Wasteland sequel to hit Kickstarter

February 20th, 2012 1:28 PM
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Back in September, I called Martin Haye on Juiced.GS business. In this day of Twitter, Facebook, IM, and IRC, it's unusual for me to make a phone call to an Apple II user, and I'm always cognizant of the likelihood for intrusion when I do. In this case, I knew Martin was soon leaving on a camping trip, and I didn't want to interrupt his packing. Nope! He was playing Wasteland, Interplay's post-apocalyptic spiritual precursor to Fallout. "Oh," I said, "so this is a bad time to be calling." "Well, it's not like it's the kind of game that demands uninterrupted attention," he laughed.

Here's something that does deserve your attention, Martin: having recently developed Choplifter HD, original Wasteland co-designer Brian Fargo of inXile Entertainment is looking to reboot the franchise with a new, Kickstarter-funded game. The possible Wasteland 2 would be faithful to its origins by "focusing on top-down, probably isometric, party based, skill based — where if you'd just finished playing Wasteland and moved onto this you'd feel comfortable." But it'll stray from its roots by being for PC only, though an iOS edition would be considered.

Wasteland box art

All this for the cool price of one million dollars — that's how much Fargo estimates it'll take to fund the project. That's ambitious but, as of last week, not unprecedented. Still, it's a ton of dough to pony up for a game that's known to modern gamers more by name than by experience. Is Fargo daydreaming? He revealed his intentions after only 48 hours of consideration, after all. Or will we put our money where his mouth is when the Kickstarter campaign supposedly launches next month?

Will you support such a campaign? What's a new Wasteland worth to you?

(Hat tip to Andy Chalk)

Karateka returns

February 16th, 2012 9:23 AM
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I recently asked why Jordan Mechner's Prince of Persia has enjoyed more diverse success and adaptation than other Apple II originals. That's now proven to be a prescient musing, as yesterday Mechner announced on his blog that his debut title, Karateka, will be re-imagined as a new game for Xbox Live Arcade and PlayStation Network later in 2012.

Like PoP, the original Karateka for the Apple II employed rotoscoping to create fluid graphics and animations. Its one-on-one martial arts bouts could be seen as a precursor to games such as Karate Champ and even Street Fighter. Yet despite being such an archetype, the game is being approached for a remake with a very different lineage than the many PoP sequels have been. As Mechner told Gamasutra:

In the 27 years since its release, it's never had a sequel or an adaptation. And yet it's stayed in people's minds all this time. It seems to hold a special place in many gamers' hearts, as it does in mine. It's the game that started my career — you can't get more indie than the Apple II — and its compact design, simple story and pick-up-and-play philosophy made it perfect for a downloadable game.

The new Karateka will not be a sequel but a fuller realization of Mechner's original characters and plot using modern technology:

The Apple II was a bit limited, in that a game could be acclaimed as a cinematic masterpiece of fluid animation while actually it was struggling to eke out eight frames per second — or even less, if the palace gate happened to be on screen at the same time. The music could only play one note at a time, no chords, and I couldn't animate the characters and play a note at the same time — given the 1KHz microprocessor it was one or the other.

So I'm especially excited about what we can do with the graphics and animation and sound in the new Karateka, given the power of today's consoles … I wanted to take advantage of XBLA and PSN technology to push this game to its production limits, and use graphics, sound and music to really put players into the world of feudal Japan in a way we couldn't on the Apple II … I've tried to make Karateka the way I would have made it in 1984 had the technology been available, and had the Apple II been able to display more than 280×192 pixels and four colors.

But the remake won't outperform the original in all ways. As Mechner told GameTrailers.com:

"If you turn both the video game console and your large flat-screen TV upside down, the entire game will play upside down," Mechner joked. "We would have liked to make it do that if you just insert the disk upside down, like the original, but with a downloadable game unfortunately that wasn't possible. See, 1980s technology was actually superior in some ways."

