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	<title>planet romero &#187; GameTales</title>
	<atom:link href="http://planetromero.com/category/gametales/feed" rel="self" type="application/rss+xml" />
	<link>http://planetromero.com</link>
	<description>my gaming past, present and future</description>
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		<title>GameTales: HomeCourt</title>
		<link>http://planetromero.com/2010/08/gametales-homecourt</link>
		<comments>http://planetromero.com/2010/08/gametales-homecourt#comments</comments>
		<pubDate>Mon, 23 Aug 2010 05:33:48 +0000</pubDate>
		<dc:creator>Romero</dc:creator>
				<category><![CDATA[Game History]]></category>
		<category><![CDATA[GameTales]]></category>
		<category><![CDATA[basketball]]></category>
		<category><![CDATA[Don Walker]]></category>
		<category><![CDATA[HomeCourt]]></category>
		<category><![CDATA[Inside Out Software]]></category>
		<category><![CDATA[John Walker]]></category>
		<category><![CDATA[Origin Systems]]></category>
		<category><![CDATA[Steve Meuse]]></category>
		<category><![CDATA[Twitter]]></category>

		<guid isPermaLink="false">http://planetromero.com/?p=2259</guid>
		<description><![CDATA[I recently tweeted about the fact that there was actually a sequel, mostly finished, for Origin Systems&#8217; game, 2400 A.D. titled 2500 A.D. MobyGames and Wikipedia were updated with the information which prompted someone on my TwitterFeed to ask about an unreleased Origin game titled HomeCourt. Luckily, I&#8217;m one of the few people to know <a href="http://planetromero.com/2010/08/gametales-homecourt#more-2259'" class="more-link">more »</a>]]></description>
			<content:encoded><![CDATA[<p><div id="attachment_2262" class="wp-caption alignright" style="width: 310px"><a href="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2010/08/homecourt_box.jpg"><img src="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2010/08/homecourt_box-300x225.jpg" alt="" title="homecourt_box" width="300" height="225" class="size-medium wp-image-2262" /></a><p class="wp-caption-text">HomeCourt Box Concept</p></div>I recently tweeted about the fact that there was actually a sequel, mostly finished, for Origin Systems&#8217; game, <em>2400 A.D.</em> titled <em>2500 A.D.</em> MobyGames and Wikipedia were updated with the information which prompted someone on my TwitterFeed to ask about an unreleased Origin game titled <em>HomeCourt</em>.</p>
<p>Luckily, I&#8217;m one of the few people to know about this project. <em>HomeCourt</em> was a basketball game designed by two brothers, Don and John Walker. They were stronger on the design side than the coding side, so they had help from classic game programmer, Steve Meuse. I believe the game idea was brought to Origin in 1987 to make a full court basketball game (<em>One on One</em> was a half-court game).</p>
<p><div id="attachment_2261" class="wp-caption alignright" style="width: 310px"><a href="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2010/08/homecourt_ad.jpg"><img src="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2010/08/homecourt_ad-300x225.jpg" alt="" title="homecourt_ad" width="300" height="225" class="size-medium wp-image-2261" /></a><p class="wp-caption-text">HomeCourt ad concept</p></div>Steve Meuse worked with the brothers, mostly with Don, to get a graphical prototype working. The prototype had players on a projected 2D court running around and passing the ball on an Apple II. I saw this prototype working once when Don Walker was visiting, and it looked pretty nice. It was black and white graphics at the time, and the running and ball-passing worked great. Unfortunately, Steve left Origin in 1988 shortly after I left to co-found my studio, Inside Out Software.</p>
<p>The New Hampshire office of Origin Systems closed, and the company was consolidated in Austin, TX at the start of 1989. That effectively put an end to <em>HomeCourt</em>. Says Steve Meuse, &#8220;The game design aspect was getting more complex, and by the time I left Origin in 1988, it seemed to me to be only getting moreso.  With the company move and all, the Walkers probably could have used more help and guidance than they got, but that&#8217;s just the way things turned out.&#8221;</p>
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		<title>GameTales: id Answering Machine</title>
		<link>http://planetromero.com/2010/02/gametales-id-answering-machine</link>
		<comments>http://planetromero.com/2010/02/gametales-id-answering-machine#comments</comments>
		<pubDate>Mon, 15 Feb 2010 04:34:12 +0000</pubDate>
		<dc:creator>Romero</dc:creator>
				<category><![CDATA[GameTales]]></category>
