Archive for the ‘Mainstream coverage’ Category

The Apple II is everywhere, as evidenced by these reports.

Prince of Persia turns 30

October 7th, 2019 9:00 AM
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Back in July, I blogged about Prince of Persia's pending thirtieth birthday. Well, it happened! Last Thursday, Prince of Persia turned thirty years old, having originally been published on October 3, 1989.

Several mainstream and gaming news outlets commemorated the occasion, reflecting on the Prince's place in history and how it impacted game design and development. Goomba Stomp's Patrick Murphy waxed about the game's fluid, groundbreaking rotoscoped animation:

Here was a video game character that didn’t go from standing to jumping in one frame, whose run action didn’t come off as robotic and endlessly recycled. The Prince seemed to move like a real person (or at least a beautifully drawn cartoon), with all the fluidity and momentum that living beings have.

In contrast to the game's historical significance, Forbes' Matt Gardner shared a fact that I was unaware of:

Despite great reviews, Prince of Persia sold poorly in North America; just 7,000 copies were bought in its first year. It was only when it reached Japan and Europe that it became a true hit with audiences, due to the game finding ubiquity through official ports.

That slow, international acceptance of the game reminds me of Wizardry. Bitmob once wrote of Sir-Tech's computer role-playing game:

When it first came to Japan in the eighties, Wizardry had also inspired a media blitz across print and video that left a huge impression on the RPG audience. Not only did its phenomenon reach across media channels in Japan back in the day, the series continues on with a list of spin-offs and original productions catering to a dedicated fanbase.

Both Prince of Persia and Wizardry have had spinoffs, some more successful than others. In Let's Play of Prince of Persia: Escape, the endless runner released earlier this year for mobile devices, I was lukewarm at best. PocketGamer's Cameron Bald was less reserved and more decisive, calling it "a sham product: ugly, cynical, and cruelly manipulative." Oof!

I don't remember on what platform I originally played Prince of Persia; by the time it was released in 1989, I was deep into console games, meaning I may have first played the Super Nintendo version published by Konami.

Wherever it's been popular or ported, or however successful its regions or spin-offs have been, Prince of Persia's release was a landmark in computer gaming. May it celebrate many birthdays to come — long live the Prince!

The Appleworks of Harvard, Mass.

September 16th, 2019 11:27 AM
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I've lived my entire life in Massachusetts, having often driven or cycled the roads between Boston and my hometown to visit family. One particular path to my cousin's house has always brought a smile to this Apple II user's face.

AppleWorks is many things: it's a word processor; it's an environment in which I spent twenty years building my portfolio and honing my craft; it's a legendary Apple product that Quality Computers got the rights to upgrade; it's a program from a company with a complicated history; it's compiled from source code we'll almost certainly never see.

But in the small town of Harvard, Mass., it's also a company.

Appleworks post sign

Bold move, Cotton. Let's see if it pays off.

I've driven by this sign many times — you can see it from the road on Google Maps.

For decades, I've wondered how this company has retained its name, especially given how boldly it hangs its shingle. Apple is infamously litigatious, and any company that overlaps with the computer manufacturer's industry would be susceptible to a threat to change its name, which Steve Jobs would consider no big deal.

Has the AppleWorks business held the name since before the Apple II existed? Was it a publishing company or computer repair service? If not, why would the owners name it Appleworks? Were they taking inspiration from being two towns over from Johnny Appleseed's hometown?

After years of wondering these questions, it wasn't until I sat down to write this blog post last night that I finally got the answer: Appleworks isn't a business; it's a place. It's the name of the strip mall that houses the Siam Pepper Thai Cuisine restaurant whose website gave me the clue I needed, listing its address as "Appleworks Building, Harvard, MA".

At first, this revelation felt anti-climactic — but now I'm free to drive by this building, smile, and rest easy that it's an unlikely target for Apple legal.

Rainbows adorn Apple Park campus

June 3rd, 2019 10:51 AM
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Apple's logo has had many variations through the years: while always the same shape, it's gone from multicolored to monochromatic, 2D to 3D and back to 2D. But Rob Janoff's original rainbow scheme remains in the hearts of old-school Apple enthusiasts, with its appearance instantly striking a nostalgic chord.

Apple occasionally bandies that classic logo when it suits them, especially if playing to that nostalgia can bring commercial success — behold last year's proposal for rainbow shirts and hats. But sometimes, Apple can be as nostalgic as its fans, using the logo to acknowledge its history and pay tribute to its founders.

Apple's new campus, Apple Park, celebrated its formal opening on May 17, and as a tribute to Steve Jobs, the rainbow logo was on display in full force, as seen in these photos from MacRumors.

Jony Ive told Cult of Mac: "There is the resonance with the rainbow logo that’s been part of our identity for many years. The rainbow is also a positive and joyful expression of some of our inclusion values… The rainbow’s presence and optimism is keenly felt in many places and at the end of the day — it’s hard to find somebody that doesn’t love a rainbow."

