Sid Meier’s Pirates!: The Game That Taught a Generation of Pirates

Howard Pyle illustration titled Buried Treasure, showing Captain Kidd overseeing a treasure burial on a beach

In May 1987, a Commodore 64 game called Sid Meier’s Pirates! put a working designer’s name in its title for the first time in the industry — an odd footnote next to its real achievement, which was to convince a mass audience that being a Golden Age pirate could be a full simulation rather than an arcade shooting gallery.

Before Pirates!, Piracy Meant a Shooting Gallery

Earlier pirate-themed games were narrow by design: aim a cannon, dodge another ship, repeat. Developer MicroProse, built on military simulations, took a different approach with its designer Sid Meier, who built a single game around trading, treasure-hunting, fencing duels, naval combat, and a running subplot in which the player’s character aged, married, and searched for a lost family member across a career spanning decades. No prior pirate game had tried to hold that much together at once.

A Dynamic World Built on a Technical Shortcut

Much of what made the game feel alive was structural: key variables affecting the player’s fortunes were randomized at the start of a game and kept shifting as it went on, so no two campaigns played out the same way. Meier has said the game’s animated character graphics grew out of an unrelated technical trick — storing artwork in font files to generate scenes quickly — that ended up shaping the game’s visual style as much as any artistic choice did.

A Hit Beyond MicroProse’s Usual Audience

The game sold more than a million copies and was ported to nearly every platform of the era, including the Apple II, IBM PC, Amiga, Atari ST, and NES. Computer Gaming World named it Action Game of the Year for 1988, it won two Origins Awards, and the magazine later placed it eighteenth on its 1996 list of the 150 best games ever made. It also reached players MicroProse’s military-simulation catalog rarely had, drawing a notably broader and more female audience than the studio’s other titles.

Pirate Movies, Not Pirate History

What the game actually simulated was Hollywood’s pirate, not the historical one — swashbuckling, treasure maps, and dashing captains drawn from the same Errol Flynn tradition that had already shaped the popular image of piracy for decades. That distinction matters for how the game shaped the public imagination: rather than correcting the romantic pirate myth, it let players inhabit it interactively, and more than one adult has since said the game taught them more about the period, or at least about its pop-culture version, than school ever did.

From a Font Trick to a Genre

The game’s structure — an open world where the player sets their own goals across trading, combat, and exploration — became the template for a line of later games, including two of Meier’s own subsequent hits, Railroad Tycoon and Civilization. Its direct genre, open-ended pirate simulation, kept going too: Pirates! was remade twice, as Pirates! Gold in 1993 and as a full enhanced remake in 2004, while other developers took piracy in different directions the original hadn’t attempted — LucasArts’ comedic adventure The Secret of Monkey Island arrived in 1990, and Rare’s multiplayer open-world Sea of Thieves launched in March 2018, more than three decades after the Commodore 64 original set the terms for what a pirate game could be.

Sources consulted: Wikipedia’s entries on Sid Meier’s Pirates! and Sea of Thieves; MobyGames’ catalog entry for Sid Meier’s Pirates!; and Wikipedia’s coverage of The Secret of Monkey Island.

Leave a Reply

Your email address will not be published. Required fields are marked *