Charlie Kellner of alphaSyntauri

October 5th, 2015 1:37 PM
Filed under Hacks & mods, History, Software showcase;
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Were it not for the Apple II, Apple would've made no other machines; consequently, when telling the story of the Macintosh, historians often include segments of interest to the Apple II user. Such was the case with the 2008 documentary Welcome to Macintosh, which showed enough interest in the Apple II (including an interview with Vince Briel) that it was reviewed in Apple II magazine Juiced.GS.

Now the identically named but unrelated podcast Welcome to Macintosh has another serving of Apple II goodness — one that ties in with one of my all-time favorite movies: TRON. I knew the Apple II had played a role in other films of the era, such as WarGames, but I didn't realize it'd also contributed to the soundtrack of TRON — or that the software with which it did so was played by its developer at Steve Wozniak's wedding.

It's all courtesy Charlie Kellner, inventor of alphaSyntauri, one of the first digital music synthesizers.

Welcome to Macintosh host Mark Bramhill interviewed Kellner about how he created the synthesizer not as a commercial product, but as something he wanted for himself. It nonetheless then caught the interest of Apple, musicians such as Stevie Wonder, the Dolphin Research Center, and more. At a time when personal computers were new and their functions not yet widely understood, Kellner successfully demonstrated the Apple II's utility to a diverse range of professionals in a variety of fields.

Although the interview focuses on this particular application, Kellner likely has many more stories from the dawn of personal computing. His résumé reads like a who's-who of developers and publishers: Apple, Lucasfilm, Epyx, and Isix in the 1980s; in later decades, Viacom, Microsoft, Wizards of the Coast, and Nintendo. But you can find out about his earliest success by downloading the interview in your favorite podcatcher, or streaming it below:

Interviewing Wade Clarke of Leadlight Gamma

August 10th, 2015 9:47 AM
Filed under Game trail, People;
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As host of the IndieSider podcast, I'm constantly on the prowl for new indie (self-published) computer and video games. I like to help my listeners discover obscure titles that represent a variety of genres and themes whose developers are available for podcast interviews about the game development process.

Last month, I found my biweekly guest within the Apple II community with Wade Clarke, creator of Leadlight, a text adventure released in 2010 for the Apple II. The game was featured on the cover of Juiced.GS Volume 16, Issue 1, and Wade declared his intention to translate the game from Eamon to Inform in Volume 17, Issue 2. That project was completed earlier this year with the release of Leadlight Gamma, a game that runs natively on Windows and Mac and is one of the first products under Wade's new label, Heiress Software.

Since Juiced.GS has already covered interactive fiction at length — we have an entire themed PDF on the subject — associate editor Andy Molloy and I decided to give the genre some love in another outlet — namely, the IndieSider podcast. And since I'd already asked Wade about the genesis and influences of Leadlight, I focused this conversation on its transition from the Apple II to modern platforms. The result is episode #26 of IndieSider:

In addition to subscribing to the show in iTunes, Stitcher, TuneIn, or your podcatcher of choice, you can also listen to the above audio interview paired with video of the game being played on YouTube:

Text adventures may not lend themselves to a visual medium like YouTube, but that's exactly why I did it: there are far fewer examples of interactive fiction on YouTube than there are other genres of games. Wrote one of my regular viewers, "I've never seen this type of game in life."

Getting the word out about games, genres, and developers that mainstream gamers may otherwise overlook? Mission accomplished!

Getting to know my father

June 29th, 2015 10:22 AM
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Last spring, I interviewed my father. The eight-minute video was to live on my YouTube channel, the focus of which is video games, so that's what my dad and I talked about: his history with pinball, choosing to have Atari and Nintendo in a house where he raised four boys, and more. It was a fun opportunity to get to know my father better.

For Father's Day 2015, I decided to revisit the topic but more in-depth. In the time since the original video, I launched the Polygamer podcast, which interviews marginalized voices in the gaming industry. My father, being a straight, white, cisgendered male, doesn't sound like he'd fit that demographic — but when viewed as someone older than the average gamer, and who juggled gaming with parenting decades before the former became mainstream, he certainly represents an unusual perspective.

Since Polygamer is an audio podcast, it was easier to produce a longer interview than the video format allows. The range of topics my dad and I discussed thus expanded to include not only video games, but science fiction, Star Trek, and the Applel II. I was surprised to learn that Dad brought home an Apple II not as an accounting tool for use in the family business, but because he saw it as a curiosity that had the potential to reshape the world, and he wanted his sons to get in on the ground floor. This and other tales of the diversions and entertainments he's enjoyed over the last seven decades made for a fun and fascinating conversation.

The entire episode can be found on; subscribed to in iTunes, Stitcher, TuneIn, or your podcatcher of choice; or streamed below.

My thanks to my dad not only for taking the time to speak with me, but for making me the geek I am today!

