ChipWits, the game that taught a generation how to code, is back
Developers Doug Sharp and Mark Roth walk us through the game's glorious past and promising future.
Back in the year 1984, Apple launched its bid to redefine personal computing with a new machine called the Macintosh, which came with only 128 kilobytes of memory, a single floppy drive, and no hard disk. It took a while before it became successful, and one prominent feature in that early software landscape was the coding game ChipWits, a unique title about programming cute robots to explore a landscape, collecting items and dealing with threats.
ChipWits earned a pile of accolades, was critically lauded in magazines, and directly inspired a generation of programmers. Now, 40 years later, an official remake is in the works. Doug Sharp and Mark Roth, two of the developers of the new edition, graciously took a little time away from constructing the game to answer our questions.
Game Developer: Who are you, and what is ChipWits?
ChipWits is a game about coding-friendly robots with an approachable icon-based language. It features open-ended puzzles, engaging stories, competition, and tinkering creatively for fun!
For example, in this mission, you have to collect all four items in the corners of the room. Your robot follows the program on the right side of the screen. Can you improve this program and find the most efficient way?
Four Corners: An example mission in ChipWits. Images via Doug Sharp and Mark Roth.
Doug Sharp: I’m Doug Sharp, co-creator (with Mike Johnston) of ChipWits and president of ChipWits, Inc. I was 32 when ChipWits came out in 1984, so I’m an old fart now.
After ChipWits came out, I turned my attention to interactive narrative. I created Cinemaware’s The King of Chicago, which was another bestseller. After two hit games, I was a hot property in the game industry. I had just started work on a game I called Future Cop for Activision when seizures stopped me from coding for three years. I was no longer a big deal in the gaming world. When we stabilized my brain, I dove back into coding. In '93, I was hired by Microsoft Research and worked for five fun years in the Virtual Worlds group, where we developed a cool early version of the Metaverse. In '97, I was disabled by seizures again and had to leave MSFT. The seizures damaged my brain to the point that I could no longer program. I turned to writing and wrote two humorous sci-fi thrillers: Channel Zilch and Hel’s Bet. Because of my brain damage, it took 21 years to write them. I also do graphic arts and am now working on a savagely satirical graphic novel called “Elon Musk and His Sweatshop on Mars.”
But my main project is working with the great team I assembled to release the new and much improved ChipWits.
Mark Roth: I’m Mark Roth, the lead engineer and co-founder of ChipWits, Inc., the company we created for the modern reboot of the game.
I have such fond memories of ChipWits! I first encountered ChipWits when my 5th-grade teacher, who had a Commodore 64 in the back of the classroom, showed me the game and said, “I think you’ll like this.” Little did I know at the time that the game would help kindle my interest in programming. Now, I’m a software architect and engineer working on scalable data systems by day, and by night and weekend, I’m a part-time game developer working on the reboot of this incredible game with an incredibly talented team, all of whom are doing this as a passion project!
We hope to do the original game justice with our reboot, which is geared towards modern audiences.
Sharp: ChipWits is a programming game. Players learn programming and have a blast doing so. It’s a game that keeps players up late trying just one more change in the code and then another and another. One of my favorite lines from a ChipWits review is from a Creative Computing article called “ChipWits--Bet you can’t just build one,”: “Last night my wife came downstairs at 4:30 a.m. only to witness me cursing at a cartoon robot.”
ChipWits is both a serious and a light-hearted game. Serious about teaching computer science. Light-hearted because our ChipWits wear roller skates, drink COFFEE, and perform robot music.
I’m immensely proud of ChipWits.
So, how did the original ChipWits happen?
Sharp: In the late '70s, I was a 5th-grade teacher. I taught myself programming (in BASIC) by bringing Apple IIs home on weekends. I left teaching to pursue creating educational software. I enrolled at the U of MN in the Instructional Systems program where Michael Johnston was an instructor. We hit it off and decided we should form a company to put out an educational computing magazine we called Discourse. Luckily, we ditched the idea of a mag. We started brainstorming about a game we called The Robot Thing. We made a lot of money porting games between microcomputers and saved it up to buy time to work on our game. When the Macintosh was introduced we knew immediately we had to code ChipWits for the Mac first.
The best article about the genesis of ChipWits is this 1984 Macazine review.
The original ChipWits for the Macintosh (1984). Images via Doug Sharp and Mark Roth.
Looking at the comments left on posts on the ChipWits website, it's obvious that a lot of people have fond memories of the original! How was it received, and how is it remembered?
ChipWits got rave reviews. One reviewer remembered ChipWits so fondly that in 2008 he named it the 8th best game ever for the Mac and Apple II. ChipWits also influenced a number of games, especially Carnage Heart.
It won awards:
Byte Magazine Product of the Month (July 1985)
MacUser’s Editor’s Choice (1986)
"Critics Choice Award", Family Computing Magazine
"Showcase Award", Summer CES
5 stars! (Info 1987, p.50)