The past three years have provided Apple II users with a bounty of opportunities to revisit their favorite classics as never before seen, with affordable downloads and remakes of games such as Choplifter, Lode Runner, and Prince of Persia. My own history with Mechner's résumé includes more lends itself more to Karateka than PoP, and I'm eager to see how the creative force behind the original will remake such a relatively simple game as Karateka for modern platforms and audiences.

The legacy of Prince of Persia

February 13th, 2012 1:45 PM
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I've written several times about Prince of Persia, Jordan Mechner's seminal platformer that debuted on the Apple II and has since been translated, reimagined, and adapted across video game platforms, comic books, and Hollywood. At its core, the game and its plot are simple yet enduring, having survived across decades and dozens of reinterpretations. Why?

wallpaper_prince_of_persia_warrior_within_08_1600This is not the Prince of Persia you grew up with. What's given him so long a life?

Ryan Lambie at the Den of Geek has an answer. In a thoughtful if occasionally rosy reflection on the original game, he points to Prince of Persia's tension and challenge as its timeless qualities.

It didn't matter that the levels themselves were a comparatively sparse amalgam of grey walls, blue tiles and white spikes — when the Prince hung by his fingertips above a precipice, or leapt through a closing gate with barely a second to spare, the experience was akin to stepping into the shoes of Indiana Jones or Luke Skywalker.

[But] was the game's challenge that made it so addictive. No other game could match its sense of danger, nor the horrendous sense of loss when the Prince was inevitably sliced in two, run through with a sword, impaled by spikes, crushed by falling masonry, or had his bones shattered by a precipitous drop. Even now, it's difficult to think of a game whose animation, control system (which, looking back, was extremely fiddly) and level design merge so seamlessly.

As true as it is that Prince of Persia possessed these traits, I'm not sure they can explain what makes the franchise unique. Many early computer and arcade games possessed their own kind of anxiety and difficulty: who can forget being chased by stormtroopers through the halls of Castle Wolfenstein? That game inspired a 1992 first-person shooter and a series of modern sequels, but I've not witnessed it infusing popular (or at least geek) culture of the degree Prince of Persia has.

Is it just luck of the draw that made Prince of Persia succeed in ways that its contemporaries, such as Choplifter and Lode Runner, have not? Or has Jordan Mechner's genius made his opus into something unquantifiable and irreproducible?

Battle of the 'bots

February 9th, 2012 1:45 PM
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As I've discussed in Open Apple but not previously on Apple II Bits, you absolutely must check out Jimmy Maher's blog, The Digital Antiquarian. His exhaustive, academic, focused writings on the Apple II and aspects of its history and games (specifically what he refers to a "ludic narratives") are fun and informative reads worth making the time for.

His travels through Apple's history have most recently taken him to the works of Silas Warner, best known for the seminal stealth game Castle Wolfenstein but also developer of RobotWar, published by MUSE Software in 1981. True to its PLATO (Programmed Logic for Automated Teaching Operations) origins, the game served as an instructional tool for teaching programming, challenging users to create routines that describe the behavior of a combative robot. As Maher describes:

You don’t get to design your robot in the physical sense; each is identical in size, in the damage it can absorb, in acceleration and braking, and in having a single rotable radar dish it can use to “see” and a single rotatable gun it can use to shoot. The programming language you work with is extremely primitive even by the standard of BASIC, with just a bare few commands. Actual operation of the robot is accomplished by reading from and writing to a handful of registers. That can seem an odd way to program today — it took me a while to wrap my mind around it again after spending recent months up to my eyebrows in Java — but in 1981, when much microcomputer programming involved PEEKing and POKEing memory locations and hardware registers directly, it probably felt more immediately familiar.

Two to five players would then enter their routines into an arena, and may the strongest robot win!

