Atari Vets “Getting The Band Back Together” To Rock Mobile Games Like’s It’s 1979 All Over Again

Denis Koble, Rich Adam, Ed Logg, Lyle Rains, Bruce Merritt, Tim Skelly, Owen R. Ruben, Ed Rotberg, Bob Smith, and Rob Zdydel are forming a game company named Innovative Leisure, and you should take notice.

If you don’t know who those guys are, they are the designers, programmers, and masterminds behind most of Atari’s famous golden age coin ops. Collectively there helped create Tank, Sprint2,  Jet Fighter, Avalanche, Starship,  Dirt Bike, Video Pinball, Atari Football, Super Breakout, Asteroids, Centipede, Missile Command, Battlezone, Gravitar, Millipede, Gauntlet, Steel Talons, Xybots , Hard Drivin’ and many others.  As well, Tim Skelly was instrumental in creating and a few greats from Cinematronics as well  like Rip Off, Armor Attack, and  possibly the best game ever made, Star Castle.

Their plan (along with about 2 dozen other employees) is to work on 10 games simultaneously that will be released by THQ for iOS later this year.   They are focusing on game play, basically starting where Atari (the REAL Atari)  left off, making great, innovative games.  They are also working on a trackball controller for iOS.  The name Innovative Leisure comes from some of Atari’s earliest marketing materials, and by using it, these guys areg firing a shot across the bow of the game world.

This is all being made possible by Seamus Blackley, who was one of the creators of the Xbox, and his wife Van Burnham, author of the book Supercade (a book that sits in the 8bitrocket.com library right now)  They have basically done what we here at 8bitrocket.com towers have dreamed of doing : They “got the band back together”.  The band of greats who were there are the beginning and are ready to kick ass again once again.  They’ve pulled all these veterans together, and they hope to take on the world like it’s 1979 all over again.

We here at 8bitrocket.com could not be more excited about this, and come this summer, we can’t wait to play their new games.

You can read more about this here and here.

 

Posted in Atari Nerd | 3 Comments

Atari Nerd Fantasy: What If Our Games Had Been Released As Cartridges For A Classic Console (photo)

We were thinking over the weekend that it would be nice to have some kind of physical way to represent the many games we have made over the years. Since most of them have been web games, they are fleeting digital objects to everyone (except us that is!).

We decided to make some boxes for a few of our games, imagining them as games for a classic console. We found a template online and using paint.net and some card stock, we printed out boxes and created them by hand.

 We even experimented with shrink wrapping them (Retro Blaster in the middle is the prototype).  After we made one box, it became addictive.  Seeing a physical representation of these games that have only ever lived on our hard drives was compelling, and it has become addictive.  We’ll probably end up making them for all the games we have worked on for the past 20 years.

Posted in Atari Nerd | 1 Comment

Chuck is gone, but it will leave a lasting impression (to modern nerds at least)

The TV show Chuck had it last two episodes last night and while it never achieved a huge TV audience, it represents the type of modern,  innovative, quality TV programming that can exist if those involved use the same creativity with production as they do with writing, acting and directing.

Chuck premiered on NBC in the fall of 2007 and it’s first glorious season was cut short because of the writers strike. It achieved a small but hardcore audience of people who enjoyed humor along with spy hi-jinks and nerd culture (with a little unrequited romance thrown in for good measure) .  Those original 9 Million viewers dropped with each of the show’s 4 more seasons until it was no longer profitable (was it ever?) to keep the show on the air. To NBC’s credit, as the show got better creatively (even as viewers were dropping off), they stayed with it and allowed the producers to find creative ways (like completely non-subliminal Subway and car commercials inserted into the scripts).

NBC had such a habit of throwing away good, but unprofitable shows that it was a miracle they stayed with Chuck for as long as they did. As the budgets started to get cut, quality wrinkles could be seen in many of the episodes, but all in all throughout its 5 seasons the show kept the quality of writing, humor and creativity high.

A good comparison to Chuck would be the Big Bang Theory (BBT).  It was another show about “nerds”  that premiered at the same time as a Chuck, but on CBS.   I have watched a few episodes of BBT and while it really is not my “cup of tea”, I  do like it, and  I understand how it went from ratings “slow starter” to top 10 hit and why Chuck needed to find creative financing to even stay on the air. Both shows at their core are about “Nerds”. The Chuck Lorre show (as with the strategy all of his shows employ) took “nerddom” and amplified it to be what the majority of people expected from nerds: Hyper-realistic, awkward, almost Aspergers style Bill-Gates characters that we could all laugh at (and sometimes with).

