1 MHz’s surname pronunciation guide

January 13th, 2020 12:52 PM
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I spent some time this week listening to 1 MHz, the Apple II podcast you can read more about in my tribute post. No, there are no new episodes — I was digging through the archives, listening to classics from more than a decade ago.

As always, I found myself inspired by host Carrington Vanston’s enthusiasm for Apple II games. I’ve never played the Wasteland or Fallout series, but Carrington’s passion for the original game, its innovative and quirky gameplay features, and decent graphics make me want to explore it. Even his brief mention of Wizardry brought back my memories of playing Proving Grounds of the Mad Overlord on the Nintendo Entertainment System and left me wondering if I would enjoy it today — or, better yet, if I should again tackle Silvern Castle, which I reviewed for Juiced.GS 21 years ago.

But the main reason I was spelunking the archives of 1 MHz was to find a particular piece of audio. I’d found it once before for Juiced.GS‘s 2017 April Fool’s joke, but I had failed to cite the specific episode. So I started with episode #12 and worked my way backward.

As I did so, I heard Carrington mangle several Apple II users’ surnames: Sean Fahey, Steve Weyhrich, and other people Carrington had not yet met at KansasFest. But one name he had no trouble with was my own. On the contrary, in 1 MHz episode #8, he made it clear that I am the one who has trouble pronouncing my own name.

https://twitter.com/kgagne/status/1216500057060585474

I have some trouble with Ken’s last name. Now, as longtime listeners to the show will know, I have some trouble pronouncing, everyone’s last name but with Ken it’s because us Canadians pronounce G–A–G–N–E as “gohn-yay” not “gag-knee”. Then again, we say oh, yeah, instead of “foy-yay” instead of “foyer” and “fill–aye” instead of “fillet” and things like “Pardon me” and “I’m sorry” instead of “Give me your wallet.” But it’s a cultural thing.

I know that Carrington’s jest in in good humor, and that he is otherwise a person who respects individuals’ identities. He’s also not wrong about the original pronunciation of my surname, and depending on the context and audience, I have used either the original Canadian pronunciation or the American one. Both are correct, and I accept either.

I remembered this jab from 2007 because that was still four years before my first time hosting a podcast. Open Apple debuted in February 2011, marking my first time behind the microphone. Up until then, I was an editor of Juiced.GS and Computerworld, where I told stories without being the story. I hadn’t yet engaged in a medium that put my identity and personality front and center — so to hear a podcast I was an ardent listener of suddenly talking about me was quite the squee moment… even if it was to poke fun.

I’d say I’m less starstruck now and that Carrington’s jabs have since lost their luster, except I know it would only motivate him to redouble his efforts. So I’ll just say thanks for reminding me of my own heritage — and for a blog post 13 years in the making.

Jeri Ellsworth of Tilt Five

October 14th, 2019 8:51 AM
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Sometimes, Apple II users have ambitions bigger than their humble retrocomputers. Steve Chiang went to work at Zynga and Warner Bros. Richard Garriott flew into space.

And now, Jeri Ellsworth is setting out to redefine reality with Tilt Five.

https://www.kickstarter.com/projects/tiltfive/holographic-tabletop-gaming

Jeri’s mixed reality rig is impressive in its own right. But it’s all the cooler due to Jeri being an Apple II rockstar, too… Well, maybe more Commodore 64.

But she was a cover story for Juiced.GS, too!

Jeri Ellsworth on cover of Juiced.GS

Doug Cuff’s interview with Jeri opens:

She’s a self-confessed hardware nerd, and she has a mission. She wants to rebuild one of the most popular and beloved microcomputers of the 1980s: the Commodore 64.

On the way, she’s going to be a big help to the Apple II. But even if she wasn’t, you would still want to pay homage to Jeri Ellsworth.

When she was 16, Jeri Ellsworth was playing with her Commodore 64, and she wanted it to have more colors. (Just as with the Apple II, people mentally dismissed the C-64 long before production stopped. The last C-64 rolled off the production line in 1992.)

By the time she had explored the idea of improving on the C-64’s hardware, Jeri wanted to create a C-64 on a single chip. She liked the idea of a C-64 palmtop. And she was still being driven by forces that most of us can understand: she wanted to play all her old games, and at the same time, she wanted them to have better graphics.

Jeri is also an alumna of KansasFest, Vintage Computer Festival East, and the JoCoCruise, at all of which our paths have crossed.

Tilt Five’s Kickstarter was the latest opportunity for me to intersect with Jeri, as her project was a perfect fit for my monthly gaming podcast, Polygamer. Our hour-long chat (with a few opening and closing remarks about the Apple II) aired last week.

It was a pleasure to catch up with Jeri. It was also completely unsurprising to discovery she is as much an ambitious yet humble geek as ever. I didn’t feel like I was talking to someone who had outgrown the Apple II; rather, it was two old friends picking up right where we left off.