It sometimes feels like Apple wants to forget its history with the Apple II. But when our retrocomputer's logo inspires this modern décor, it gives me hope that we've earned a place not only in the history books, but in the hearts of Apple.

Colossal Cave in the Hall of Fame

May 13th, 2019 9:58 AM
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For the fifth year, the Strong Museum of Play in Rochester, New York, inducted new games into its Video Game Hall of Fame, part of the International Center for the History of Electronic Games. Among this year's inductees were Mortal Kombat, Super Mario Kart, and Microsoft Windows Solitaire, recognized for their "icon-status, longevity, geographic reach, and influence".

Most years, I experience faux indignation when the museum snubs the Apple II by not including one of its original titles. But this year, even I can't feign umbrage when considering one of the inductees was Colossal Cave.

Colossal Cave, the invention of Will Crowther and Don Woods, was the first text adventure game, one that was eventually ported to the Apple II, which was invented just a year later. Its induction to the Hall of Fave is a timely one, and not only because of the recent release of source code for Infocom games, all of which were inspired by Colossal Cave.

This past December, in my quest to visit all fifty of the United States, I crossed off Kentucky when I visited Mammoth Cave, off which Colossal Cave was based. Although I didn't see any of the landmarks or rooms directly referenced in the game, nor was the game mentioned as part of the guided tour, I enjoyed an additional layer of meaning that was hidden from the other tourists.

I'd say more, except I wrote about my trip to Mammoth Cave in the spring 2019 issue of Juiced.GS, and there's more about the cave's history right here on this blog from nine years ago this month. Jason Scott's 90-minute interview with Don Woods is also available on YouTube:

For once, even my grumpy persona gives a nod of approval to the Strong's selection. Colossal Cave and Mammoth Cave are landmarks of a different sort, and it's wonderful to see both being recognized.

(Hat tip to Dean Takahashi)

Affordable — unlike the Apple II

April 15th, 2019 9:46 AM
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The Apple II was a turning point in the computer revolution, making spreadsheets and games available in an attractive, accessible fashion to
professionals and students everywhere. Garry Kasparaov called it "the last technological revolution", and many entrepreneurs and innovators have since tried to recapture that magic. But they aim is sometimes off in identifying what made the Apple II special.

Project BLUE is a robotic arm being developed in UC Berkeley’s Robot Learning Lab as part of the answer to the question, "How can AI change the robot design paradigm?"

After a three year effort across a multidisciplinary team of more than 15 researchers, we’ve designed, built, and tested BLUE — the Berkeley robot for Learning in Unstructured Environments. BLUE is a low-cost, high-performance robot that is intrinsically safe, developed from the ground up with ever-increasing Artificial Intelligence capabilities in mind.

MIT Technology Review reported news of BLUE's development, focusing on its affordable, low-cost nature. The headline for that story was "This may be the Apple II of AI-driven robot arms". The headline is derived from UC Berkeley postdoc Stephen McKinley saying, "Without a low-cost platform— an Apple II-type device— experimentation, trial and error, and productive research will continue to move slowly."

But the Apple II was never affordable. When it was first revealed 42 years ago, it cost $1,298 — the equivalent of $5,445 today. Compare that to the Commodore 64, which cost $595 in 1982, or $1,567 today. A consumder could buy almost four Commodore 64 computers for the cost of one Apple II — a leading factor why the Commodore 64 sold 12.5–17 million units, compared to the Apple II's 5–6 million.

Burt Ratan had it more accurate when he compared space tourism to the Apple II: something that affluent early adopters bought into. Whether it's a trip to the space station, a personal computer, or a robotic arm, investment in any early technology will pave the way for more affordable and innovative products. But when shooting to replicate the success of the Apple II, don't pretend that affordability is something your product it has in common.

Razer's Min-Liang Tan

April 1st, 2019 12:20 PM
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Nintendo, Sony, and Microsoft are well-known developers of game consoles — but some players prefer to interface with those devices with third-party peripherals. When they do, Razer is one of the go-to manufacturers of controllers, keyboards, and mice. Razer is also yet another modern game company that might not exist if not for the Apple II, which got 41-year-old Razer founder Min-Liang Tan hooked on gaming. He waxed eloquent about these classic games in this recent interview with Abacus News.

Tan got his start on Lode Runner and Rescue Raiders, but he specifically called out Ultima IV's virtue system as being groundbreaking. "All of a sudden, it wasn't just about hack and slash and killing everything. You need some kind of a moral code."

I'm not familiar with the Apple II's adoption rate in Tan's native Singapore, but it apparently made its way into Tan's hands when it mattered most. As far as I know, Tan never developed hardware or software for the Apple II, unlike Steve Chiang, the current Executive Vice President of Worldwide Production and Studios at Warner Bros. Games. But that he remembers those classic titles all these decades later and cites them among his favorites is a testament to the influence and staying power of Apple II games.

Maybe we'll see Razer developing new Apple II joysticks next!