Pokémon GO

August 15th, 2016 9:24 AM
by
Filed under Game trail;
Comments Off on Pokémon GO

On July 6, 2016, Pokémon GO was released for iOS and Android.

This mobile game in the 20-year-old franchise throws good UX/UI design and traditional social engagement out the window — yet it's quickly garnered more users and engagement than Twitter, Tinder, Snapchat, and Instagram. Not only that, but it released fewer than two weeks before KansasFest.

While at Rockhurst University, roommate Andy Molloy and I took an evening stroll around campus, finding and capturing the infamous pocket monsters while I introduced him to the game's mechanics. Only a week earlier, Kevin Savetz and I had been learning the basics ourselves as we explored downtown Portland, Oregon.

It wasn't Pokémon that brought me, Kevin, and Andy together in the first place, of course — it was the Apple II. And just like with Kerbal Space Program, we're not above porting our favorite games back to our favorite machine.

What would Pokémon GO look like on the Apple II? Charles Mangin tried but failed to conceive of such a thing:

Pokémon GO

Meanwhile, Steve Weyhrich, a long-time gamer, "gets" Pokémon GO and how to adapt it to the Apple II — if not programmatically, then thematically:

OK, game programmers, here is a concept for you to work on:

"Retro Go", a game in which Professor Woz sends you out on a quest to "catch 'em all"! You start with an Apple II, a TRS 80, or Commodore PET and then set off on your journey.

Along the way, you will see various retro computers, peripherals, or software appear in your path. When you see them, frisbee-throw a floppy disk to capture it for your collection.

When you capture enough retro equipment, take it to the user group meeting to battle it out between the various platforms and level up. Apple II versus Macintosh! Atari versus C64! ZX spectrum against IBM PCjr!

Don't let retro arguments be battled out in terms of rational platform performance – see how a level 124 TRS 80 Model 100 with the power of "LCD dazzle" fares against a level 80 Atari 800 with with modem and its "ANTIC smash" attack!

Don't spend REAL money on eBay- use this game to collect every Apple II model "in the wild" and put it on display in your retro bag. Earns the respect of Professor Woz as the greatest retro trainer of them all!

I'd catch that!

For more on Pokémon GO, listen to my podcast interview with Serenity Caldwell on Polygamer #49:

OUYA returns gaming to the Apple II age

July 16th, 2012 11:36 AM
by
Filed under Game trail, Hacks & mods;
1 comment.

In the last six months, Apple II users have enjoyed the fruits of Kickstarter, the crowdfunding site that's been used to revive many classic game franchises. Soon, for the first time in decades, we'll be able to enjoy new Space Quest and Leisure Suit Larry games.

But what if Kickstarter was used to reboot not just a particular franchise, but the entire gaming industry?

That's what OUYA, a new video game console, looks to do.

The Android-based OUYA aims to move gamers away from mobile devices and place them in front of stationary consoles — but its OUYA's development platform that is the focus of the Kickstarter pitch. The company's founder, Julie Uhrman, harkens back to the days of the unwalled garden that early Apple products represented: "In the early days of gaming, you could take your Apple IIe, write your own programming, and take your game to market." Further endorsement from inXile's Brian Fargo, creator of Wasteland, supports that throwback. Those were the golden days of gaming that launched epic series that continue to this day (again, courtesy Kickstarter). There was little competition in this new world, and artists and programmers were able to quickly stake their claim not only financially, but imaginatively, creating worlds for the sake of exploring this new digital realm. OUYA wants games to again be something that anyone can make and share.

But that was a different day and age. Although computers were accessible to program, the overall audience was small, making for a proportionally small number of programmers. Yes, there were games of questionable software — but there were so few games that the poor ones didn't last long.

Bu contrast, today, anyone can be a programmer — and anyone often is. Although I'm all for the freedom and democratization if information, the fact that OUYA seems to be specifically not setting themselves up as curators of content on their console is concerning. If anyone can produce as much content, then anyone will, resulting in a glut of poor-quality software, or shovelware. I agree that Apple shouldn't be their model — as gatekeepers of quality content, they do a pretty poor job (since "quality" to Apple doesn't mean fun). But perhaps OUYA should look to the Nintendo Seal of Quality, which ostensibly meant that only that the publisher had paid a licensing fee, but realistically meant that gamers would experience a certain minimum amount of fun. The Seal was introduced to motivate publishers to put their best foot forward, limiting them to only three games per year. Programmers literally could not afford to produce bad games.

