Plangman on IndieSider

March 14th, 2016 11:03 AM
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Candidates for my biweekly IndieSider podcast can be difficult to come by. The show looks behind the scenes at the development of indie (self-published) computer and video games, of which there are many — the indie tag on software distribution platform Steam currently lists 7,391 titles, with more being added every day.

But I limit IndieSider to games that I like, so as to avoid an awkward conversation with a developer of "Why does your game suck?" I instead look for games that offer original experiences and progressive gameplay in genres that I like: action, adventure, puzzle, narrative. There’s then an evaluation period where I test a game to determine if it’ll be a good fit for the show.

The latest episode of IndieSider features a game that bypassed that evaluation entirely. No game has hit my sweet spot as neatly as Plangman, which caught my attention in the first two seconds of its trailer:

A platform game with the puzzle elements of Hangman and featuring what appeared to be the runner from Microsoft’s Olympic Decathlon as the protagonist? Was this game somehow made for me?!

I was quick to get developer Ehren von Lehe on the phone for episode #39 of IndieSider. Through Facebook and Juiced.GS, I thought I knew almost all the major Apple II players out there. I was pleasantly surprised to discover Ehren’s interest in the Apple II is as alive and well as any retrocomputing enthusiast. Plangman was inspired by watching his daughter play with his own Apple II, recently taken out of mothballs. The playable character is based on Captain Goodnight, not the Olympic decathlete. Ehren mentioned an Infocom documentary also played a role. Aha! Another fan of Jason Scott‘s GET LAMP. When I added that Jason had been the keynote speaker at an annual Apple II convention, Ehren asked, "Is that KansasFest?" It was almost as if Ehren and I had been members of the same community for years and had never met!

The resulting conversation can be heard in this audio podcast:

or this video

It’s not unusual for my gaming pursuits to introduce me to people who got their start on the Apple II and who remember the platform fondly. It’s unprecedented for me to encounter in that course someone who’s actively keeping the Apple II alive through modern software development. If you want a retro aesthetic in a new game, I highly recommend you check out Plangman.

(Hat tip to Javy Gwaltney)

Steve Jobs dances to Jonathan Mann

January 25th, 2016 10:13 AM
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Jonathan Mann has been producing an original song every day for over seven years. That’s 2,572 consecutive songs, a streak that’s landed him in the book of Guinness World Records.

To create so many songs, Mann draws his inspiration from everywhere, especially pop culture. Apple is a popular source, producing not only one of my favorite songs, "That’s Just the Woz", but also more infamously, "The iPhone Antenna Song"

Steve Jobs was never one to take criticism lightly, so you’d think this music video would’ve landed Mann on Apple’s blacklist. Perversely, just the opposite happened: Apple opened their "Antennagate" press conference with Mann’s music video.

What was it like when Mann got the call from Apple, seeking permission for this public performance of his critical work? And what could’ve motivated the mercurial Steve Jobs to own and embrace what he normally would see as a cruel jab?

In episode #7 of the podcast Welcome to Macintosh, host Mark Bramhill interviews Mann himself about his history with Apple products and the Apple community, his experience working with Apple to arrange this performance, and his theories as to why Jobs not only played his music, but danced to it.

Steve Jobs was a vision and a genius, and neither Apple nor the Apple II may ever have existed without him. Yet this genius was marred by incredible cruelty and apathy. In this episode, Mann puts himself in Jobs’ shoes and imagines how Apple’s co-founder might’ve felt to have the iPhone lambasted so mercilessly, and how Mann’s music video might’ve reached past that into some human core of Jobs. It was a humanizing and empathetic perspective, and one I appreciated hearing. I recommend you listen to Mann’s interview for a more complete picture of Steve Jobs.

(Full disclosure: I back Mann on Patreon)

Scoring Dangerous Dave

December 21st, 2015 11:39 AM
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On IndieSider, my biweekly podcast, I interview game developers about the creative process. The Apple II is one of the platforms that got me into gaming, so I enjoy the opportunities to feature it on my show, bringing everything full circle. For example, Episode #16 featured the voice talents of Brutal Deluxe‘s Antoine Vignau, whereas episode #26 highlighted the work of Wade Clarke in interactive fiction.

Some of my podcast subjects come to me through public relations specialists such as Emily Morganti, whom I’ve found to be a gamer with excellent taste in games. She recently pitched me a game she didn’t realize I have a long history with: Dangerous Dave. This franchise of side-scrolling platform games was founded on the Apple II, where it had two famous names attached to it: publisher Softdisk and developer John Romero.