		<category><![CDATA[Bobby Prince]]></category>
		<category><![CDATA[id Software]]></category>
		<category><![CDATA[Judas Priest]]></category>
		<category><![CDATA[La Prada Club]]></category>
		<category><![CDATA[Sesame Street]]></category>
		<category><![CDATA[Tom Hall]]></category>
		<category><![CDATA[Vince Guaraldi]]></category>
		<category><![CDATA[W.A.S.P.]]></category>
		<category><![CDATA[Wolfenstein 3D]]></category>

		<guid isPermaLink="false">http://planetromero.com/?p=2082</guid>
		<description><![CDATA[It was June 1992. We had already shipped Wolfenstein 3D, the shareware episode only at that point, and were working on finishing the rest of the 6 episodes. Bobby Prince was in the house busy making the music for those last 5 episodes. Bobby brought his entire audio rig with him which consisted of a <a href="http://planetromero.com/2010/02/gametales-id-answering-machine#more-2082'" class="more-link">more »</a>]]></description>
			<content:encoded><![CDATA[<div id="attachment_2083" class="wp-caption alignright" style="width: 754px"><a href="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2010/02/id_at_la_prada_club.png"><img class="size-full wp-image-2083" title="News 8 Reporter watching Carmack on the NeXT Cube at La Prada Club apartments" src="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2010/02/id_at_la_prada_club.png" alt="" width="744" height="475" /></a><p class="wp-caption-text">News 8 Reporter watching Carmack on NeXT Cube</p></div>
<p>It was June 1992. We had already shipped <em>Wolfenstein 3D</em>, the shareware episode only at that point, and were working on finishing the rest of the 6 episodes. Bobby Prince was in the house busy making the music for those last 5 episodes. Bobby brought his entire audio rig with him which consisted of a huge sampling keyboard, speakers, and a rack with lots of effects units.</p>
<p>id Software was working out of a one-bedroom loft apartment at La Prada Club in Mesquite, Texas. The six of us lived at La Prada or at adjacent complexes, so getting to work was only a couple minutes. We didn&#8217;t think that was strange; we were on a mission.</p>
<p>Whenever Bobby left for the night, Tom and I would start playing around with his sampling keyboard. We came up with some crazy songs, and somehow we decided to come up with some answering machine messages. There were a bunch of samples already in the keyboard, and we came up with these right on the spot with no practice.</p>
<div id="attachment_2084" class="wp-caption alignright" style="width: 753px"><a href="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2010/02/kevin_cloud_wolf3d_art.png"><img class="size-full wp-image-2084" title="Kevin Cloud drawing Spear of Destiny title" src="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2010/02/kevin_cloud_wolf3d_art.png" alt="" width="743" height="476" /></a><p class="wp-caption-text">Kevin Cloud drawing Spear of Destiny title</p></div>
<p>I used samples from some Judas Priest and W.A.S.P. songs as intros, and also a Vince Guaraldi song for one. Most of the answering machine &#8220;stories&#8221; are about a huge, red demon that is looking for id Software and showed up just after id escaped the building. Tom is the guy interviewing the demon, who then tires of Tom when he has no information about id&#8217;s whereabouts and instantly destroys him. Or throws him down the stairs. This happens again and again.</p>
<p>The recordings are a little high-pitched and missing some bass to them. We only used a couple of these on the answering machine, and then Jay took them off and recorded a more corporate message, thus ending the fun.</p>
<p>Until now, only a few people knew about, and heard, these messages. I shall release the Kraken!</p>
<p><a class="wpaudio" href="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2010/02/01-Well........-Begone.mp3">01 Well&#8230;&#8230;.. Begone!</a><br />
<a class="wpaudio" href="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2010/02/02-The-Letter-i-and-the-Number.mp3">02 The Letter &#8216;i&#8217; and the Number 5</a><br />
<a class="wpaudio" href="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2010/02/03-Were-So-Very-Sorry.mp3">03 We&#8217;re So Very Sorry</a><br />
<a class="wpaudio" href="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2010/02/04-Powers-You-Wont-Believe.mp3">04 Powers You Won&#8217;t Believe</a><br />
<a class="wpaudio" href="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2010/02/05-Powers-That-You-Cant-Imagine.mp3">05 Powers That You Can&#8217;t Imagine</a><a class="wpaudio" href="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2010/02/06-Were-Not-Here-Right-Now.mp3">06 We&#8217;re Not Here Right Now</a><br />
