Watch Steve Wozniak dominate at Tetris

April 15th, 2013 11:05 AM
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Steve Wozniak is said to have created the Apple because he wanted to play arcade games at home. But the Apple wasn't Woz's only game machine; he was highly addicted to the Game Boy, Nintendo's handheld that came packaged with the puzzle game Tetris. For as long as the official Nintendo Power magazine printed gamers' high scores, Woz reigned supreme as Tetris champion.

Now you can watch him tell the story himself as he revisits his favorite game. The digital edition of latest issue of Game Informer magazine features a video of Steve Wozniak getting his Tetris on while he recounts his encounters with the game and his evangelization of the Game Boy to world leaders of two decades ago.

From Woz's repeated exclamations of "Uh, oh — I'm in trouble here!" and the lack of direct screen capture, it's hard to tell if Woz is still the Tetris master he was in his youth. But it's nonetheless fun to watch his boyish amusement with the world continue to shine.

ABC & inThirty talk to Woz

June 4th, 2012 12:32 PM
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Steve Wozniak's star continues to shine brightly, with media appearances all over the world and the Internet.

In May, Woz spoke with the Australian Broadcasting Corporation (ABC) of Sydney. The MP3 of the interview is short, clocking in at fewer than ten minutes. The only new piece of information I gleaned was that (if I understand correctly) the Apple-1 was designed not with a personal computer in mind, but an Internet terminal. That's unsurprisingly prescient of Woz.

More interesting yet less publicized was Woz's Leap Day interview with tech podcast inThirty, hosted by Justin Freid. Part one (iTunes) and part two (iTunes) each run about 30 minutes, for one hour total. These interviews are much meatier, conducted as they are by a tech guru and not a mainstream media anchor, even though both inThirty and ABC want to know about Woz's relationship with the late Steve Jobs.

inThirty's exchange most relevant to Apple II Bits readers was prompted by the question: "How much of the Apple II do you see in the iPhone and iPad? Is that philosophy of Apple being an engineering company still prevalent?" Woz's answer:

It's very hard to see any similarity between the Apple II that I designed and the iPhones and iPads today in terms of the product features… I built the Apple II for myself, and Steve Jobs wasn't around — he was up in Oregon, he wasn't talking to me… Here's what's similar … the Apple II, I just built them because I wanted a computer to do my work at Hewlett-Packard… I wanted to play games and have a machine for fun… that was all I ever wanted out of the thing, and as such, I was building it for myself… It's very important to know who you're building something for, so that it comes out good and consistent for that person, and the person was only one person, which was myself. I like things simple, clean — I don't want them full of stuff that nobody understands. That's a beauty to me.

Woz likes things simple and clean, yet he pushed for the Apple II to have seven expansion slots, against Steve Jobs' wishes. Is the sleek, streamline form factor and interface of today's iOS devices therefore not the antithesis of Woz's philosophy, as commonly believed, but rather its realization?

Interview with Chris Espinosa

April 2nd, 2012 1:38 PM
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Chris Espinosa is Apple Inc.'s longest-running employee; his career as Apple employee #8 hit the 35-year mark on March 17th. He's conducted a number of interviews over the years, such as this one in 2011, but he was being noted as an Apple underdog as far back as 2000, when he spoke with Alex Pang. The interview runs just over 8,000 words, including one section dedicated solely to the Apple II manual:

I was working for Jef Raskin, who with Brian Howard wrote the original Integer BASIC manual, when I went off to Berkeley in 1978. When I left, Jef gave me a task. He wanted to keep me on staff, but knew that I wasn't going to be able to work the hours that I had been previously. So he gave me a long-term task: he gave me what Mike Scott had assembled as the mini-manual for the Apple II, which was basically the product of a series of nightly forays into people's desk drawers for anything typed — or handwritten, in a few cases — that smacked of technical material, that he periodically sent with Sherry Livingston down to the Quick Print place to print, collate and assemble, and put into binder covers with clear plastic and wraparound spine and three-hole punch.

That was what was dropped in with every Apple II. That was the mini-manual. That was Apple's documentation. None of it was written consciously for an audience, and Jef said, "We need a technical manual for the Apple II." Actually, there was the mini-manual, and there was the "red book," which was essentially the same material in a red binding. Jef gave me a copy of the red book and said, "I want you to write a real manual out of this."

