On death and dying on the Apple II

November 14th, 2011 1:00 PM
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There’s a saying among gamers: if a video game is unreasonably challenging, especially as a result of unfair tactics that rely on luck or manipulating arbitrary rules to overcome, that game is "Nintendo hard" — a reference to the 8-bit era of the Nintendo Entertainment System and its ridiculously difficult games.

That term must’ve originated among those unfamiliar with the computer games of the era, as anyone who’s played Sierra On-Line‘s adventure titles or even a classic text adventure knows how inscrutable those puzzles and answers can be. Lately, those old-school computer gamers have risen to represent their memories in video format, spurred first by this compilation of arcade deaths, posted by Rob Beschizza:

Inspired, Blake Patterson followed up with his own montage of deaths specifically from Apple II games, but set to Commodore 64 music:

Since then, a YouTube user named MrWhitman has become fixated on such fatalistic experiences, documenting them in his video channel. His 263 videos, many of them falling under the "Ways to Lose" or "Ways to Die" categories, showcase a variety of ways to not play your favorite adventure games. Although many of the videos, such as those of the original Police Quest, capture the 8-bit glory of early computer gaming, others, such as Space Quest, rely on various remakes with updated graphics.

I don’t remember any Apple II game being so challenging that I would throw the joystick in anger, though maybe I was just accustomed to the illogic of the burgeoning genre. Are classic games more difficult by comparison to today’s entertainment? Would we find ourselves less patient with a classic game today? What has your experience with retrogaming been?

(Hat tips to Open Apple and Seth Sternberger)

Life & Death in the Trauma Center

June 28th, 2010 12:08 PM
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I was searching on YouTube for videos of Apple II games and came across a ten-minute demo of Life & Death. I’d never heard of this game, despite its proliferation in 1988 to Mac OS, DOS, Amiga, Atari ST, and, of course, the Apple IIGS. It appears to be a medical simulation game in which you interact with patients, make diagnoses, then perform surgery. Here’s the video:



On the Apple II, this game is reminiscent of Operation Frog, a game by Tom Snyder (who later went on to create the animated television series Dr. Katz, Professional Therapist). Naturally, there is far less dialogue and diagnosis in Operation Frog, as the game recreates the experience of a high school biology lab and lessons in basic anatomy.

But more striking to me was Life & Death’s resemblance to Trauma Center, a series of video games that launched on the Nintendo DS in 2005 and now enjoys popularity on the Nintendo Wii. In these games, interaction with patients is drawn out into a cohesive storyline. Diagnosis occurs automatically, but you still need to choose the proper tools for surgery; failure to act wisely or swiftly will result in the patient’s death, or game over, returning you to the beginning of the level. Check out the similarities for yourself:



Given the popularity of edutainment software in the 1980s, I’m not surprised that a real-life profession would be simulated in a video game as far back as 22 years ago. What is impressive is that technology has not dramatically changed the nature of electronic entertainment. The interface and complexity of Life & Death and Trauma Center are noticeably different, but the theme and gameplay of the two are almost identical. No one acknowledges the Apple IIGS for pioneering this particular genre, even though it continues to be an unconscious inspiration. For example, it wasn’t until the fifth game in the Trauma Center series, Trauma Team, that players were given the opportunity to diagnose patients themselves.

There’s nothing unusual about Apple II classics inspiring modern hits; I presented on the topic myself at KansasFest 2009 and will be pursuing the issue further at next month’s event. But I never expected Trauma Center, which I previously considered unique to the Nintendo, to have its genesis on the Apple II. It truly was a computer ahead of its time, even recreationally.