The Deadly Orbs

December 17th, 2012 11:59 PM
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From the creative genius that brought you Applesoft Action and Dogfighters of Mars comes a new game: The Deadly Orbs!

Brian Picchi created this Applesoft BASIC game as part of Retrospectiva, a programming competition similar to RetroChallenge:

Retrospectiva is rediscover the fascination and wonder the first home computers generated in us. Challenges you to put your knowledge and inspiration to the test under the constraints of obsolete computers.If you like programming, draw or write music and are interested in the retro-computer world, this competition is meant for you.

Here’s some gameplay footage of The Deadly Orbs:

The Deadly Orbs demonstrates a consistent improvement in the graphics of Picchi’s products, as seen by comparing it with the blockier antagonist of his former Retrospectiva entry, Surfshooter. Orbs accepts input from either the keyboard or the joystick. With either, the pace is a bit slow for me, though maybe that’s for the best, as I also find the orbs’ movements less predictable than Picchi does, making for a good challenge. Speaking of patterns, some randomization in the initial placement of the sword would’ve made the levels, at least the first few steps, less rote.

The game took 30+ hours of extracurricular programming to produce, resulting in a self-booting .DO disk image inside a ZIP archive. It’s an encouraging reminder that one person can be responsible for game design, programming, and art and still produce an entertaining title.

Applesoft Action & Dogfighters of Mars

March 5th, 2012 3:18 PM
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Brian Picchi, whose excellent software and hardware videos have graced YouTube, has recently taken a more hands-on approach to the Apple II gaming scene. In addition to commenting on other people’s games, he’s begun creating his own. The first two entries into his growing portfolio are both Applesoft BASIC games: Applesoft Action and Dogfighters of Mars.

Both titles are action games, which can be significantly harder to program than other genres. Whereas turn-based puzzle and strategy games can take their time accepting input and displaying the result, an action game is a far more immediate experience, as gameplay progresses with or without player interaction. Although I’m proud of my one Apple II game — an Applesoft adaptation of the text-based BBS door game Spaceship of Death — and I did successfully create a few action games for my graphing calculator, I doubt either experience gave me the knowledge, skills, or confidence to create anything like what Picchi has. Well done, sir!

Tributes to Steve Jobs

October 10th, 2011 10:10 AM
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Between last week’s video and a special episode of the Open Apple podcast, I’ve said all I can about Steve Jobs’ passing. But many others have shared more eloquent thoughts than mine, and I’d like to share some of my favorites here.

The Open Apple shownotes link to several celebrities’ social media tributes. Among those not mentioned are Richard Garriott, Bill Gates, and Mark Zuckerberg.

On the visual front, there have been many artistic interpretations, including from the New Yorker and XKCD.


No replacements found


There's always the hope that if you sit and watch for long enough, the beachball will vanish and the thing it interrupted will return.


New Yorker


Pailheads


BoingBoing.net temporarily reskinned their site with a familiar look.

Boing Boing

Several celebrities have offered video tributes, including liberal show hosts Stephen Colbert and Jon Stewart.

Read the rest of this entry »

A world without BASIC

June 27th, 2011 10:16 AM
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Filed under Musings, Software showcase;
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The computers that Apple II users grew up with were nowhere near as user-friendly as today’s machines. They had unintuitive interfaces, inscrutable error messages, and limited capabilities.

But those same limitations also made them an excellent tool for learning such important concepts as problem-solving, game design, and especially programming.

The Apple II was especially practical for that last function, as it came with BASIC in ROM. Without any other software, a user could turn on her machine and start building a virtual world of her own design. The lack of advanced features meant that the user was playing in a sandbox of conceivable limits yet infinite possibilities.

Yet by 1997, when I started college as a computer science major, I was getting laughed out of the classroom by using BASIC where other students were relying on Java and C++, as I related in Juiced.GS. Today, BASIC is almost nowhere to be found, as detailed in the leading item on Computerworld.com last Thursday "How are students learning programming in a post-Basic world?"

The story is an interesting look at the variety of languages with which to introduce modern students to programming. For some parents and teachers, the old methods work best; "My son’s math textbooks contained exercises in Basic, but we could not do the problems until we bought an old Commodore 64 online,” said David Brin, author of "Why Johnny Can’t Code". Others prefer more popular scripting languages, such as Python; still others use a language designed more for educational than practical use, such as MIT’s Scratch, the language of choice of the computer science teacher where I used to teach. She’s offering a camp this summer to introduce 13- and 14-year-olds to programming, using a different format from last year’s camp: "I changed the language from Alice to Scratch. Alice was too glitchy for me. Scratch is easy to pick up, and hopefully will be fun for middle schoolers."

But none of these languages will offer the same experience as learning BASIC. Author Lamont Wood had once dabbled in BASIC programming but had fallen out of practice until his recent experiment with Python:

The thrill was not the same as in 1979; it hadn’t taken months to get the hardware to work, and it sure ran quieter … with Basic, I felt like I was rummaging through a small box containing a few crude tools. With Python, I felt I had pushed open the door to a massive but unlit tool warehouse and was darting in to grab the few that I could see.