<a class="wpaudio" href="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2010/02/07-Having-Them-for-Dinner.mp3">07 Having Them for Dinner</a><br />
<a class="wpaudio" href="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2010/02/08-Heres-a-Tone-Youll-Really-Like.mp3">08 Here&#8217;s a Tone You&#8217;ll Really Like</a><br />
<a class="wpaudio" href="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2010/02/09-I-Like-the-Hot-Dogs.mp3">09 I Like the Hot Dogs</a><br />
<a class="wpaudio" href="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2010/02/10-I-Want-to-Speak-to-Mankind.mp3">10 I Want to Speak to Mankind</a><br />
<a class="wpaudio" href="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2010/02/11-Demonic-Task-Force.mp3">11 Demonic Task Force</a><br />
<a class="wpaudio" href="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2010/02/12-Goodbye-Ass.mp3">12 Goodbye, Ass!</a><br />
<a class="wpaudio" href="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2010/02/13-Goodbye.mp3">13 Goodbye!</a><br />
<a class="wpaudio" href="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2010/02/14-Shut-Up.mp3">14 Shut Up</a><br />
<a class="wpaudio" href="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2010/02/15-Suck-This.mp3">15 Suck This!</a><br />
<a class="wpaudio" href="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2010/02/16-Fuck-Off.mp3">16 Fuck Off!</a></p>
<p>Message #2 was made after the Sesame Street counting segments like this one. Watch the baker at the end.</p>
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		<title>GameTales: Cray YMP</title>
		<link>http://planetromero.com/2010/01/gametales-cray-ymp</link>
		<comments>http://planetromero.com/2010/01/gametales-cray-ymp#comments</comments>
		<pubDate>Sun, 31 Jan 2010 08:08:16 +0000</pubDate>
		<dc:creator>Romero</dc:creator>
				<category><![CDATA[GameTales]]></category>
		<category><![CDATA[Cray YMP]]></category>
		<category><![CDATA[DM3]]></category>
		<category><![CDATA[Doom]]></category>
		<category><![CDATA[DoomEd]]></category>
		<category><![CDATA[Jay Wilbur]]></category>
		<category><![CDATA[John Carmack]]></category>
		<category><![CDATA[NeXTSTEP]]></category>
		<category><![CDATA[Quake]]></category>
		<category><![CDATA[QuakeEd]]></category>
		<category><![CDATA[Silicon Graphics]]></category>
		<category><![CDATA[SuperDebugger]]></category>
		<category><![CDATA[The Abandoned Base]]></category>

		<guid isPermaLink="false">http://planetromero.com/?p=1993</guid>
		<description><![CDATA[What could be better than developing games on NeXTSTEP? Maybe doing it on a supercomputer?]]></description>
			<content:encoded><![CDATA[<p><a href="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2009/12/qe_dev-726646.gif.png"><img class="alignright size-full wp-image-1150" title="QuakeEd development screenshot" src="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2009/12/qe_dev-726646.gif.png" alt="" width="1024" height="819" /></a>At id, we were always looking for a better way to develop our games. In the beginning we developed games for DOS machines <em>on DOS machines.</em> In 1991, John Carmack investigated the NeXTSTEP operating system, and decided that cross-development on a superior platform would result in a better game and a better development experience. We all converted over to NeXTSTEP at the end of 1992, after <em>Spear of Destiny</em>.</p>
<p>Because we were developing on such powerful machines in an amazing operating system, development of <em>Doom</em> went faster than normal. The level editor that I wrote, <em>DoomEd</em>, was far beyond anything that ever appeared on DOS, even in the years after <em>Doom&#8217;s</em> release. We could run <em>Doom</em> in a window and debug its code right alongside it in <em>SuperDebugger</em>. It was bliss.</p>
<p>While developing <em>Quake</em>, we continued to use NeXTSTEP and we upgraded our machines to faster ones with Intel processors and a couple with PowerPC&#8217;s in them. NeXTSTEP could run on about 4 chip architectures back then and compile code for all of them so we could run <em>QuakeEd</em>, for example, on an Intel-chipped NeXTSTEP machine even if it was developed on a 68000 chip machine.</p>
<p>Simply put, NeXTSTEP was awesome for many years and nothing could touch it. That remains true today after NeXTSTEP&#8217;s transformation into OS X.</p>
<p>During <em>Quake&#8217;s</em> development, John Carmack started thinking about what might be better than NeXTSTEP. The idea of the entire development team working inside the same machine seemed pretty interesting. The machine would be insanely fast, so it would have to be a supercomputer for all of us to work on it at once. That means it would be able to crunch whatever crazy data we needed to create our upcoming worlds.</p>