John has been a friend to the Apple II community before, during, and since his success with Wolfenstein 3D, Doom, and Quake: he was the KansasFest 2012 keynote speaker, and his writing is featured in this month’s issue of Juiced.GS. He recently ported one of his Dangerous Dave games to iOS — but it was not Mr. Romero that Ms. Morganti was representing. Instead she was putting me in touch with Dren McDonald, the composer who created the score for Gathering Sky, a game I featured in IndieSider #28.

I took the opportunity to interview Dren about his long history of collaborations with the Romero family; creating an original soundtrack for an Apple II game; the programming tools that a digital musician employs; and what constitutes the "chipbilly" genre he invented for this game, seemingly inspired by chiptune. The resulting interview became IndieSider #34, which can be viewed on YouTube:

or listened to in your podcatcher of choice:

I appreciated featuring one of the many creative artists who contribute something to a game other than design or development. It takes a village to keep the Apple II alive!

What makes Rock Band rock?

November 23rd, 2015 10:13 AM
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Last month I quit my job at MIT, taking with me the Apple IIGS that had been in my office for nearly three years. I’m not yet settled enough at my new place of employment to inquire if it’d be appropriate to install a 30-year-old machine in my office — but it’s only a matter of time.

Fortunately, my computer wasn’t my former employer’s only connection to the Apple II. The MIT alumni association‘s podcast, Slice of MIT, recently aired an episode with Eran Egozy ’95, who co-founded the video game developer Harmonix. In "What Makes Rock Band Rock?", Egozy gives credit to the Apple II for getting him his start. "When Eran was 15, his parents bought him an Apple II computer. He and a friend got together and decided to find a way to make the computer play back Beethoven’s Ninth Symphony," says the show’s host. "This wasn’t just one instrument of the symphony: the pair found the whole symphony score, complete with all of the different parts for the string instruments, the brass, and the woodwinds — and every day after school, they would translate the music into computer code. Every ten seconds of the score took 3–4 hours to code."

Here’s the whole episode:

MIT and the Apple II: a winning combination!

(Hat tip to Kate Repantis)

Reflecting on my past & do-overs

October 12th, 2015 10:23 AM
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After a six-month hiatus, I recently resumed guest-appearing on the Retro Computing Roundtable podcast. As always, this multi-platform show leaves this Apple II-only guy little to contribute, but I’m happy to listen and pipe up when called upon — as in episode #106, when host Earl Evans asked: what do you wish you’d done differently in your history with computers, and is it too late to do so now?

I really had to think about that one! There are so many things I don’t regret that stretch back so far: going to KansasFest every year since 1998; being editor of Juiced.GS for a decade; subscribing to Softdisk GS until the end. I made some mistakes in those years, often surrounding business transactions that went foul, but the loss of a few dollars or some minor hardware didn’t ultimately have any significant, long-term repercussions.

In the grand scheme of things, the only regret I may have is not pursuing a minor in computer science. I’d started my undergraduate career as a CS major, but after two years, I switched to technical, scientific, and professional communications (TSPC), or what the school now calls professional writing (PW). The only career I felt qualified to pursue with that degree was one in tech writing, which I believed meant documentation. In fact, I nearly got a contract to write the manual for a cell phone, and later interviewed for a documentation position at Mozilla, neither of which in hindsight would’ve been that scintillating.

It wasn’t until I got to Computerworld that I married my TSPC degree with my concentration in CS. As a Computerworld editor (and then as a freelancer), I wrote about enterprise IT and other technical subjects for an audience that was focused on CIOs and CTOs but which could include software developers, helpdesk technicians, and curious consumers.

Still, at some point in my career, not having any formal degree or certificate in computer science felt like an oversight — and while my undergraduate school’s name carries weight in the local IT industry, having the words "Computer Science" on my actual degree would help solidify my strength and in that area.

But, as Earl pointed out, its absence didn’t stop me from ending up at Computerworld — and I now have a portfolio that speaks for itself. Perhaps a minor wouldn’t add much to my credentials. Even at the time I switched majors all those years ago, I was so disillusioned with CS that I never wanted to take another course; pursuing a minor might’ve been intolerable at the time.

So maybe I did make the right decision, after all.

Thanks for helping me come to peace with my past, Earl and RCR!

Charlie Kellner of alphaSyntauri

October 5th, 2015 1:37 PM
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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: