, one of which evolved into Labyrinth, a maze-based title where players navigate sliding walls, rescue humans, and evade monsters. Broderbund advised refining the concept to emphasize the maze mechanics, and the game was released around mid-1982 for the Apple II, with Schram credited for both game design and programming. A notable anecdote from development involved a bug where a monster escaped the maze boundaries, causing an "out-of-bounds" memory error and crashing the game, highlighting the technical challenges of early programming. Due to the growing popularity of the Atari home computers, Broderbund commissioned ports: Corey Kosak handled Labyrinth, while Schram himself ported Genetic Drift, both released in late 1982. Schram appreciated the Atari's superior graphics and sound capabilities, which enhanced the games compared to the Apple II versions.
Schram's third project for Broderbund was Deadly Secrets, an adventure game involving graphics, puzzles, and a narrative he authored, including room descriptions and commands. Collaborating with a separate programmer and artist, the game aimed to push the Apple II's limits but ultimately remained unpublished due to technical constraints, appearing only in a Broderbund advertisement and contributing to the era's vaporware phenomenon.
Transitioning to Penguin Software in Geneva, Illinois, Schram continued his career with Crime Wave, released in 1983 for the Apple II. In this fast-paced action game, players control a police car chasing bank robbers through city streets, emphasizing pursuit and strategy. Growing weary of the prevalent violence in video games, Schram began advocating for non-violent alternatives, arguing that interactive media could influence decision-making in ways passive entertainment like movies could not. He suggested violent games might attract players seeking adrenaline or a sense of power absent in their real lives. This philosophy led to his next project: porting Pie Man, originally developed by Eagle Berns and Michael Kosaka for the Apple II, to the Atari platform. In Pie Man, players assemble pies on conveyor belts while avoiding hazards, with Schram adding enhancements like a four-part musical soundtrack. Despite the commercial success of non-violent titles like Tetris and solitaire, Pie Man did not perform well in sales.
Schram's career in game design tapered off after his time at Penguin Software. In later reflections, he contrasted the "one person, one game" model of his era- where developers worked solo with well-documented, open-source-like operating systems- with modern team-based development reliant on complex, proprietary tools. He expressed optimism about the open-source movement, hoping it would empower programmers to innovate by understanding and improving underlying code. Schram's work, preserved through emulators and retro gaming communities, exemplifies the innovative spirit of early home computer developers, blending technical ingenuity with thoughtful commentary on game design ethics.
List of major works
- Category:1982 Scott Schram
- Category:1981 Scott Schram
- Pie Man (Atari 8-Bit, 5 1/4" Disk) Penguin Software - 1982 USA, Canada Release
- Genetic Drift (Apple II, 5 1/4" Disk) Broderbund Software - 1981 USA, Canada Release
- Genetic Drift (Atari 8-Bit, 5 1/4" Disk) Broderbund Software - 1982 USA, Canada Release
- Genetic Drift (Atari 8-Bit, Cassette) Broderbund Software - 1982 USA, Canada Release
- Labyrinth (Atari 8-Bit, Cassette) Broderbund Software - 1982 USA, Canada Release
- Labyrinth (Atari 8-Bit, 5 1/4" Disk) Broderbund Software - 1982 USA, Canada Release
- Crime Wave (Apple II, 5 1/4" Disk) Penguin Software - 1983 USA, Canada Release
- Category:1983 Scott Schram
- Labyrinth (Apple II, 5 1/4" Disk) Broderbund Software - 1982 USA, Canada Release
