* Two Cambridge undergraduates inventing the Sandbox Open Ended and 3D Space Simulation genres by themselves in their spare time. Funnily enough, they were [[ItWillNeverCatchOn initially rejected]] because their design was too radical and away from the "3 Lives and 10 minutes of gameplay" trend of the time.
* GeniusProgramming: The amount of innovations and creative programming needed to implement a groundbreaking game of this magnitude in only 22ks, a tiny fraction of what's avalaible to the simplest phone. Braven gives a not too technical lecture [[http://www.gdcvault.com/play/1014628/Classic-Game-Postmortem in this 2011 video]].
* The original game had so many features and {{feelies}} that it used every avalaible bit, so in the end it figuratively AND literally overflowed its box.

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