Chuck never went that route. While both shows include an attractive blond woman for the nerds to drool over, the Chuck writers and production team were able to realistically show Sarah slowing falling for Chuck because at his heart he was not a nerd, but just a hyper intelligent man-boy who loved real nerd culture (Star Wars, Raiders of The Lost Ark, Xbox, etc). Both Chuck and Morgan were supposedly nerds, but they were actually heroes and didn’t fall into the stereo-type that most people looked for in their nerd humor.

Chuck is more of a show that modern nerds (such as myself) identify with.   The modern nerd likes nerd culture, but is also interested in  other pursuits (sports, music, cars, etc) that don’t fit cleanly into the CBS style box that BBT has created for Nerds to exist in. Unfortunately, modern nerds don’t watch TV when it is actually on. While they identify and love Chuck (for the most part), they probably were working, partying, making their own content, or doing other things when Chuck was actually on. Modern nerds don’t rely on TV programming schedules, but work and watch at their own leisure. They would DVR it or watch it on-demand (a good reason why the product placement commercials helped keep the show alive).

This is one of the reasons why Chuck will leave a lasting impression. Aside from 5 seasons of funny, creative spy missions, retro nerd humor, great baddies, and an attractive (but quirky) cast, Chuck showed that a show can keep its quality high in the modern age of TV viewership without stooping (maybe the wrong word choice) to the CBS version of compartmentalizing its subjects into EXACTLY what CBS viewers want to see.  I don’t know too many modern “nerds” who admit to watching anything on CBS other than Football and Letterman. That doesn’t mean the shows on CBS are bad, because in reality, they are genius.  CBS understands its audience and is able to exploit their likes and dislikes into to a very profitable business.  They just don’t have many shows that I will watch.

I might be wrong here, but I feel that shows such as Chuck and Fringe (another show perpetually on the bubble that has used similar production tactics to stay afloat) will eventually have a much more lasting appeal and become part of a more significant media and pop culture landscape  down the road as many more modern nerds discover them via re-runs, box-sets, and streaming.

At its core, Chuck was a story about friends and love.  It was a show that was about a lost  ”nerd”, man-boy who actually had friends, and a family but needed a “brain” in almost a Wizard Of Oz sense to become the man  he needed to be. Plus, Chuck kicked some major ass and also got the girl at the end. What more could a modern nerd ask for?

Now that all five seasons of Chuck are complete, my hope is that when the “complete” series hits Costco bins and Netflix later this year, it will become more of a cult favorite than it is now.

 

 

Posted in 8bitrocket History | 2 Comments

When Social Media Fails

This week I found out that someone I know is in a very bad situation.  Actually, the situation is dire, really horrible, and honestly, unimaginable.    I went to school with this person, and for a couple of years we spent a good amount of time together.  This person is one of the nicest, sweetest, most genuine people I have ever known.  In fact, I cannot think of one negative thing to say about this person.

Several years ago,  this person wrote a fictionalized book about the place where we grew-up, and we connected again.  For a while we kept in touch, and then, as people do, I got distracted and did not return one of this person’s emails, and that was that.   I did follow this person’s career on their blog for a while, and when this person’s second book came out last year, I planned to buy it (but never did).  We are connected via Facebook, but with so many updates flowing by, it was difficult to keep up.

Now, like I said, this person is in a dire, horrible, unimaginable situation.  In 2012, my first inclination is to jump on Facebook/Twitter/my blog, etc. and shout to the rafters about it.  I want to help in any way I can.  I want people to know about the situation this person is currently in, and I want to have an answer that I can blog, tweet, update, crowd source, kickstart,  flashmob and send virally so anyone who might be able to help out would see it and take action.

But I can’t.

I can’t do it because the people who have put this person in this very dire, horrible and unimaginable situation have access to the same social media that I do.    They can read  tweets, they can monitor posts to the person’s Facebook page.   They can read news stories, and search Twitter feeds, and consume blog posts.  Every time they see a word written or mentioned about this dire, horrible and unimaginable  situation, it emboldens them to keep it going.   The very tools that I (and honestly, many other people who want to help but can’t find a way either)  have access to, the tools we think could use to help make a difference, are the same ones that might prolong the situation, or change the outcome to something terrible.