<p><a href="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2010/01/cray-ymp.jpg"><img src="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2010/01/cray-ymp.jpg" alt="" title="Cray YMP Supercomputer" width="400" height="308" class="alignright size-full wp-image-1998" /></a>John decided that a Cray YMP supercomputer would be pretty cool to check out and see if we could all move over to it. Each person would have a hardware interface board that had keyboard and mouse inputs with video output on it. We would route all the cables to our desks and all be working together inside a Cray supercomputer.</p>
<p>We started getting pretty excited about the idea, so Jay Wilbur contacted Cray to see about getting a deal on a YMP. Jay got them to agree to sell us one for $500k if we put Cray supercomputers inside <em>Quake</em>, somewhere in the environment, possibly all over the place if it made sense.</p>
<p>John and I were all for this idea, so we said, &#8220;Let&#8217;s do this.&#8221; and I started experimenting with how a C-shaped Cray would look inside <em>Quake</em>. How it needed to be lit. How big it should be. What kind of textures we should use. Where it would go, and why it would be there.</p>
<p>I thought that powering the slipgates would probably require a supercomputer. So I should probably have a Cray connected to every slipgate, since the military-themed areas are supposed to be modern day settings.</p>
<p>After getting settled on the idea, and thinking the Crays would only be in select areas, disaster struck.</p>
<p>Cray was bought by SGI, Silicon Graphics, Inc., in February 1996.</p>
<p>All pending deals were canceled; our supercomputer dream crushed.</p>
<p><a href="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2010/01/slipgate.jpg"><img src="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2010/01/slipgate.jpg" alt="" title="Quake Slipgate" width="168" height="167" class="alignright size-full wp-image-2001" /></a>I changed the <em>Quake</em> slipgates to be smaller and simpler than the Cray-powered versions. As an homage to the Cray Dream we had, I put a roomful of computers in my only deathmatch map, <em>The Abandoned Base</em>, DM3.</p>
<p>Shortly after I released <em>Quake</em> on June 22, 1996, John decided that developing on Windows 95 was the way to go. His first project was porting <em>QuakeEd</em> over to Win32. I left id on August 6, 1996.</p>
<p><a href="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2010/01/Screen-shot-2010-01-31-at-3.03.28-PM.png"><img src="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2010/01/Screen-shot-2010-01-31-at-3.03.28-PM-300x225.png" alt="" title="Quake - The Abandoned Base" width="300" height="225" class="alignnone size-medium wp-image-2008" /></a></p>
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		<title>GameTales: Axe Attack!</title>
		<link>http://planetromero.com/2010/01/gametales-axe-attack</link>
		<comments>http://planetromero.com/2010/01/gametales-axe-attack#comments</comments>
		<pubDate>Mon, 25 Jan 2010 05:28:54 +0000</pubDate>
		<dc:creator>Romero</dc:creator>
				<category><![CDATA[GameTales]]></category>
		<category><![CDATA[1995]]></category>
		<category><![CDATA[Axe attack]]></category>
		<category><![CDATA[John Carmack]]></category>
		<category><![CDATA[QuakeEd]]></category>

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		<description><![CDATA[It was dark in my office in 1995, warm, and I was busy programming QuakeEd. I had my stereo playing Great White, Ratt, George Lynch and all other manner of hair metal. I was in my element - in the zone. At some point, I needed to go to the bathroom. I went to my door, <a href="http://planetromero.com/2010/01/gametales-axe-attack#more-1959'" class="more-link">more »</a>]]></description>
			<content:encoded><![CDATA[<div id="attachment_1962" class="wp-caption alignright" style="width: 410px"><a href="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2010/01/axe-going-thru-door-lrg.png"><img class="size-full wp-image-1962" title="the shining" src="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2010/01/axe-going-thru-door-lrg.png" alt="" width="400" height="300" /></a><p class="wp-caption-text">Heeeeeeere&#39;s Johnny!</p></div>
<p>It was dark in my office in 1995, warm, and I was busy programming <em>QuakeEd</em>. I had my stereo playing Great White, Ratt, George Lynch and all other manner of hair metal. I was in my element - <em>in the zone</em>.</p>