Terminator T-800 vs Robocop

Inspired by the RobotWar competitions Computer Gaming World once hosted, Maher is looking to resurrect these epic duels with a contest of his own. One cool feature not possible at the time of RobotWar's debut: Maher will do a screencast of each battle and upload the video recording, so that players can not just know the outcome but watch how it came to be. Contestants can tweak their winning 'bots between battles, evolving them to face ever stiffer competition. Grand prizes await the mightiest mech.

This sounds like great fun, in the tradition of HackFest and RetroChallenge. I applaud Maher for actively supporting and even expanding the Apple II community, and I encourage anyone reading this to consider entering the contest.

One shall stand… and one shall fall!

Enhancing AppleWorks 4

February 6th, 2012 11:12 AM
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Last summer, I found my copy of the 1993 VHS tape Enhancing AppleWorks 4, a 26-minute video in which software developers Randy Brandt and Dan Verkade discuss the program's origin and the optional enhancements one can make to Quality Computers' 1993 update to the classic word processor, spreadsheet, and database productivity suite.

I recently decided to part with the video, and before I found out that the intended party didn't want it, I finally digitized it so that everyone could enjoy it. It seemed especially timely to do so, given Randy's recent reappearance on the Apple II community. Though it's true this video is already available on YouTube courtesy the generous Antoine Vignau, he writes, "My VCR is NTSC compatible on output to a TV screen, but my Plextor digitizer sees the flow as black & white only." I knew from my previous conversions of Quality Computer videos that my setup was capable of color, so I now offer a more picturesque alternative in this single Vimeo video:

Q/Vision, a division of Quality Computers, presents this introduction to AppleWorks 4 and the Apple II programmers behind it. Starring QC employees Randy Brandt, Dan Verkade, Katherine Hempton, and Walker Archer, written by Jerry Kindall, and produced and directed by Sam Mannino, this 1993 video was converted from VHS and is posted here with permission from copyright holder Joe Gleason.

I am not skilled at editing video and so did not run the above MP4 file through free utilities such as JES Deinterlacer and JES Video Cleaner. If anyone wishes to do so, the video file can be freely downloaded from Vimeo for further processing. Please let me know of your results, and I can replace the Vimeo file with a superior quality version without changing the URL.

It's important to remember that physical media have additional aspects that can be lost in a straight conversion, so I have also scanned all pertinent materials associated with this VHS tape into a PDF.

The Minecraft-Apple II connection

February 2nd, 2012 2:06 PM
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There are plenty of places on the Internet to find people's stories of their introduction to the Apple II: blogs, podcasts, videos, and tweets. Though games are often early computer users' gateway to the platform, I don't expect to find their stories within a game.

Troy Cheek is the exception with his YouTube channel, which features a daily Minecraft video blog. As he explores the sandbox world from a first-person perspective, he records his musings, which meander through both the virtual world and his own history. On day 142, posted on New Year's Eve 2011, Troy tells the story of his first Apple II program and its unexpected longevity. The first mention is at the 2:00 mark, but the below video starts at 3:24 with the crux of the odd juxtaposition of Minecraft and Apple II.

At 3:55, Troy says that his school bought computers "not for computer science geeks, but for the business office — the vocational education people." That reminds me of Mark Simonsen, who said in his KansasFest 2010 keynote speech that he first encountered computers in his college accounting class. I wonder how many people were introduced to the Apple II almost by accident, as a tangent to some other professional endeavor, without anticipating the impact it could have on their lives?

At 14:34, Troy mentions that the school attendance program he developed employed the bubble sort algorithm, which he calls "the redheaded stepchild of the sorting family". It's true that it's not the most efficient way to sort a large data set, but it's also one of the easiest to implement and the best-known. Heck, even President Barack Obama is familiar with it:

Of course, Troy isn't the first person to intersect the Apple II with Minecraft. Steve Weyhrich did so nearly a year ago with his amazing and faithful re-creation of an Apple II using Minecraft building blocks. He later presented his work at KansasFest 2011, including a virtual Apple Store.

What other inspirations of the Apple II have you seen in your favorite games?

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