This is where social media fails.  It’s been said, “if we all have a voice, then none of us have one” (don’t ask me who said it, but I’m sure someone has).   I’ve always though thought that cliché was bullsh*t.    Now starting to think otherwise.

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Star Wars Uncut The Director’s Cut Released : Another Sign Of The Apocalypse?

The current Mayan Countdown has us at 331 days left until the end of the world, so we here at 8bitrocket.com have decided to spend some time looking for stories that we think show that something weird is going on this year.

The next Sign Of Doomsday: Star Wars Uncut : The Directors Cut Released

The  movie (embedded at the end of the post) was created by fans around the world, each taking 15 seconds of the original Star Wars film, and recreating it any way they saw fit, and then uploading to  the fine people at Star Wars Uncut who put it all back together.  The process took 3 years, and it was worth the wait for many reasons.

I heard about this project a couple years ago, and I planned (for about 15 minutes until I was distracted and forgot about it) to add my own scene.  At the time I felt it was a cool little project, and nothing more.  However, after I viewed it today, I believe it is another sign of the apocalypse.

Why?

Well, for one simple reason: it is the culmination of everything the internet was created for, and everything the internet will ever be.  It is the best thing ever created on the internet, and, the best thing that will ever be created on the internet. We have reached the boiling point off fandom, the crossroads of crowd sourcing, the winking final nail in the coffin of intellectual property.   The quickening has gotten as quick as the speed of light.

Continue reading

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Corporate Development Work Almost Killed Me

Corporate Development Work Almost Killed Me

First the good news.  I no longer work for a large corporation and I am am doing very well health-wise.  Except for a few minor exercise related injuries,  I am the healthiest I have been since 2006.

From 1997 – 2006 I loved my corporate job.  I was doing work I loved and I had ample time to concentrate on eating right and exercising.   I was running 6-8 miles 3 or more times a week and working out with a combo of heavy and light weights. My ideal weight was 190lbs and I was right there.  My mile split times were close to 7:30 for a 10K and that put me near the top of my age group (even though I was not competing often or at all, I would compare my times to those I saw posted after races). Even after my first son was born in 2005 I was able to keep up with my healthy lifestyle.

In late 2006, as my job started to become more “corporate” my health started to deteriorate.   By more corporate I mean more stress, less interesting work, less work-life balance.  This led to poor food choices, less exercise, and overall I was getting sicker with more lung related problems more often.

In 2011, I swapped one corporate job for what I though would be a much better situation:  Facebook Game Development Engineer for a huge Corprate gaming company.  What I thought would be Nirvana turned out to be close to a death sentence. I went from being a highly respected engineer with two published books and a successful development related web gaming programming blog to just another cog in a giant 24 hour-a-day game development churn machine.  My food choices went from bad to worse, my stress level went from terrible to “off the charts” and my time available to devote to exercise, family,and sleep was severely limited.

Big life changes occurred in the summer of 2011 as my dad passed away and I signed up for my own life insurance.  My dad’s passing has been noted here often, but I have not explained any of the other factors that let to me making a huge life-style change.  The life insurance company demanded physical showed that I had ballooned up from 190 in 2006 to now 207lbs in July 2011.  That was 17 pounds off my ideal weight.  Plus, I had a higher level of cholesterol (the bad kind) and a lower level of the good kind (the opposite of my 2005 physical).   I was also getting so many chest colds that every time I started to new exercise routine I would have to stop a few weeks into it to recover.

So, I decided to leave the corporate game development job, partner with my buddy John Santos at Producto studios, and build something of our own. At the same time, I started running and training again. I started all of this in August of 2011 at 208lbs.

I shied away from the gym for the first few months purely because I had learned of my dad’s passing while I was on the elliptical trainer at the gym and just going into the place made my feel terrible and gave me an eerie, odd feeling.

For my own workouts I would hit the Mira Costa or Aviation track 3-4  times a week. I would run 4 laps, on the 4th lap I would run the steps of the football stadium (at Costa, or sprint 1/2 lap at Aviation), then I would stop, do sit-up, push-ups, and then pull-ups. I would repeat this 4 times. I was seeing some good progress, but not as much as I wanted, plus, the stair running started an ankle / shin injury that is still bothering me today.

Because of the ankle injury, my doctor recommended that I return to the gym and do a combination of various types of exercise rather than what I was currently doing. Just to get back into my gym was a mental block because I had not been back since the day my father passed away. I did though, and I met some great people who have helped me train in new ways.