<p>At some point, I needed to go to the bathroom. I went to my door, turned the knob, and nothing. The door wouldn&#8217;t open, the knob turning and turning. I was thinking, &#8220;Seriously?&#8221; The building materials were not grade-A, apparently, at our building in Mesquite, Texas.</p>
<p>I needed to get out, the pressure now mounting. I called John Carmack on his phone extension, 13.</p>
<p>&#8220;Dude, I&#8217;m stuck in my office. My doorknob doesn&#8217;t work anymore. I think you should chop down this shitty door.&#8221;</p>
<p>&#8220;I&#8217;ll be right over.&#8221;</p>
<p>I heard a noise on the wall, which had to be John getting his $5,000 custom axe off its mount. He walked in front of my door and tried the knob. Sure enough, the knob doomed the door to a swift death. John was telling the others in the office nearby that he was about to rescue me from my new prison.</p>
<p>Good thing I decided to stand with my back against the same wall as the door.</p>
<p><em>BAM!</em> The first swing came through the center of the door, just a little, and sprayed wood fragments across the room, bouncing off the opposite wall.</p>
<p><em>BAM!</em> More wood, splintering and flying. I would have been injured if I were standing in the middle of my room.</p>
<p>After about twelve good swings, the center of the door was completely obliterated, and I could climb through easily. I ran to the bathroom as everyone was laughing about the violence that just took place.</p>
<p>When I got back, I got the doorknob off and swung the door fully open. Later on, we tapped the hinges out and put the door in the storage room. A new door appeared the next day.</p>
<p>The story about the axe attack got around. Magazine journos that came by for interviews wanted to see the door that Carmack destroyed. We showed them. We took pictures with the door, some of which were published. The ruined door became an iconic item almost as venerable as the <em>DOOM</em> chainsaw.</p>
<p>Alas, no one at id thought the door that important, and it was taken to the scrapheap during our office remodel of 1996.</p>
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		<title>GameTales: The Bilestoad</title>
		<link>http://planetromero.com/2010/01/the-bilestoad</link>
		<comments>http://planetromero.com/2010/01/the-bilestoad#comments</comments>
		<pubDate>Sun, 17 Jan 2010 22:04:40 +0000</pubDate>
		<dc:creator>Romero</dc:creator>
				<category><![CDATA[GameTales]]></category>
		<category><![CDATA[1995]]></category>
		<category><![CDATA[Apple II]]></category>
		<category><![CDATA[Bilestoad]]></category>
		<category><![CDATA[Jim Nitchals]]></category>
		<category><![CDATA[Ken Demarest]]></category>
		<category><![CDATA[Mangrove Earthshoe]]></category>
		<category><![CDATA[Marc Goodman]]></category>
		<category><![CDATA[Michael Abrash]]></category>
		<category><![CDATA[Microwave]]></category>
		<category><![CDATA[Snack Attack]]></category>

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		<description><![CDATA[We were in Quake development. It was at the beginning when things were going smoothly, not the last seven months that turned work into a very dark place (from December 1995 on). But, I digress. Michael Abrash, the legendary programmer, was working at id and occupying the space where Tom Hall, followed by Sandy Petersen, <a href="http://planetromero.com/2010/01/the-bilestoad#more-1909'" class="more-link">more »</a>]]></description>
			<content:encoded><![CDATA[<div id="attachment_1916" class="wp-caption alignright" style="width: 392px"><a href="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2010/01/abrash-carmack-cash.jpg"><img class="size-full wp-image-1916" title="abrash-carmack-cash" src="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2010/01/abrash-carmack-cash.jpg" alt="" width="382" height="212" /></a><p class="wp-caption-text">Michael Abrash, John Carmack and John Cash</p></div>
<p>We were in <em>Quake</em> development. It was at the beginning when things were going smoothly, not the last seven months that turned work into a very dark place (from December 1995 on). But, I digress.</p>
<p><a href="http://en.wikipedia.org/wiki/Michael_Abrash" target="_blank">Michael Abrash</a>, the legendary programmer, was working at id and occupying the space where Tom Hall, followed by Sandy Petersen, resided &#8211; out in the open in the black id cube building in Mesquite, Texas. One day, Michael had a visitor by the name of <a href="http://www.linkedin.com/in/kendemarest" target="_blank">Ken Demarest</a>. Ken has been in the game industry for many years, starting in 1990 at Origin Systems, and who, eight years after this story, worked at my Ion Storm Austin office.</p>
