Little Computer People

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.

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.

[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.

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.

[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] 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.

[8] Marketing staff at Activision formulated promotion through a newspaper story about the discovery of people living in computers everywhere.

Unlike previous versions of Little Computer People, the playable character is a girl wearing a pink dress and bow in her hair.

Like Apple Town Story, this game also features a female character, only older and more glamorous in appearance.

favorably reviewed the Atari ST version in 1987, stating that it had "enormous and subtle educational appeal" to children and others.

[21] 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.

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.