Bringing Warp Six into the 21st century

May 27th, 2013 11:59 PM
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Twenty years ago this past Presidents' Day, I launched a dial-up bulletin board system. The Playground was powered by an Apple IIGS running the Warp Six BBS software by Jim Ferr. As was often the case among the many brands of computers back then, pledging allegiance to a particular piece of hardware or software placed you into its community, connecting you with like-minded individuals. I became a frequent caller of another Warp Six BBS, the Apple Hide-A-Away (AHAW), run in Iowa by Scott Johnson. We traded many tips and tricks on how to make the most of the software. Whereas I stopped tinkering with Warp Six 16 years ago, Scott has been working on-and-off for years to update the software to v3.0, with an updater package currently in beta.

In tandem, Lon Seidman, star of last week's Apple II Bits post, is making Warp Six more accessible than ever. Using a Raspberry Pi — the same computer that was featured on the cover of Juiced.GS — Lon has made it possible to connect to his Warp Six BBS via telnet. Check out his video demonstration, which was featured on episode #1400 of The Giz Wiz:

I'm hopeful that, once Scott and Lon get Warp Six v3.0 stable, they'll be able to connect it with the BBS door game I wrote for an earlier version. Space Ship of Death (SSOD) stands as the most complex piece of programming I ever produced, at a whopping 624 lines of Applesoft BASIC and zero documentation. To see it running again would boost my already massive ego to intolerable heights.

Interested in trying Warp Six yourself? Point your Telnet client to matrixreturns.dyndns.org, port 6401. Just like the original Warp Six software, Lon's BBS accepts only one caller at a time, so for the first time in decades, be prepared to get a busy signal!

The BBS you can't telnet home to

October 22nd, 2012 1:22 PM
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Earlier this month, I received an email that BBSmates was resuming operation as of October 4. I had to read the full email to figure out what this meant, as apparently BBSmates had been out of commission long enough for me to have forgotten signing up for this email list in the first place! It is a telnet-based bulletin board system in the style of old-school dial-up BBSs that offers one of the most attractive features of that pre-Internet networking landscape: door games.

Legend of the Red DragonThese multiplayer online games were often played asynchronously, much like today's mobile apps such as Draw Something and Words With Friends. Since many dial-up BBSs had only one phone line, gameplay was limited to one player at a time. Gamers would log in, use up their allotted daily turns (in any number of text-based environments from a medieval forest to a futuristic space station), then log off and wait 24 hours to see what happens next. BBSmates offers plenty of classics — Legend Of The Red Dragon (LORD), Food Fight, Trade Wars, Usurper — playable by telnetting to the service or using a Web-based Flash interface.

I was excited to learn about BBSmates, as I was heavily into running and using BBSs from 1992 to 1997. Door games could make or break a caller's experience, and my favorite was Space Ship of Death, available for Commodore 64 and PC BBSs (and, once upon a time, playable on the Web at MurderMotel.com). I enjoyed it so much, I ported it to the Apple II for the Warp Six BBS software. Despite being only 624 lines of Applesoft BASIC code, it stands as the most complicated program I've written to date.

Despite these fond memories, I started wondering: can one truly go back again? I'd already tried once before — three years ago, when Zork was reimagined as a graphical Web-based game that ran from April 1, 2009, to May 31, 2011. I played it for the first two months, and the daily allotment of turns both reminded of the experience of early BBS games and encouraged me to play regularly. But ultimately, I fell off the wagon because I realized I wasn't connecting with the game. There were two factors missing.

One was a sense of community, which wasn't surprising, given the new Zork's its global audience. By contrast, access to a dial-up BBS was restricted by finances — only if you could afford long-distance charges was the world your oyster — so though I didn't know the people I was playing Trade Wars against, I knew they were nearby. Even that unexpressed commonality was enough to bring us together. I was fighting with and against potential neighbors, classmates, and citizens; on the Internet, I'm fighting the unknown world.

The second absent quality was a sense of investment. As prohibitive as those telephone charges were, it also gave the dial-up connection an intrinsic value. Time spent online was quantifiable at an hourly rate, which subconsciously trickled down to the actions and interactions one experienced on the service. Whether I played Zork or not, I wasn't at risk of losing anything; I had no stake in the experience.

I don't mean to disparage telnet BBSs in general or BBSmates specifically — door games still have the potential to be fun and need to be preserved and made accessible, both for those who enjoy them and for those curious for a hands-on experience with telecommunications history. In the latter category, BBSmates offers other valuable features, such as a BBS index, similar to Jason Scott's TEXTFILES.COM list but more searchable. (Yup, I'm in there!). And if it's just the games you want, BBSmates is not alone in offering a retro experience via telnet; The BBS Corner indexes over 350 such services still in operation — still a shadow of the peak in 1994 of 45,000 dial-up services.

Wherever you telnet to, if you want to go home again, the software is there to let you. It just may not be the home you remember.