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neglectoru

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About neglectoru

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  1. First off, I'm super excited about this project. I've watched the previews for years and can't wait to play this game. I wish the developers all the success in the world. With regard to the kickstarter, though, I'm worried that emphasizing "feelies" will distract from the development of the game. I want the team's time spent on shipping the game, not trying to figure out who can make the best colored boxes or cloth maps at scale. It's hard to ship a well balanced, quality story, robust computer RPG. I wish we could fund these software production efforts without the potential distractions of physical production and shipping.
  2. Zoom Pascal bears W Kusche's name. Didn't he also later work on Kyan Pascal?
  3. Thanks for putting this together! It is fascinating stuff. Do you have a sense how much is shared between the Apple II and C-64 versions? I got the sense that the engine might be similar, and now I can compare. Stuart Smith's lead platform, I think, might have been the Atari 800, for which (I think) the first of his adventure games were released. I wonder if the Apple II or C-64 versions were the original for ACS
  4. (Inspired by the recent Antic interview about Pascal)... Long before Abacus teamed with Data Becker for their pascal, Arnie Lee (of Abacus Software) was porting Tiny Pascal from the Z80-based computer to the Apple and Commodore machines: Does anyone have a working version of this Tiny Pascal for any of the 6502 machines (Apple / C-64 / PET)?
  5. The APh tech doc "Your Friend The Exec" used to be available on intellivision.us, but, sadly, seems to no longer be there. Does anyone have a scan of this important historic document? On a related note, on Intellivisionaries episode 7, David Rolfe indicated that he'd make the original source code / listing for the Exec available. Did this ever happen?
  6. Heh, indeed. When I was a kid, I followed the typical path. I scrambled the cube, managed to get all the colors back on one side, and got stuck. I bought a book, and could use the instructions to solve the cube in about an hour. Fearing another hour long solve, the cube gathered dust. Fast forward 30 years, and I decided I wanted to actually learn how to solve it, in part by understanding what on earth was going on. With a better math background, I learned how to actually solve the cube myself (without instructions), I can now solve the cube in a few minutes (one can indeed teach an old dog new tricks), and it is a lot of fun. I probably could write my own cube solver now, but I'm curious how folks did it on the 8-bits. It would especially be interesting if they used some of the fancy techniques to solve the cube closer to the optimal solution of 20 or less moves, rather than the dozens and dozens a basic solution takes.
  7. Atarimania seems to believe that there was a "Rubik's Cube Solver" for the Atari 8-bit. I've recently become a bit fascinated by these. Does anyone have this, or any information about this, or other Rubik's cube solvers for the Atari 8-bit?
  8. Apple Logo was my first programming language, many years ago. I did the typical turtle geometry stuff, but moved on to core computer science stuff with the help of a teacher. I never dabbled with music on the Apple. Since the machine could do little more than beep, I'd be curious what it sounds like. If my school had a utilities disk, I never saw it...
  9. Thanks for the resources! It is amazing to me how similar Pokey Player is to their later SID offering (see attached screenshot) I'm considering starting a research project / blog about the early computer music creation software, which would be limited in scope from first home computers, and ends with the first Amiga trackers (after which music creation exploded and would probably be too much to cover). Any interest?
  10. A comprehensive set of type-ins from Compute would be really cool.
  11. That is encouraging news! Any code would be super exciting. Keep us posted...
  12. Atarimania has an entry for Pokey Player, a music editor written by Craig Chamberlain and Harry Bratt. The two later went on to create a C-64 music editing solution (sidplayer), which was very popular in the Commodore 64 BBS music scene. Their Atari product, according to sidplayer.org, was created in 1982, but I can find little other information about it. Atarimania has a 1984 entry, but no disk / manual / other materials. Does anyone have any more information (or perhaps a disk image) of this product? I think it is probably a very early example of music creation software. Other interesting early music editors out there?
  13. I feel like there is another issue floating around. Boulder Dash for the 2600 is a massive technical achievement, pushing the 2600 far beyond what it was ever intended to do. Here too, we have a relatively modern game, one for which the source code is probably not yet lost to the sands of time, like so many 2600 resources. The sources that make up the game (including the levels which are arguably derived works of FSS) are an extremely important technical and historical artifact. However, with no ROM release or source code release (for understandable reasons, to be sure), this piece of (modern) Atari 2600 history is in great jeopardy of not being preserved in the fidelity it deserves. A release to the Internet Archive is probably undesirable to both the authors and FSS, but would preserve things far better than they would in the current state of the world.
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