Archive for the ‘History’ Category

Unearthed arcana, milestones, and anniversaries.

Beta-testing Wolfenstein 3D

April 13th, 2020 1:06 PM
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Filed under Game trail, Happenings, History;
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Years after the last Apple II rolled off the production line, there was still a lot of commercial and shareware software being developed for the IIGS. In the heyday of the GEnie online service, I somehow fell into a group beta testers of new programs for companies such as InTrec and Seven Hills.

One developer I especially enjoyed working for was Eric "Sheppy" Shepherd. His website of eponymous SheppyWare lists many programs I got to try before they were ready for prime time, such as gsAIM, Lemonade Stand, Shifty List, and WebWorks GS.

But the beta I most enjoyed was that for Wolfenstein 3D. The port had been a long time in development, with many parties involved: id Software, Logicware, Burger Becky, and Ninjaforce, to name a few. It was Sheppy who developed and project-managed the final release of this first-person shooter that had been so popular on my friends’ MS-DOS machines.

But I’ve never owned a desktop computer that wasn’t an Apple II, so Wolf3D had been something I’d only been able to envy without playing. Gaming was my Apple II niche — I got my start with Juiced.GS writing a review of Silvern Castle — so I was eager to finally dive into the heralded game.

Wolfenstein 3D title screen

Perhaps too eager. The Apple IIGS emulator of choice for Mac OS in the mid- to late 1990s was Bernie ][ the Rescue, so I booted up Bernie on my Wall Street and promptly launched Wolf3D.

CRASH! The game failed almost immediately. I was disappointed to not get my hands on the game, but also excited to contribute to the beta-testing process. I was certain I had acted so swiftly that no one else could’ve yet encountered this blocker of a bug. Without checking to see if that was true, I reported back to the testing group: "Hey, it crashes Bernie!"

In my haste to submit my first bug, I had completely ignored the release notes that had accompanied this version of Wolf3D, indicating that it was incompatible with Bernie ][ the Rescue. 🤦🏼‍♂️

Just a few months later, in the summer of 1998, I attended my first KansasFest. It was my first time meeting Sheppy and my fellow beta-testers, such as Ryan Suenaga and Dave Miller. We were celebrating the successful release of Wolf3D for the IIGS earlier that year, with Sheppy hosting a post-mortem of the game’s development, giving all KansasFest attendees a peek behind the scenes.

It was there, at my first KansasFest, in front of all my friends and heroes, that I was stunned to receive a certificate of acknowledgement for my significant contribution to the development of Wolfenstein 3D.

Hey, It Crashes Bernie Award

Sheppy wasn’t singling out the new guy, though — every beta tester got their turn. As reported a month later by Ryan Suenaga in in The Lamp!:

Sheppy also presented the _Wolfenstein 3D Beta Tester Awards_, for those of us who had gone through the intense last few weeks of beta testing for the most eagerly anticipated Apple IIgs game in history. The history behind these awards is too long to go into here–use your imagination:

  • Dan Krass: The Web Banner Plaque of Honor
  • David Miller: The ProTERM Mac Can Do It Citation
  • Ken Gagne: The "Hey, It Crashes Bernie" Certificate
  • Kirk Mitchell: The "Boy, Is This Fast on My G3" Award
  • Ryan Suenaga: The Floppy Disk Loaner Citation of Valor
  • Tony Diaz: The Last-Minute Crisis Award of Merit
  • Tony Ward: The Custom Scenario Proponent Citation

Perhaps I should’ve been mortified to have had my youthful exuberance enshrined in such a public and memorable manner. But instead, I was and am grateful to Sheppy for the wonderful opportunity to test Wolfenstein 3D and for being including in his community — not only of beta testers, but of friends he could count on to take a joke. I found everything I hoped for at KansasFest 1998; it’s thanks to memories like these that I’ve been a part of KansasFest and the Apple II community ever since.

Kevin Costner advertises the Apple Lisa

January 27th, 2020 9:58 AM
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Many film celebrities get their start with television commercials. Before Rain Man and Tootsie, Dustin Hoffman hawked for Volkswagen.

Ant Man Paul Rudd shilled the Super Nintendo.

And before he heard a voice whisper "If you build it, he will come", Kevin Costner advertised the Apple Lisa.

I’ve seen practically every Apple II commercial with their everyday families and dramatic voiceovers. Many are clever and memorable, but I don’t know of any that feature the era’s contemporary or nascent stars.

I suppose an early Apple Computer Inc. didn’t have the budget to afford recognizable talent. The Apple II was released in 1977, with Apple’s IPO happening 3.5 years later, on December 12, 1980. By the time the Apple Lisa debuted in January 1983, the company was comfortably profitable with more of a marketing budget.

Or maybe it’s just the unpredictable vagaries of Hollywood. By the time Kevin Costner was advertising the Lisa, he’d been in only a half-dozen movies, none of them blockbuster films or starring roles such as "Frat Boy No. 1" in Ron Howard’s Night Shift. Who knew that this commercial actor would grow up to be in The Postman, Waterworld, Tin Cup, and Man of Steel?

