

Rebecca Heineman sadly passed away. Known her since the 80s when I’d drive her to work, one of the most brilliant programmers around. A real gut punch earlier today when she messaged me: “We have gone on so many adventures together! But, into the great unknown! I go first!!!” 😦
source:
https://x.com/BrianFargo/status/1990561629080277499?ref_src=twsrc%5Etfw%7Ctwcamp%5Etweetembed%7Ctwterm%5E1990561629080277499%7Ctwgr%5Eaa654e3d5695bdceee22bc0266b706aeacab447b%7Ctwcon%5Es1_&ref_url=https%3A%2F%2Ftimesofindia.indiatimes.com%2Fsports%2Fesports%2Fnews%2Finterplay-co-founder-and-veteran-game-developer-rebecca-heineman-dies-at-62%2Farticleshow%2F125415828.cms
Rebecca’s Commodore 64 Worlds
1980s · Adventures · Role Playing Dreams
On the Commodore 64, Rebecca Heineman turned 8 bit limits into entire universes. Her work in the 1980s helped define what narrative and role playing games could be on home computers, long before terms like “open world” or “story driven” were common.
With Mindshadow she helped create one of Interplay’s first original games and an early illustrated text adventure for the C64. Players woke up on a beach with no memory of who they were and had to rebuild their identity through clues, locations, and conversations. The amnesia mechanic and the link between graphics and parser were unusual at the time and showed how deeply she thought about story, mood, and player agency.
As designer and programmer of The Bard’s Tale III: Thief of Fate on C64, Rebecca pushed the classic dungeon crawler forward. Multiple dimensions, richer narrative beats, and usability touches such as improved mapping and progression systems made it a more ambitious and humane role playing experience, while still squeezing everything into the C64’s memory.
She then carried those lessons into Dragon Wars, spiritually a successor to the Bard’s Tale trilogy. Built on a new engine with more tactical combat and choices that mattered, its C64 version blended first person exploration with party based strategy and a darker, myth inspired world. It quietly proved that a humble 8 bit machine could host deep, reactive fantasy storytelling.
These games were not just ports or contracts. They were bold experiments from a young designer who believed the Commodore 64 deserved epic stories. Many of us first met Rebecca through these pixel worlds, and we carry them with us still.
The Bard’s Tale III: Thief of Fate
Designed and programmed by Rebecca, this final chapter of the original trilogy expanded the scope of C64 RPGs with multi world travel, richer writing, and systems that rewarded patient, thoughtful play.
Dragon Wars
Spiritually a successor to Bard’s Tale, Dragon Wars used a new engine, deeper combat, and a harsh mythical setting to show how far C64 party based role playing could go.
Mindshadow
One of Interplay’s earliest originals, Mindshadow mixed parser commands with evocative C64 artwork and an amnesiac hero, showing Rebecca’s feel for mystery and atmosphere.
Rest in Peace
Rebecca Heineman
1963 – 2025 · Forever in Our High Scores

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