<div id="attachment_1917" class="wp-caption alignright" style="width: 513px"><a href="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2010/01/ken-demarest.jpg"><img class="size-full wp-image-1917" title="ken demarest" src="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2010/01/ken-demarest.jpg" alt="" width="503" height="604" /></a><p class="wp-caption-text">Ken Demarest</p></div>
<p>Ken and Michael were talking about old games. Little-known to many, Michael Abrash co-programmed the PC game, <a href="http://www.mobygames.com/game/pc-booter/snack-attack-ii" target="_blank"><em>Snack Attack II</em></a>, with his friend <a href="http://www.mobygames.com/developer/sheet/view/developerId,207/" target="_blank">Dan Illowsky</a>, who was already a well-known Apple <em>II</em> programmer due to <em>Snack Attack&#8217;s</em> popularity as a great Pac-Man clone.</p>
<p>Michael was talking about <em>Snack Attack II</em>, published in 1982, and Ken said, &#8220;Oh, we&#8217;re gonna start bringing up old games, eh?&#8221; Of course, anyone talking about old games has my interest, so I came out of my office and exclaimed surprise at learning that Michael had programmed <em>Snack Attack II</em> with the added surprise that I had no idea there was a sequel to the Apple <em>II</em> version!</p>
<p>Ken then mentioned the old <em>Ultimas,</em> and I replied that I had played all of them and beaten 1 through 5 (<em>Ultima 8</em> had been released the year before, in 1994). I told Ken, &#8220;Look, pulling out <em>Ultima</em> as an old game to impress me doesn&#8217;t work because it&#8217;s too big and popular. Everyone knows about Ultima. Have you ever heard of <em><a href="http://www.mobygames.com/game/apple2/tarturian" target="_blank">The Tarturian</a></em>? Now that&#8217;s a rare game!&#8221;</p>
<p>Ken hadn&#8217;t heard of <em>The Tarturian</em>, so I told him a little bit about it. I said I had a metric ton of Apple <em>II</em> games and knew them all very well. Then, the following exchange happened:</p>
<p>Ken: &#8220;You know, I&#8217;d be really impressed if you had <em><a href="http://en.wikipedia.org/wiki/The_Bilestoad" target="_blank">The Bilestoad</a></em>.&#8221;</p>
<p>Me: &#8220;I have it.&#8221;</p>
<p>Ken: &#8220;I mean the original retail version.&#8221;</p>
<p>Me: &#8220;I have the original 1982 gold label retail floppy.&#8221;</p>
<p>Ken: &#8220;Seriously? I&#8217;d be really impressed if you had it <em>here</em>.&#8221;</p>
<p>Me: &#8220;I do. In fact, I am going to blow you away. Right now, in my office, <em>The Bilestoad</em> is currently running on my Apple <em>IIe</em>.&#8221;</p>
<p>Ken: &#8220;Seriously? Holy shit, I gotta see this!&#8221;</p>
<p><a href="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2010/01/Bilestoad-screen.png"><img class="alignright size-full wp-image-1929" title="Bilestoad screen" src="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2010/01/Bilestoad-screen.png" alt="" width="350" height="240" /></a>Ken follows me into my office, and on my original computer desk from 1985, was my Apple <em>IIe</em> with <em>The Bilestoad </em>running in demo mode &#8211; silicon knights hacking away at each other with digital axes, replete with pixelated blood spilling on the green field.</p>
<p>Ken: &#8220;Now <em>that</em> is impressive.&#8221;</p>
<p>Food for thought: Why did I have my Apple <em>IIe</em> running that day, and why did I put in <em>The Bilestoad</em> and leave it running in demo mode? Ken is the one who brought the game up, not me.</p>
<p>My life is full of seemingly impossible coincidences.</p>
<p><iframe title="YouTube video player" class="youtube-player" type="text/html" width="425" height="344" src="http://www.youtube.com/embed/6kY2mHJcz4I" frameborder="0" allowFullScreen="true"> </iframe></p>
<p><em>History Lesson: The Bilestoad was Marc Goodman&#8217;s hack-em-up Apple II action game that became a classic because of its violence and bloodshed. The game was so controversial that Marc used a nom de plume, Mangrove Earthshoe, so he could continue publishing games under his name free of stigma due to The Bilestoad. Unfortunately, this was his last game.</em></p>
<p><em> </em></p>
<p><em>It&#8217;s hard to detect, but Marc was attempting to play the song &#8220;Fur Elise&#8221; while simultaneously running a game. On the Apple II, this was one of the most difficult programming tasks, and very few programmers got it working right. The absolute master of this technique was Jim Nitchals, triumphantly displayed in his 1982 game Microwave.</em></p>
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