Jeri asked that I not air the video of us singing karaoke. In truth, no such video exists —  but there is video of her beating me badly at arm wrestling. So really, even if I did have any dirt on Jeri, I’d be highly incentivized to keep it to myself!

Steve Wozniak interviewed in 1982

October 8th, 2018 10:33 AM
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Steve Wozniak has given many interviews about the old days of inventing the Apple II and working with Steve Jobs. But back when the old days weren’t yet old, Woz was interviewed by Michael Harrison, who hosted the Harrison’s Mic talk radio show on KMET in Los Angeles, 1975–1986. Harrison has since transitioned from radio to podcast, and he’s now re-aired this 1982 interview as an episode of his podcast, The Michael Harrison Interview. The episode is 33 minutes long, with the 1982 interview beginning at 4:49. It’s a fascinating opportunity to draw parallels between Woz’s observations and predictions, and the culture that eventually arose.

The Michael Harrison Interview on PodcastOne

Woz wastes no time in sharing his insights into how the Apple II created a new generation of entrepreneurs:

It’s really amazing to find how many 16-year-olds in high school right now are making more money than even anybody’s parents in the schools are making… They’ve gone and written a program for a personal computer, like a game, a popular game, or a Rubik’s cube program, or a chess program, and they’ll market it through some of the companies that have sprung up to sell these programs, and good ones sell like hotcake… I don’t know a single one that’s as old as I. I’m 32. All the very popular names that are coming up, they’re almost all 16, 18.

This echoes Tim Enwall at Misty Robotics, who recently attributed the success of the Apple II to this third-party innovation:

Apple didn’t create or find VisiCalc. Based on the Apple II providing a relatively affordable, sufficiently powerful, and easily enough programmed platform, VisiCalc found it.

Woz also predicted the ubiquity of personal computers:

Harrison: Do you see that spreading to all of society in 10–20 years, where we’re all going to become electronics freaks?

Woz: Oh, no. No. Not at all… We all have TVs. We all have Hi-Fis. And we’re not TV freaks or Hi-Fi freaks or car freaks. But there’s going to be a lot more exposure to it. It’ll be commonplace.

This is the same thing Leigh Alexander meant during GamerGate when she wrote, "‘Gamers’ don’t have to be your audience. ‘Gamers’ are over." — not that an audience or culture was dead, but that it had become so pervasive as to be meaningless. We can all enjoy a good game, computer, or recipe without being a programmer, engineer, or chef; you don’t have to understand what’s happening under the hood to appreciate the results.

Speaking of electronic games, Woz expressed some concerns about this emerging medium:

It’s great when it’s fun and it’s a game, but you can get very intense into it, just like some people get into football very intensely and wind up hitting the TV set. When you take a game very seriously, it can be very addicting and result in a lot of negative behavior… We don’t have any evidence, but we know it. We know that it’s a problem.

I was surprised and disappointed to hear Woz take such a strong stance while admitting there’s no evidence to support it. We live in a society that often ignores or contradicts scientific evidence when it contradicts our "common sense". Of course, at the dawn of personal computing, there was little evidence one way or the other; nowadays, I hope any opinion Woz has now was arrived after reviewing the available resources.

Did you learn anything new in this interview? Was the Woz of 1982 much different from the Woz of today? Leave a comment with your reactions below!

(Hat tip to Talkers)

Speech synthesis on the Apple II

July 23rd, 2018 9:16 AM
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Earlier this year, I interviewed Joseph Bein of Out of Sight Games. As a visually impaired gamer, Joseph finds some games more accessible than others; but as a game developer, he encounters other challenges I’d never even considered. Are game development tools themselves accessible? How do we make them so?

Interviewing Joseph made it apparent that computers can cause problems for those seeking easy access to technology and media — but another podcast showcased how they can also solve a lot of problems. The Apple II was one of the pioneers in that department, courtesy the Echo II speech synthesis expansion card. One early beneficiary of the Echo II was Dr. Robert Carter, a podcaster who himself was recently interviewed on the podcast Background Mode, a publication of The Mac Observer.

From the show notes:

Dr. Robert Carter is a Ph.D. Psychologist at Texas A&M, a long-time Apple enthusiast, and the co-host of the Tech Doctor podcast. He’s very well versed in assistive technologies, having been blind since birth. Robert tells an amazing story about he’s coped with his disability through the years. It started with using a portable typewriter in grade school, discovering the Apple II at age 18 and a speech synthesizer plug-in card, and ultimately using Apple’s extraordinary VoiceOver technology on the Mac—and now iPhone.

The Apple II connections in this podcast extend to both sides of the mic: host John Martellaro was the editor and publisher of Peelings II, "The Magazine of Apple Software Evaluation", back in the early 1980s.

I’d love to examine the accessibility features of the Apple II — both historical and modern — in a future issue of Juiced.GS. After listening to this podcast, I’m adding Dr. Carter to my list of primary resources!