Codes that changed the world

April 20th, 2015 10:40 AM
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Growing up with the Apple II, I learned to program in BASIC. Its line numbers, GOTOs and GOSUBs, and spaghetti code were unlike anything I would encounter later in my education. Perhaps for that reason, I never mastered a language like I did BASIC. While I was able to grasp Prolog and FORTRAN, the "pointers" of C++ were so incomprehensible to me that I eventually had to change majors to get away from it.

Had I continued down that programming path, I doubtless would've faced many other challenging concepts as I attempted to master yet more languages, like C Sharp, Perl, PHP, Ruby, and more. By some estimates, there are over 20,000 languages in existence, only a fraction of which I ever could've learned on the Apple II. Some are more practical than others, while others are of more historical significance.

The BBC attempts to scratch the surface of those historical languages in a recent limited-run podcast series, Codes that Changed the World, hosted by Aleks Krotoski.

Codes that Changed the World

The podcast, which debuted this month and ran for all of five episodes, covers four languages: FORTRAN, COBOL, BASIC, and Java, with a fifth episode discussing how so many different languages are able to coexist.

Of course, you can't discuss the rise of BASIC without the role the Apple II played, and vice versa:

BASIC enabled computing as we understand it today. When Apple was a two-man band building this thing called the Apple II, there were no other computers out there like it. So they had to put something on it that would allow individuals to program it themselves. Apple just wouldn't exist without BASIC. And Microsoft! The first thing that Microsoft did as a company was selling BASIC to run on other people's computers. The two biggest names in modern computing, Apple and Microsoft, both wouldn't've happened if it wasn't for BASIC.

BASIC celebrated its 50th birthday last year, earning it a cover story in Juiced.GS:
Juiced.GS Volume 19 Issue 2

While researching that story, author Steve Weyhrich (who also pointed me to this podcast) delved into the resources available at Dartmouth College, where BASIC was invented. As part of its "BASIC at 50" commemoration, Dartmouth produced a free 38-minute documentary, Birth of BASIC:

If you want to learn more about other programming languages, Codes that Changed the World is available in iTunes. While it's unreasonable to expect all 20,000 languages to be covered, I do lament that the podcast's scope was limited to only five episodes, as I rather enjoyed these 15-minute encapsulations of technical topics for a lay audience. If the BBC or Krotoski ever produce more, I'll be first in line to listen!

IndieSider goes French — sort of

January 26th, 2015 11:26 AM
Filed under Game trail;
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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.


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!

Appearing on RCR

October 20th, 2014 12:20 PM
Filed under Musings;
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This past winter, I waxed nostalgically about the Open Apple podcast's third birthday, tracing the six-month gestation period of the Apple II community's first and only monthly and co-hosted podcast. Absent from that timeline was a significant milestone: the debut of the Retro Computing Roundtable, launched just months before Open Apple. For another retrocomputing show to scoop Open Apple was discouraging, but I'm glad we persevered, as the two shows have evolved very different formats and content. Whereas Open Apple features a new guest every month in a polished, edited show that takes hours to produce, RCR rotates among a stable of familiar voices, producing a raw, more organic episode every two weeks.

With RCR turning four years old this month, I was honored to join the show's cast and crew for a guest appearance in episode #85. Although good friends and Juiced.GS contributors Carrington Vanston and Steve Weyhrich were absent from this episode, it was a pleasure to chat with fellow Boston resident Paul Hagstrom, Retrobits host Earl Evans, and fellow fundraising cyclist Michael Mulhern, with whom I'd previously communicated via email only.
Retro Computing Roundtable logoIt was also a bit intimidating! The first half-hour of the show was spent discussing the Atari 520ST, Commodore 128, and other computers of 1985. While I do not denigrate non-Apple II machines, neither do I have any interest in them, mostly due to lack of exposure at a time when I was still too young to appreciate them. Rather than open my mouth and prove myself a fool, I wisely kept quiet; if you were to tune in at any point in that discussion, you wouldn't even know I was there.

But perhaps I need to work on my conversational skills, as I've found, both in RCR and during my recent appearance on the Pixel Pizza podcast , that I tend to wait for a topic I'm passionate about to arise, then engage in a lengthy monologue on the subject. Perhaps the lack of a co-host on my three other podcasts — Polygamer, IndieSider, and The Pubcast — has trained me to fill the silence with my own voice, as I did on RCR in extended discourses about GEnie, feminism, and RadioShack. Maybe my ego needs to be reminded that other people have something to say, too.

Nonetheless, I had a good time on RCR, and I much appreciated their invitation and patience. I hope I added to their listeners' experience more than I detracted from it. Lest I wear out my welcome, I don't expect to be a frequent guest of this show, but it is comforting to know that my retrocomputer podcasting days aren't behind me.