John Romero and Craig Johnston’s Apple II podcast

November 4th, 2013 7:47 PM
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The Open Apple podcast launched to complement the existing podcasts dedicated to the Apple II — but with the hiatus of 1 MHz and the cessation of A2Unplugged, the community’s first and second ever podcasts respectively, Open Apple has become the Apple II podcast. Other shows such as the Retro Computing Roundtable, RetroMacCast, and Floppy Days are all excellent shows that feature the Apple II, but it’s not their focus. It leaves me a bit uncomfortable to have no podcast besides our own offering a dedicated, unique perspective on the machine.

Finally, we are in good company. Last week saw the launch of Apple Time Warp, a podcast hosted by KansasFest 2012 keynote speaker John Romero and blogger Craig Johnston:

John Romero and Craig Johnston talk about the early days of games on the Apple ][, interview Apple ][ game programmers, and generally cover topics relating to Apple ][ games and history.

The pilot episode (also available on iTunes) clocks in at 49 minutes of Romero — creator of Dangerous Dave, Wolfenstein 3D, Doom, and Quake — reminiscing about the launch of his game programming career on the Apple II and the celebrities he met along the way, such as Nasir Gebelli. The tales may be familiar to the audience of his excellent KansasFest keynote speech, for which he interviewed Jordan Mechner, Will Wright, Bill Budge, and more.

As I discovered in this podcast, those interviews may’ve been part of a larger project I’d never heard of: The Romero Archives. Founded in 2009, it is a collection “dedicated to preserving the work of game designers and the history of game design… The Romero Archives is currently in the proposal stage with plans to launch in 2015. Online archiving is in progress.” Those archiving efforts can thus far be seen in video interviews Romero recorded in 2010 with Gebelli, Ralph Baer, and more.

With only one episode published thus far, Apple Time Warp is too young to indicate if it will be a permanent addition to the Apple II airwaves. But the first episode is a promising and enjoyable interview that has already broadened the community’s horizons. I wish my fellow podcasters the best of luck!

Game Informer interviews Steve Wozniak

July 22nd, 2013 10:34 AM
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Four months ago, Game Informer‘s print magazine featured an interview with Steve Wozniak, co-founder of Apple Computer Inc. and inventor of the Apple II. I shared on this blog what little of the print-only interview was also published online, that being Wozniak talking about his love for Tetris.

Game Informer has now released the entirety of that interview online, with a 2,000-word transcript and several additional videos. Appropriate to the magazine’s scope, the conversation focuses largely on Woz’s gaming history, from how he created Breakout for Atari to what he thinks of Apple’s future in the gaming industry.

Reflecting on the early days of game programming, Woz demonstrates his usual humility: "Hardware games — I’m sorry, it’s not like software… I was one of the greatest designers ever; I was working on the iPhone 5 of its day — the hottest gadget product in the world."

More important, the above video once again reaffirms that the Apple II was designed to feed its creator’s gaming habit:

I built paddle hardware into the Apple II deliberately for the game of Breakout. I wanted everything in there. I put in a speaker with sound so I could have beeps like games need. So, a lot of the Apple II was designed to be a game machine as well as a computer. That is the way to get it to people, to get people to start buying these machines.

Why are games so important? Easy: "Your life is all about happiness — that’s how you judge it. It’s not how successful you are, or how many yachts you own, or that kind of stuff — it’s how much you smile."

By that standard, I wonder how happy a life Woz would feel Steve Jobs had?

The full, 48-minute interview is available after the break.

Read the rest of this entry »

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.