What a missed opportunity for him to have returned to his roots and make a cameo in any of the many Steve Jobs films!

(Hat tip to Cody Combs)

Apple II at The Strong Museum of Play

December 30th, 2019 12:00 PM
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I love visiting computer museums, be it the Computer History Museum of Mountain View, California; the Living Computers: Museum & Labs of Seattle, Washington; or the InfoAge Museum of Wall Township, New Jersey. But the only museum I’ve visited repeatedly is The Strong Museum of Play in Rochester, New York. I stopped by there twice in 2011, just a year after the museum expanded to include the International Center for the History of Electronic Games. As a former member of the gaming press, I’ve been able to donate a variety of video game rarities to the ICHEG.

This past weekend marked my third visit to The Strong, and as always, I was drawn to its Apple II artifacts. The history of gaming exhibit is diverse, if not comprehensive, and includes names and equipment familiar to retrocomputing enthusiasts. Several new artifacts had been added since my last visit eight years ago, including the original Apple II computers of Bill Budge and John Romero, as seen in these photos.

While other computers made multiple appearances, including the TRS-80, the Apple II is the only machine I saw in triplicate. While The Strong often inadvertently snubs the Apple II in its annual nominations to the World Video Game Hall of Fame, it’s great to see the institution give the computer — and its developers — the recognition they deserve.

For my photos from the Women in Games exhibit, visit the Juiced.GS website. For yet more Strong photos, visit Gamebits!

Woz works Christmas

December 23rd, 2019 10:28 AM
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Filed under History, Steve Wozniak;
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Christmas is this week, and whether or not you have friends and family to spend it with, ideally you’re not spending it with co-workers: the holidays are a vacation from our day jobs, if any.

Unless you’re Steve Wozniak.

Forty-two years ago, Woz spent Christmas developing the a 5.25" floppy disk drive for the Apple II. It was 1977 — Apple’s first year in business — and the first Consumer Electronics Show (CES) to be held in Las Vegas was just a week or two away. For Woz, there would be no yule logs or holiday shopping or Christmas lights or Christmas vacation — only floppy toil.

Woz’s labor paid off, as the resulting Disk II drive propelled the success of the Apple II. "It cost just $140 in components, but sold for $595", reports Cult of Mac — that’s $552 and $2,347 in 2019 dollars. Yet it was still "the cheapest floppy disk system ever sold up to that point", states Wikipedia.

CC BY-SA 3.0 All About Apple


Like a Jelly of the Month Club subscription, Woz’s work is the gift that keeps on giving. Disks produced for the Apple II floppy drive continue to be imaged to this day, ensuring that classic software is preserved for Christmases to come.

The price of CompuServe

December 9th, 2019 1:45 PM
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Filed under History, Musings;
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I was researching the history of MUDs and MMORPGs when a comment on Jimmy Maher’s blog led me to the Wikipedia page for Island of Kesmai, a CompuServe MUD. As an alumnus of that online service, I was aware of this game but had never played it myself. What I found most striking about its history was the section "Price to play":

The game was available on CompuServe for no additional charge. However, CompuServe cost $6 per hour for 300 baud or $12 per hour for 1200 baud access rates. The game processed one command every 10 seconds, which equates to 1​⅔ cents per command.

Oh, gosh. Did that take me back — back to an age where I lived wildly outside my means.

As early as 1986, my dad showed me how to use the Apple Personal Modem on our Apple IIe to connect to what he called "the New York computer" (CompuServe was in Columbus, Ohio). At first we used it only for business and educational purposes: looking up stock prices and online encyclopedia entries. I was one of only three kids in my grade school class who had a home computer, and I was envied for how much easier the computer made my homework.
CompuServe logo
But my main use for the Apple II was computer games. When my family got a Nintendo Entertainment System in 1988, I fell wholly in love with its fantasy worlds. Perhaps since the NES had no academic value, or because everyone else in my class had a NES and it was therefore commonplace, my enthusiasm for it had the opposite effect of my Apple II: it made me dramatically unpopular.

I had to look beyond the playground to find friends who enjoyed and understood video games. That led me back to CompuServe and its gaming fora.

I spent hours upon hours in the Apple II Users, Gamers, Video Gamers, and Video Game Publishers fora. I would read every message, download every new game or FAQ, attend every scheduled chat, and occasionally play MUDs like British Legends. Being nominated as Member of the Month (MOTM) in 1992, first in the Apple II Users forum and then in one of the gaming forums, reaffirmed that I’d found my tribe.

This community came with a cost — one that my parents paid. Today, since we are rarely in control of our mobile devices’ connection speed, we’re charged by the byte; but forty years ago, we were instead charged by the hour. Those hourly fees piled up quickly: chats occurred slowly, and file transfers took forever (a 400K game would take 40 minutes, or $8, to download). CompuServe offered "offline reader" programs like TAPCIS, which would connect to CompuServe, download all the new messages, then disconnect, allowing the user to read the text and compose responses to be sent upon the next connection, all without hogging the phone line and running up expensive connection fees. Alas, I recall no such program for the Apple II.