I learned BASIC by doing: I was running a Warp Six BBS and needed to make modifications. Eventually, I was inspired to write my own door game, though since it was a port, I had to concern myself only with the coding, not the design. In either case, I always had either the code or design to work with; I never had to conceive and build entirely from scratch (no pun intended).

My challenge in adapting those BASIC programming skills to a modern environment is not so much choosing a language as it is choosing an instruction method. Just as I learned BASIC to run a BBS, I’ve set a goal of learning PHP to help me run WordPress, a modern equivalent of an online community. But elementary concepts such as functions and arrays seem more confusing than they did twenty years ago.

What’s the best computer and language to teach programming — and where does one go from there?

Teaching retroprogramming

September 13th, 2010 9:09 AM
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The annual Beloit College Mindset List, which outlines the world in which the incoming class of college freshman grew up, indicates that for members of the class of 2014, “The first home computer they probably touched was an Apple II or Mac II; they are now in a museum.”

Fortunately, for students in Bletchley, Milton Keynes, England, their experience with retrocomputers is more recent — and eminently practical. BBC News reports:

As a former teacher, I can fully get behind this classroom curriculum. It wasn’t long ago that I suggested a lab of Apple II computers could be an effective and modern learning tool. Although the computers featured in this video are not Woz’s brainchild, they are its contemporaries and teach many of the same lessons my proposed lab would. As one student said, “The old machines have a lot to teach us. They run a lot slower, and you can actually see the instructions executing in real-time.”

What I hope the students learn is how to make the most of limited hardware and software resources, though this quotation makes me wonder if they missed that point: “It makes you a lot more efficient, and you think more about your code, because it’s harder to type it all in.” Although the arduousness of input can indeed be a powerful motivator against error, I don’t think it’s a programming environment that one need tolerate on even a classic computer. The Apple II worked around this limitation with Beagle Bros‘ excellent Program Writer for Applesoft BASIC. Such utilities don’t encourage sloppy programming but instead improve the rate at which you can learn from your mistakes, whereas modern machines and their gluttonous resources permit sloppy programming that would never fly on a computer whose memory is measured in kilobytes.

This classroom’s demographic reminds me of the demoparty I attended this summer, where most attendees were younger than the computers they were hacking. KansasFest likewise has an increasingly youthful attendance, with Apple II users still in or recently out of undergraduate programs. This next generation of retrocomputing enthusiasts has great potential to apply modern programming techniques and structure to classic design. For example, put these students into a limited-time programming contest, and you’d have HackFest. I wonder how they would fare?

I couldn’t help but take umbrage when the reporter says that the student’s work almost looks like a “real video game”. Of course it’s a real video game! Software doesn’t need rockstar programmers or cutting-edge technology. The original versions of Lode Runner and Oregon Trail have more staying power than any jazzed-up modern adaptations. I wouldn’t be surprised if these kids are the next programmers to recapture the fun and wonder of these classic games.

Because BBC is awesome, their story also has one of their own news reports from Oct. 17, 1986, that showcases the computers of the day, including the Apple IIGS. That video is not embeddable, so I encourage you to watch it on their site.

(Hat tip to Slashdot and Mitch Wagner)

Revisiting Nibble

August 23rd, 2010 1:09 PM
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At KansasFest 2010, Stavros was kind enough to make several issues of Nibble magazine available to any attendees who would give them a good home. Despite Nibble‘s founding editor having been the KansasFest 2007 keynote speaker, I’d never actually read the magazine myself. I’d been an Apple II user since the early Eighties, but did not join the community in earnest until 1992. With Nibble having published 1981–1995, my opportunities to enjoy the platform’s heyday of offline support were few.

Nibble magazine I picked up the twenty-year-old Vol. 11, No. 6 (June 1990) and found the 96-page, full-color issue an absolute delight to read. It was like being transported back in time to when enjoying the Apple II put you in the majority, not the minority. In 1990 in particular, the possibilities seemed limitless, despite the writing being on the wall, as evidenced by Mike Harvey’s editorial in which he pounds the pulpit for Apple Computer Inc. to pay more attention to the platform that made them famous. It was a melancholy experience to read that article, knowing how that story would end.

This issue included a 168-line Applesoft BASIC program called Whodunit, a murder-mystery game by Constance Fairbanks. Program listings for users to input were something I remembered well from academic textbooks and even Mad Magazine. I wonder how many budding programmers learned their craft by familiaring themselves with these commands en route to seeing the final product — or did they just enter the lines by rote, with no comprehension of their function, as my class was taught to do in school? Fortunately, Nibble appears to have encouraged the former, as the listing is prefaced by a section subtitled “How the program works”, which breaks down the program’s routines.

Due to its breadth, depth, and budget, a single issue of Nibble probably contains more content than I could ever hope to fit into a full year of Juiced.GS. Although humbled, I am also inspired by the giants upon whose shoulders today’s Apple II print publication stands. I will likely revisit this issue and this publication for more ideas of articles and blog posts.

Oh, and the issue’s original owner? According to its mailing label, that would be one Jim Maricondo. The all-star connections never end at KansasFest.