If you can program a computer then it is possible to earn a living from creating leisure software. Games seems to do very well and there is still quite a market for adventure and utility programs. You can write a good game in either BASIC or Machine Code, although you do stand a much better chance of getting your software accepted by a company if it is written in Machine Code. FIRST STEPS ÿÿÿÿÿÿÿÿÿÿÿ When you have produced your games ask yourself if the game is marketable enough? Be honest with yourself, and if possible ask your friends for their opinions. If you feel that the game is not up to a good standard then think of ways in which you could improve it. SENDING YOUR SOFTWARE TO COMPANIES ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ Before you send copies of your games to companies for publication, you must protect yourself in the event that someone will publish your game without your permission. The easiest way to protect yourself is to put a copy of your game in a padded bag or large envelope along with a letter stating when you wrote the game. Then write your name and address on the padded bag/envelope and post it to yourself. When the padded bag/envelope arrives through your letter box a few days later, DO NOT OPEN IT! This may sound rather silly, but the padded bag/envelope will have an official date stamped on it by the post office, which proves when you wrote the game. So when you receive your padded bag/envelope, put it somewhere safe. Now you are ready to send copies of your game to software companies for publication (List supplied in section 1). It is best to send your game to as many software companies as you can along with an accompanying letter. It is also a good idea to include a cheat routine or a map for the game, which will allow the evaluator to see as much of the game as possible. REJECTION AND ACCEPTANCE ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ The evaluation process can take a very long time, so be patient. If you receive a letter of rejection then don't be disheartned. One company even rejected the popular space trading game 'Elite'! So send your game to another company and try again. If you receive a letter of acceptance, then it is very likely that the company will ask you to make a few alterations to the game. It is more beneficial for yourself to cooperate with the company 100% When everything is finally sorted out you will recieve a contract. Find someone with legal experience, either a Solicitor or your local Citizens Advice Bureau to check the contract. Then when you have finally signed the contract, PUT IT SOMEWHERE SAFE! and if possible make a photocopy in case you lose it. PAYMENT ÿÿÿÿÿÿÿ Payment for your game will depend on certain factors. Most software companies will prefer to pay you by royalties. That is, a certain sum of money per game sold. I.E. If you were being paid 20p per game sold, and your game sells a total of 20,000 copies, then you will receive, œ4000 It is worth considering that games that have been programmed for 16 Bit computers such as IBM PC's, Amiga and Atari ST will earn you more per copy sold. The reason for this is because these computers require much more programming than their 8 Bit rivals, as 16 Bit computers have far sophisticated sound and graphics capabilities and thus require more work and programming. Some companies prefer to buy a game outright rather than pay royalties on sales. This has one advantage in that, if a game is a very poor seller then at least you have had some money for your efforts. There is plenty of money to be made from programming leisure software and companies are always on the look out for new talent. So if you have the skill to write professional looking games, then you could do very well from the leisure software industry. * NOTE * If your program is rejected by the software companies, then it may be worth putting your game in the Public Domain or Shareware circuit. This means that your program will be distributed freely by various Public Domain and Shareware Libraries and users of your software may send you donations or contributions of money for your hard work.