IndieSider goes French — sort of

January 26th, 2015 11:26 AM
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On July 2, 2014, I launched the IndieSider podcast. This biweekly show pairs gameplay footage with developer interviews. It's a unique combination that allows me to interview indie game developers while experiencing their creations. I try to focus on games that are doing something unusual, such as This War of Mine, which simulates the reality of being a civilian in a war-torn country; or developers working in uncommon situations, such as Dan Dujnic, who releases a new version of his twin-stick shooter, Breakers Yard, to the web every week.

Recently I discovered the puzzle game Cubot and was charmed by its calming aesthetic, uncomplicated gameplay, and challenging levels. I reached out to developer Nicolas Pierre-Loti-Viaud of Nicoplv Games for an interview. He liked the IndieSider format and wanted to participate, but his spoken English is as good as my French — which is to say, nonexistent. On those grounds, he regretfully declined.

Fortunately, I don't take "no" for an answer! I figured if I could just get a translator, then the interview could proceed. Who did I know who could serve as a bridge between these two languages?

I didn't have to look far.

Juiced.FR

Vive le Juiced.GS!

Antoine Vignau of Brutal Deluxe recently translated an entire issue of Juiced.GS into French. The resulting special edition was mailed for free to all the magazine's French-speaking subscribers. I asked Nicolas: may we conduct the interview via email in French? And Antoine: would you translate to English and provide me an audio recording of the translation?

All parties were game. The interview was on!

IndieSider #16 went live last week and is available in audio and video editions, with French and English transcripts. The voice you hear is Antoine's, but the words are Nicolas'. Antoine and I recorded our tracks separately, which made for a fun time editing, since he never heard the exact tone or phrasing of my questions and responses until after the show had aired!

While the content of this interview had nothing to do with the Apple II, it nonetheless would not have been possible without the Apple II community and this unique collaboration. My thanks to Antoine for lending his expertise and for being willing to play such an unusual role!

French Touch's Scroll Scroll Scroll

January 19th, 2015 11:10 PM
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Arnaud Cocquière and the team at French Touch have released a new 8-bit demo: Scroll Scroll Scroll. Below is a YouTube video of the program, which you can download and run as a disk image.

Although I'd not previously heard of French Touch, this demo is not their debut: previous demos include Unlimited Bobs and Ibiza, among others.

The demo scene is more fascinating and storied than I can detail here: it already has its own documentary and deserves a complementary Juiced.GS feature. While I do that digging, enjoy Scroll Scroll Scroll.

(Hat tip to Antoine Vignau)

Keeping Stanford's football statistics

January 12th, 2015 10:34 AM
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Stanford University's athletics department recently produced a piece of investigative journalism that I'm jealous didn't appear in Juiced.GS. By focusing on a niche intersection of industries, author David Kiefer has made a bold claim: the Apple II was the first computer used to track football statistics.

In 1980, Stanford football statistician Ken Lorell was seeking a solution to a problem, and the result was a revolutionary way of keeping stats … on a computer. This had never been done before.

Apple Computer was founded in 1976 and a year later released the Apple II, the first successful mass-produced microcomputer. Lorell saw the computer’s value in statkeeping, especially as offenses became more complex — with passing attacks becoming more sophisticated and the run and shoot opening up the world of hurry-up attacks.

After the 1979 season, Lorell approached the Stanford athletic department about the idea of purchasing a personal computer for statistical purposes. It was a tough sell, especially because the Apple II was originally retailing for $1,298 with 4 KB of RAM, and $2,638 for the maximum 48 KB.

Lorell nonetheless got the funding and had the machine up and running in time for the next season. But a minor hardware glitch would delay its successful debut.

On Sept. 6, 1980, it was ready for a trial run. Stanford opened at Oregon and Lorell and the Cardinal stat crew gathered at Lorell's Palo Alto home. The team would assemble the stats as if it were a home game, with some of the crew acting as spotters while watching on television. The television was used for visuals only while the sound and descriptions were created by the radio commentary of Don Klein and Bob Murphy.

All was well until someone tripped over the power cord. The data for the entire first half was lost.

Fortunately, one of the crew had kept the play-by-play on paper as a backup. Because the stats did not have to be compiled in order, the data was reconstructed by the end of halftime. Later, the Oregon stats were discovered to have an error. The computerized stats were more accurate.

"We did it," Lorell said. "We were so happy this thing worked."

Computerized stats made their official debut on Sept. 13, 1980, in Stanford’s 19–13 victory over visiting Tulane. And they’ve been there ever since.

This means that the Apple II appeared in football well before football appeared on the Apple II — the popular John Madden video game franchise, which continues to this day, didn't debut until 1988.

Nor was this the last appearance of the Apple II at Stanford University. Not only did the school once offer a course called "History of Computer Game Design", which perforce includes the Apple II, but Apple co-founder Steve Jobs famously delivered their 2005 commencement speech.