You can download a copy of the Red Book (not to be confused with the even rarer Blue Book) from the Apple II History site.

(Hat tip to Steve Weyhrich)

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 [sic] 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.

Woz on the Apple II's success

December 8th, 2011 10:59 AM
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Steve Jobs' passing made international headlines. This week, it's nice to see the rest of the world remembers "the other Steve", Apple co-founder Steve Wozniak.

Woz has been making the rounds throughout Eurasia, stopping first in Armenia, where he played some jokes on the hotel staff before going for a spin on the Segway.

Of greater substance is Woz's interview with New Delhi Television in India. Woz spoke at length about not only Steve Jobs ("I haven't read [Walter Isaacson's biography of Steve Jobs]. I have been so busy in the last two months. I never got around to reading that book… But I have lived a lot of it. So I am sure it is accurate") but also what made the Apple II a success, especially compared to other early Apple products:

Apple II became successful because of various reasons. Steve Jobs had a large part to play in it, and he knew where he wanted to go with it. It was an excellent product. Steve Jobs sought the best things in the world. He knew that I was the best designer, and that Apple II was the best computer, and that's why he wanted both. We were best friends, though. So that helped. It was excellent because it came from my one mind. I controlled the entire environment of how that computer was built. It worked so well that very few parts did very much. Only because, I wanted a computer for me. And it had to be that beautiful.

But the Apple III failed… is it because there were too many people working on it?

Yes, if the guys at Apple had built the machine that they would love, it would have been successful. It came instead from formulas from Apple executives. Marketing people were in charge and some very bad decisions got made, in my opinion. There were hardware failures. You put out a product that has failures right away, and even if you fix it a year later, it just doesn't sell. It's the same thing with any smartphone today. It comes out and it has something horribly wrong about it. You can fix everything wrong about it, and it still won't sell. It has missed its window of opportunity.

At the same time Woz praises Jobs for his involvement in the Apple II, he criticizes the Apple III for its design by committee. I wonder what the breaking point is between having the right people involved, and having too many people?

Steve Jobs '95

October 27th, 2011 12:24 PM
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When Steve Jobs passed away, a flurry of media was published about his life and times, his wisdom and accomplishments, his successes and failures. It's easy for any one piece to have gotten lost in that maelstrom — but one in particular deserves to not be missed.

In 1995, Steve Jobs sat down with Daniel Morrow of the Computerworld Honors program for a 75-minute interview, conducted in conjunction with the Smithsonian. The transcript of that interview was published the day after Jobs' passing — but something far more fascinating has since been unearthed.

As of this morning, the original video of that interview is now available. It's a fascinating and candid look at the man who was, at that point in his career (40 years old), still at NeXT and two years away from his return to Apple. Across the 16 chapters into which the interview has been divided, he talks about his early encounters with authority, the parallel between computing and artistry, and his hopes for NeXT, Pixar, and even Apple.

Steve Jobs in 1995

Steve Jobs in 1995. Screen capture from a Computerworld video.

The aforementioned transcript makes it easy to identify the passages where the Apple II is discussed. I could find only a handful of such moments, the first being in chapter six, where Jobs identifies the quality of his computers (both the hits and the flops) in which he held the most pride:

The things I'm most proud about at Apple is where the technical and the humanistic came together … The Macintosh basically revolutionized publishing and printing. The typographic artistry coupled with the technical understanding and excellence to implement that electronically — those two things came together and empowered people to use the computer without having to understand arcane computer commands. It was the combination of those two things that I'm the most proud of. It happened on the Apple II and it happened on the Lisa … and then it happened again big time on the Macintosh.

The next occurrence is in chapter nine, when he draws a comparison with Apple's competitors:

With IBM taking over the world with the PC, with DOS out there; it was far worse than the Apple II. They tried to copy the Apple II and they had done a pretty bad job.

One of the things that built Apple II's was schools buying Apple II's; but even so there was about only 10% of the schools that even had one computer in them in 1979 I think it was.

AFAIK, this Computerworld gallery marks the first time this interview has been made publicly available. I encourage anyone interested in a candid, unscripted, and in-depth conversation with Steve Jobs to take a look.

[Full disclosure: I was responsible for the layout of this gallery and participated in the editing, production, and promotion of it.]