Happy birthday, 1 MHz

May 7th, 2018 9:46 AM
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When Ryan Suenaga launched the A2Unplugged podcast on August 8, 2006, he declared it the world’s first Apple II podcast. He quickly discovered that someone who’d never been to KansasFest, subscribed to GEnie, or read Juiced.GS had beaten him to the punch by only three months and a day: on May 7 of that year, Carrington Vanston debuted 1 MHz — originally "the Apple II podcast", soon "an Apple II podcast".

1 MHz podcast

Free as in beer, and free as in freedom.

Over six years and sixteen episodes, Carrington played 8-bit Apple II games both popular and obscure: Wasteland, Bureaucracy, Archon, Apple Panic, and more. Almost a decade before podcasts like New Game Plus and Do You Want to Keep Playing? made "retro game of the week" their schtick, 1 MHz was plumbing the depths of classic adventures, putting them in historical context and gushing over their feelies, exhibiting an enthusiasm normally reserved for someone discovering these games for the first time.

What Carrington had in quality, he made up for in lack of quantity. Sixteen episodes over 75 months is not frequent — it’s roughly one every five months. The shortest span between episodes was four weeks; and the longest was two years, eight months. At that rate, it became an event when a new episode debuted, with my friends hurriedly texting me, "Did you hear? A new episode of 1 MHz is out!!"

1 MHz is not the only show to have fluctuated the Apple II airwaves. After four years of broadcasting, A2Unplugged aired its 36th and final episode in July 2010; host Ryan Suenaga passed away nine months later, in April 2011. But he lived to hear the debut of Open Apple, a show Mike Maginnis and I created to do what no other Apple II podcast was doing: interviewing the voices that constitute this amazing community. I departed that show after three years, but despite occasional hiatuses, Open Apple continues to this day, with Juiced.GS associate editor Andy Molloy and I guest-appearing on the latest episode, #76.

Meanwhile, in the last four years, traditional episodes of 1 MHz have been absent — but Carrington has not been silent. His rambunctious style of podcasting can be heard today not only on the Retro Computing Roundtable but on Eaten by a Grue, a game review podcast in the style of 1 MHz that Carrington co-hosts with Kay Savetz. Last month, episode #17 aired, making it a more prolific podcast than 1 MHz.

But the great thing about retrocomputing podcasts is that they’re never outdated: by covering topics that aren’t contemporary, the podcasts themselves become timeless. So to celebrate the 12th anniversary of 1 MHz‘s premiere, I’ve ensured that Carrington’s show will never be lost to the tides of time, and I’ve uploaded it to the Internet Archive.

Here’s to ensuring a long life for the first — and one of the best — Apple II podcasts!

The legend of John Romero

February 26th, 2018 9:06 AM
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When I was on the KansasFest committee, I performed much of the outreach to parties outside what we commonly think of as the Apple II community. That included recruitment of keynote speakers, which was always one of the most important steps in organizing each annual convention. Once we had a keynote speaker to headline the event, we could open registration — which meant brainstorming and solicitation of speakers began very early.

While most candidates responded to our emails, not all of them were able to accept our invitations, for a variety of legitimate reasons: usually that they’d moved past the Apple II, or that we couldn’t sufficiently compensate them for their time. When they did respond in the affirmative, it wasn’t unusual for several rounds of questions and clarifications to occur before they’d agree to attend. None of this was unexpected or unfair; on the contrary, we recognized that an Apple II convention in the middle of the country at the height of vacation season was a hard sell.

All this made it all the more shocking when the keynote speaker we thought most likely to say no was the one whose enthusiastic acceptance arrived the fastest. Given that the sun has still not set on the legend of John Romero, I never expected such a luminary of the gaming industry to come to KansasFest. That preconceived notion served only to demonstrate how little I knew him. He was friendly, generous, timely, and delivered one of the best KansasFest keynote speeches I’ve ever witnessed.

More evidence of John’s benevolence is apparent in the latest episode of Jason Scott‘s podcast, Jason Scott Talks His Way Out of It (which I back on Patreon). Over the course of Jason’s 24-minute monologue, he recounts his own personal interactions with John as well as John’s many contributions to gaming and the Apple II community.

I’m tempted to call John’s appearance at KansasFest a homecoming. But John never left the Apple II community, celebrating it in 1998 by hosting his own reunion of renowned Apple II developers and publishers, as documented in this landmark ZDNet feature by Steven Kent. John recreated that event almost 20 years later when he and partner Brenda Romero, herself of Wizardry fame, hosted another Apple II reunion in 2015. Both events reunited John with his peers from the days well before his Doom and Quake fame, when he created such classic Softdisk and UpTime games for the Apple II as Dangerous Dave.

John Romero is one of my favorite people in the gaming industry, not only because of the software he’s created but because of how he conducts himself as a person and the respect, enthusiasm, and support he shows others — such as by showing no hesitation about being an Apple II keynote speaker in Missouri in the middle of July.