And from a technological perspective, it's not challenging to stream video from an iOS or Android device to an HDTV. Is a separate console truly needed? Or is the attraction of OUYA not that it does something original, but that it does it simply, without the need for complicated or expensive peripherals?

Regardless of these questions and concerns, OUYA is already a success: at the time of this writing and with three more weeks to go, it has raised nearly $5 million USD, a funding level of 508% more than its required minimum. When over 32,000 backers get their consoles this September, we'll find out if it has enough critical mass and sufficiently powerful mission statement to attract gamers — and developers.

UPDATE: For more on this subject, see my PCWorld blog post featuring video footage of KansasFest 2012, "John Romero Speculates On The Future of Ouya".

Woz loves Android

January 19th, 2012 8:21 PM
by
Filed under Mainstream coverage, Steve Wozniak;
Comments Off on Woz loves Android

Last summer, I attended the CIO 100 Symposium, a conference hosted by my employer, IDG Enterprise. In one of the sessions, "New Ways To Manage Change", I and several IT professionals discussed the emerging trend of "Bring Your Own Device", in which employees supply their own technology rather than rely on corporate-issued hardware. An interesting correlation surfaced from one of the table discussions: whether it be theirs or their employers', salespeople wanted to use iPhones, whereas the engineering department wanted Android devices. It seems engineers don't want to work in a walled garden, preferring a machine that they can more easily tamper with.

Steve Wozniak, the quintessential hacker, recently reinforced that dichotomy. Woz, a known owner of several iPhones (simultaneously!), commented to Dan Lyons of The Daily Beast:

"My primary phone is the iPhone," Woz says. "I love the beauty of it. But I wish it did all the things my Android does, I really do."

Android phones aren’t as simple to use as the iPhone, but they’re not that much more complicated, and "if you’re willing to do the work to understand it a little bit, well I hate to say it, but there’s more available in some ways," Woz says.

Although initially surprising to hear the Apple co-founder say anything that could be construed as disparaging against an Apple device, Woz's desire to operate outside the constraints of iOS is consistent with the creativity and innovation that led him to design the Apple II in the first place.

In the end, though, maybe there's something to be said for ease of consumption. After all, despite the above comments, Woz still uses an iPhone — and most of the world no longer uses the Apple II.

All the less power to them!

(Hat tip to Dwight Silverman)

Classic gaming inspirations

July 5th, 2010 11:25 AM
by
Filed under Game trail, Software showcase;
Comments Off on Classic gaming inspirations

In January of last year, Darren Gladstone posted a blog to PCWorld.com entitled "Classic Apple II Games That Inspired Today's Greats", though it wasn't until three months later that I found it. Wanting to spread the word of the Apple II's influence, and under the content-sharing agreement between PCWorld and my own employer, I reposted the blog to Computerworld.com. For some reason, that republication got noticed more than the original, and sites like Virtual Apple experienced a noticeable increase in traffic.

That same blog post got me thinking not just about classic Apple II games, but also their modern analogues on the Mac or online. I started drawing mental comparisons, similar to the Life & Death / Trauma Center similarities I've already outlined here. As the list grew, I decided to present my findings at KansasFest 2009. To streamline the presentation by remaining within a single operating system, I downloaded YouTube videos demonstrating the gameplay of Apple II classics and had their Mac or online equivalents ready to show. I didn't have time to make all the comparisons I'd prepared, but here are those that were showcased:

Apple IIEquivalentMaciOSFlash
Montezuma's RevengeMidnight Mansion
Conan: Hall of VoltaMidnight Mansion
RobotronGrid Wars
Lode RunnerAndroid
Qixl1neum
ChoplifterChopper
SolsticeAlien8
ShadowgateMalstrum's Mansion
Oregon TrailThule Road Trip

Click on the checkmark in the appropriate column above to find that version of the game. Note that Grid Wars is listed but no longer available from its official source due to a potential copyright infringement with the popular video game Geometry Wars. Grid Wars' Wikipedia entry suggests alternatives.

I've compiled a YouTube playlist demonstrating the gameplay of the above Apple II games:

The session was better received than I anticipated. I didn't think anyone would enjoy watching me play games, but the trip down memory lane paired with modern gaming somehow seemed to resonate. In hindsight, the only game I should not have included was Solstice, as it turned out to be for the Nintendo only and was never released for the Apple II — no wonder my audience didn't recognize it!

The positive feedback from my 2009 session has motivated me to revisit the topic later this month at KansasFest 2010. I have nearly a dozen more games to compare and contrast, but I welcome your suggestions. What Apple II entertainment software would you like to find an equivalent for on a modern platform?