Also, CompuServe was founded on timesharing: an insurance company wanted its expensive computers to earn their keep in their downtime. That meant, to deter users from competing with the insurance applications, it was more expensive to use CompuServe during the day. My father had told me the wrong switchover time from daytime rates to evening — so every night, I was incurring one hour of expensive connections before nighttime took effect.

Even for those services that didn’t charge their own fees, there were still phone bills to be paid. Dialing CompuServe was free; we had a local Tymnet node. But eventually my online addiction spilled over to BBSs, many of which were long-distance calls (usually to Worcester, Massachusetts). Now my father was getting dinged on both his credit card and his phone bills.

The worst month was when my dad got a $500 bill — one that he made me pay. As he drove me to the bank, he told me that he didn’t want to do this, but he saw no other choice. That may have been shortsighted, as he did eventually explore alternatives. He threatened to move me from CompuServe to Prodigy, which had a flat-rate plan. This would’ve been like changing neighborhoods or schools, losing all my friends and having to make new ones, so my dad relented. Instead he gave me a budget of $50/month, and if I came under, I could keep the difference. I was excited by the possibility of using those funds to buy a new Nintendo game every month… yet my online communities still got the better of me, and there was never any money left over. (More likely, I was frequently over-budget.)

One tactic my parents never tried was figuring out why I spent so much time online. They might’ve learned that the community I had there was one I didn’t have anywhere else. Disconnecting CompuServe would’ve saved them money, but it wouldn’t’ve magically expanded my offline social circle.

Fortunately, my father’s threats were empty: he never forced me to leave CompuServe. It helped that I eventually became a sysop, which allowed me to visit my favorite forum for as long as I wanted for free. But I resigned from that position when I moved to college: it was a more diverse environment than my previous schools, and I finally found other gamers offline. But I still wanted to be a part of the Apple II community, so I followed as it migrated to text-friendlier pastures: from CompuServe to GEnie to Delphi to Syndicomm Online. By the time that last one shuttered in 2006, I was a college graduate who was tired of moving and was ready to settle down. Tired of playing in other people’s sandboxes, I set up my own site on WordPress. Twelve years later, I got a job at Automattic, the developers of WordPress.com.

I had an expensive childhood — one I’m very fortunate my parents could afford, even if they did so begrudgingly. In hindsight, my dad would call it an investment in my future career, and he’d be right. But more important, CompuServe filled a void and made this kid feel a lot less alone.

Interplay’s cancelled RPG, Meantime

November 18th, 2019 10:26 AM
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I spend more time consuming game news than I do playing games, which means I learn a lot about games well before they’re released. Alas, not all games that are reported to be in development ultimately enjoy a public debut. From Scalebound on the Xbox One to StarCraft: Ghost on the Nintendo 64 to SimCity on the Apple IIGS, games that are more than a concept and are anticipated by fans nonetheless get axed for a variety of reasons: too complex a development process, insufficient budget, or too late in a platform’s lifespan.

Still, I was surprised to find an early Apple II game on GameRant’s list of "10 Canceled RPG Games You Never Knew Existed". As I haven’t played many role-playing games in the last twenty years, I found GameRant’s list to be aptly named: I hadn’t heard of a single one of these titles.

But one of them, Meantime, I feel like I should have:

Following 1988’s Wasteland, Interplay (again) wanted to publish a follow-up, and Meantime was put into development for the Apple II. The game was deep into development when a couple of detrimental things occurred. For one, key player Liz Danforth left the team. For another, the team realized that the Apple II was declining in relevance and sales. The team attempted to port the progress over to the MS-DOS, but lead Bill Dugan lost morale upon seeing the incredible graphics of Ultima VII. Knowing that his product was vastly inferior and out-of-date, he decided to cancel the project for good.

Wikipedia has an entire page about the game, elaborating that Meantime was to be set in the same universe as Wasteland, also by Interplay, but with a plot more akin to Bill & Ted’s Excellent Adventure:

The basic premise was that the player would travel through time, and recruit famous historical figures to the player’s party. For example, Amelia Earhart joins the party when she is rescued from a Japanese prison camp, and Wernher von Braun does when he is helped to escape the Soviets at the end of World War II. Each character would also have a particular specialty; Cyrano de Bergerac, for example, would have an expert fencing skill. The party would attempt to repair damage caused by a similar party of time-traveling villains, attempting to alter the course of history by influencing events.

Will we ever see a hint of what the game might’ve been, like we did with SimCity GS? In short, no. Not only does the website JustAdventure.com state that no screenshots of the game exist, but it gets worse, according to Wikipedia:

When Interplay finally did create their spiritual successor to Wasteland, Fallout, none of the Meantime code was used and the only Meantime designer involved in the creation of Fallout was Mark O’Green. No copies of the source code are believed to currently exist.

And yet the Wasteland universe persists: Wasteland 3 was announced just last week as being released on May 19, 2020.

Maybe Interplay will harken back to its lost heritage in an Easter egg still to come.