But where has the Apple II been at Stanford since then — specifically, the one that made this groundbreaking appearance in sports statistics?

As for the Apple II, Lorell had to return it to the Stanford athletic department. No telling if it still exists.

"It literally is a museum piece," said Lorell, 70, who is now retired. "It is one of the historic, iconic products from the early days of Silicon Valley. The iPhones we have in our pockets are a thousand times more powerful."

At the time, it was a revolution that Lorell and Stanford played a role in. It may not be told in the annals of Silicon Valley innovation, but it remains an achievement with a lasting legacy – in every football stadium in the country.

Lazily revisiting Retro Fever

January 5th, 2015 11:25 AM
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Last March, I followed up my unboxing and Let's Play of Zéphyr with a video about Retro Fever. This game by Brian Picchi might be better called a metagame, as players assume the role of a retrocomputing enthusiast charged with adding as many classic computers to their collection as possible — a game most of us already play every day.

I'm no Internet celebrity, and my video did little to bring attention to Picchi's work. Finally, Retro Fever is getting the spotlight it deserves: Lazy Game Reviews (whose website looks quite familiar!) has nearly a quarter million YouTube users who were recently exposed to founder Clint Basinger's own unboxing and Let's Play of Retro Fever.

Amazing what someone with actual talent can do, no? For more Apple II goodness from Basinger, catch his Moon Patrol unboxing.

Want to learn how Picchi makes such great software? He took Juiced.GS readers behind the scenes of Retro Fever and his previous game, Lamb Chops, in Volume 19, Issue 1. Or you can download the Lamb Chops source code, released just last week.

(Hat tip to Tony DiCola)

A holiday snow demo

December 29th, 2014 8:13 AM
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Last year, inspired by Blake Patterson's annual Christmas playlist, I uploaded to YouTube a recording of the FTA's XMAS 1990 demo. While I'm glad to have contributed to the archive of holiday demos, it was nothing original I produced — not like what Dagen Brock has done.

Host of the GS Programmer's Home, Dagen recently released his own snow demo, writing:

It snowed this week and that reminded me of a simple snow routine I did for the Apple IIgs around this time last year. I had grand plans to add in music and sprites for a demo, but I've decided to just release the routine as-is.

The code for the snow animation is not the best, but it works. The image uses the lz4 source from Brutal Deluxe and I was also hoping to give a lesson on using that some day, but you can look at the disk image for now. I probably won't post the source anywhere else. Only because it's not of good quality and I will eventually post quality code examples for LZ4, NoiseTracker, Mr. Sprite, etc.

In a Facebook thread, Open Apple co-host Quinn Dunki suggested:

Love it, Dagen . I have the sudden urge to make two updates:

  1. Lower the disappearance coordinate for the snow. The dip on the ground isn't quite getting hit.
  2. Make the snow accumulate like it did in the FTA Xmas demo (one of my favorite parts of that demo- left it running for hours once :)

Dagen replied:

Sorry Quinn, I was hoping no one would notice. Flakes actually go to the bottom, I just hacked the VBlank in a weird way because I was too busy to optimize my code to run fully at 60FPS. You're seeing the undraw hit too early. I originally had planned this to be a big demo to show off loading lz4 images, Mr. Sprite, and Tool 219/220, but I have shelved that idea for now and just threw something out there for the sake of getting something out.

I applaud Dagen for not letting perfect be the enemy of done. That same "release it!" attitude is what led Martin Haye to finally publish Structris, which has since gone on to critical acclaim. As a friend of mine says: "Don't make art — just make something!"

(Hat tip to Dagen Brock)

King's Quest returns

December 22nd, 2014 10:30 AM
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At KansasFest 2010, I presented a session on modern spiritual successors to classic games. Among them was The Silver Lining, an unofficial sequel to King's Quest. The fan-produced game was long delayed due to legal issues with the official copyright holders of the King's Quest series, finally being cleared to begin its episodic release in 2010. Although received to mixed reviews, it was nonetheless a welcome, if unofficial, revival of the King's Quest series, which had lain dormant since Mask of Eternity's 1998 release.

Now it is time for the series to receive an official revival. The brand name of original publisher Sierra has been revived, and in 2015, they will publish King's Quest.

The new game has the blessing of none other than Sierra founders Ken and Roberta Williams, who accepted an award for their contributions to the industry at the recent Game Awards.

Apple II users should be interested to see where this series goes, as its origin is on their favorite computer. Many early King's Quest games were released for the Apple II or IIGS:

  • • Wizard and the Princess (1980)
  • • King's Quest: Quest for the Crown (1984)
  • • King's Quest II: Romancing the Throne (1985)
  • • King's Quest III: To Heir Is Human (1986)
  • • King's Quest IV: The Perils of Rosella (1988)

Will this latest sequel return the game to its roots? Or will it be a reboot for a new generation of gamers? We'll find out when it releases in Fall 2015 for PlayStation 3 & 4, Xbox 360 & One, and Windows.