Archive for June, 2018

Richard Garriott at The Moth

June 25th, 2018 8:06 AM
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What I love about The Moth storyslam is how relatable it is. Attendees throw their names in the hat for an opportunity to tell a true story from their own lives in which they feature as the protagonist. From falling in love to being lost to finding your way, the stories echo themes that resonate with their listeners, whether in a live audience or on the podcast.

But a select few Moth stories extend beyond the boundaries of everyday occurrences. The Moth Mainstage invites singers, actors, even astronauts to share their experiences — but these extraordinary lives still retain humble themes of humanity.

While I’ve come to expect the occasional mainstream celebrity to make an appearance at The Moth, I was surprised to find a superstar from our own niche Apple II community take the stage. As I queued the latest episode of The Moth podcast, a familiar name and voice were introduced: Richard Garriott, creator of the legendary role-playing game franchise Ultima.

In his story, "Reach For The Stars One Small Step At A Time", he reflects on how his perspective on the world changed as he grew up, from discovering a world beyond his neighborhood to one beyond the horizon, and the ensuing ambition that drove his career and his life.

As someone who’s seen the documentary Man on a Mission: Richard Garriott’s Road to the Stars, I still learned more about Garriott from this story: he was not a star academic student; he lost almost everything when the dot-com bubble burst; the vision issues that originally grounded him were part of the research he conducted in space.

I love how The Moth provides an outlet for us to be vulnerable. By sharing his weaknesses and how he overcame them, Richard Garriott spun a story that Apple II users and others can relate to.

Apple II animated GIF

June 18th, 2018 7:19 PM
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There are many efforts being made to capture the design and aesthetic of early modern computers. The Vanamo Online Game Museum produces high-resolution, public-domain photos of vintage hardware; Charles Mangin creates 3D-printed miniature replicas; and Steve Weyhrich adapted the Apple II into a Minecraft structure.

All these facsimiles are, for the most part, static: once produced, they don’t move or change. James Ball pursued a more dynamic form of art with his recent online exhibit, "I am a computer". His medium of choice: the GIF.

Like Vanamo, Mangin, and Weyhrich, Ball began with a physical models by photographing sixteen computers at the National Museum of Computing at Bletchley Park. He then adapted those photos into his own stylized, animated art.

https://giphy.com/gifs/oOULnWKYrmGih3MpQa

Wrote Ball:

‘I am a computer’ celebrates the visual character of desktop computing machines from a colourless period in industrial design.

From word processors and video terminals, to the very first desktop personal computers, these compact machines heralded a beige age, a period of microcomputing from the the 1970s and early 80s when design standards had conformed to realise a palette of neutral coloured machines throughout offices and later the home.

Any new way to depict an old computer is a welcome one. My thanks to Ball for including the Apple II in his gallery!

(Hat tip to Matthew Gault)

Ready Player One’s Richard Garriott inspiration

June 11th, 2018 1:01 PM
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Ready Player One was my favorite novel of 2011, providing a dystopian cyberpunk adventure targeted at geeks who grew up immersed in 1980s pop culture. I’ve since recognized the book’s problematic elements with gatekeeping, transphobia, and fan service without substance … yet I still can’t help but be fascinated by all the elements author Ernest Cline wove into his narrative.

With Ready Player One‘s recent adaptation to film, audiences are discovering anew the Oasis, the fictional virtual world created by James Halliday (played by Sir Mark Rylance), a virtuoso computer programmer who sets himself up as the massively multiplayer online role-playing game’s benevolent (but absent) god. Many of Halliday’s (and thus Cline’s) favorite games make appearances in Ready Player One, and in this new WIRED interview, Cline details each and every game in the movie — with one in particular being of interest to Apple II users.

Turns out one of the Apple II’s own played a major role in the story:

Akalabeth is one of the first attempts by a computer programmer to translate the experience of playing Dungeons & Dragons into a computer game. It was created by Richard Garriott, who also helped serve as the inspiration for James Halliday. Richard Garriot is a famous video game designer from Austin, Texas, where I live, who has an alter-ego: his Dungeons & Dragons and game avatar called Lord British. He would dress up as Lord British in public at press events and things. He eventually ended up using his video-game money to travel into space and go on the International Space Station. He was really an inspiration to me as like a geek with unlimited funds and what could be accomplished. So he and Howard Hughes helped inspire James Halliday in my book. And his game, Akalabeth, and the games that followed it: Ultima I, II, III, IV, and then Ultima Online, the first MMO, those all helped inspire the Oasis in my novel.

While Garriott was directly referenced in the book, I didn’t pick up any mentions in the movie. Little did I know that an entire, integral character was based on Lord British himself!

(Hat tip to Hades Kong via WTF Dragon)

Let’s Play Lode Runner Legacy

June 4th, 2018 9:00 AM
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Just over a year ago, I shared the trailer for Lode Runner Legacy, the first original game in the Lode Runner series in almost a decade. The game was finally released for Windows in July 2017 but didn’t receive its console debut until May 2018, when it was ported to the Nintendo Switch.

The Switch edition retails the voxel graphics style of its Windows counterpart, as well as its multiple modes: adventure; puzzle; and world levels, where players can craft and exchange their own creations. Best of all, its "classic" mode features all 150 levels of the Apple II original! At only $11.99, it’s hard to beat.

Still, I have a habit of buying games and never finishing them (or sometimes even starting them!), making me hesitant to purchase Lode Runner Legacy, despite its generally favorable Metacritic score of 77%. Fortunately, the Switch edition offers a free demo that includes ten playable adventure levels and five puzzle levels. I gave this trial edition a spin in my latest Let’s Play video.

Legacy plays a bit slower than the Apple II version I remember — but then, I remember playing it with an accelerator, so that may not be a fair comparison. Legacy also features much bigger sprites, and thus smaller levels, than the original — though the game hints at later, more sweeping levels that pull the camera back a bit, allowing for a larger play field.

Although I’m not a huge fan of the art style or the loading time between levels, I didn’t see anything in Legacy that would keep me from buying it. I just need to clear some other games off my plate first…

In the meantime, you can hear me rave about the original game in episode #35 of the New Game Plus podcast.