The mid-late 80's were also a good time to be a 14-year-old developer.<p>Computers were $200, and booted straight into a development environment, and came with sufficient printed documentation to actually learn that language.<p>At that time, the budget for low budget commercial games was 1-3 man-months of effort, very much within the reach of amateurs.<p>There also existed a good market for amateur productions -- things like the "disk of the month" clubs.<p>I was able to produce a game in a weekend, and sell it for one to two hundred dollars. If you factor in inflation, that's a pretty good wage for someone who's just learning and playing around.<p>The market for cheap, easy to make games dried up in the 90s. Even successful shareware games required a level of polish, effort and knowledge out of reach of most 14 year olds.<p>I'm really happy to see that 14 year olds can once again have experiences similar to mine. I hope it lasts, but it does appear that mobile development is shifting to the more standard "winner takes all" marketplace.