The work partnership allowed me to make good money, while doing interesting projects that spanned the entire set of my skills in a lower stress environment. Also, I was able to basically create my own hours that gave me the ability to find time to eat better, spend my time with my family, and obviously keep up my workouts.

While corporate work life-style was putting me on the road to ruin, the new life-style and work-style changes have been putting me back on the right track.

So, I jumped on the scale this morning and I was at exactly 190lbs.   In less than 6 months, using no special diets (other than eat less shit food, and exercise more), I lost 18 pounds and am going be running my first 10K race (not a jog or a fun run) on Feb 5th.

I’m not going to say that leaving a corporate job and opening your own shop is easy or even the best choice for everyone. You need to wear many hats, and  it is hard work to keep a successful string of clients happy. But, at least in my case, it was the best decision I could have made,

 

Posted in 8bitrocket History | 6 Comments

336 Days Left : The Next Sign Of The Apocalypse : Microsoft Adds Achievements For Coding Into Visual Studio

The current Mayan Countdown has us at 336 days left until the end of the world, so we here at 8bitrocket.com have decided to spend some time looking for stories that we think show that something weird is going on this year.

The next Sign Of Doomsday: Microsoft Adds Achievements For Coding Into Visual Studio

Here is what they say:

A software engineer’s glory so often goes unnoticed. Attention seems to come either when there are bugs or when the final project ships. But rarely is a developer appreciated for all the nuances and subtleties of a piece of code–and all the heroics it took to write it.  With Visual Studio Achievements Beta, your talents are recognized as you perform various coding feats, unlock achievements and earn badges.

Really?  For software development?  Maybe that’s cool, but first, can they add badges to Outlook to award managers for not ignoring emails, or achievements to Project for PMs who don’t under-estimate the time it will take to complete a software effort?

I can’t decide if this is really cool, or just a way turn what I do for a living into social game where one day I will be working for Facebook credits.   If so then…

Is the Quickening, er Doomsday er Armageddon coming this year?   Is it just the Winter Solstice?* Is this another sign of the end times?  Did Ancient Aliens dictate the end of the world to people on Yucatán Peninsula 100′s of years ago or did some old Mayan guy just run out of space when trying  to mark upcoming birthdays on his stone calendar? Only 349 more days until we get the answer. What else will happen in the coming months?

Tune in to find out.

*yes.

Posted in Management Sucks, Signs Of Doomsday, Uncategorized | 2 Comments

Stop SOPA and PIPA: To quote an old NRA slogan. If you OUTLAW web sites, only OUTLAWS will have Web Sites.

Even our Book Publisher is against SOPA and PIPA

O’Reilly, (our book publisher) is one of the many companies with intellectual property that would supposedly be “saved” by massively under-thought and over-protective SOPA and PIPA online Intellectual property bills, is going dark today (along with Wikipedia, and many other web sites) in protest over the bills.  This means that we will lose an entire day of revenue from on-line book sales when HTML5 is at its hottest point. And guess what? It’s worth to try and make a point to stop these bills.

These supposed protections would allow a nameless faceless government agency to kill any web site and take away all of its revenue if it is found to even have a single link to any site that might have some sort of copyright infringement.

This is NOT the way to stop piracy. Apple, Netflix, Amazon (and others) have shown great ways to stem the tide of piracy – by keeping prices reasonable, selection plentiful and not screwing customers (ok Netflix, I’m giving you a little credit from BEFORE summer 2011, but you seem to be coming around again).

STOP SOPA and PIPA!  This is coming from someone who makes his living off of his own intellectual property and the legal uses of other’s (for contract development purposes).

To quote an old NRA slogan. “If you OUTLAW web sites, only OUTLAWS will have Web Sites.”

Posted in 8bitrocket History | Leave a comment

Common, Off-The-Shelf, Dad : Why My Dad Never Joined The Computer Revolution

Jeff and I loved computers as kids, and my dad supported that love as well as he possibly could.  He bought us a our first Atari 800 computer for Christmas 1983, a Gemini 10X printer and 850 interface for our birthday in 1984, a 300 bps Volksmodem for Christmas 1984.    He took us to a parking lot in 1987 to buy an Atari ST from Computer Games + in Orange, California and to buy a 24-pin printer for school in 1988. His efforts fueled our computer dreams, and I never forgot it.

In return, when Jeff and I were older with jobs and some cash, we tried to return that favor by buying him computers of his own.   We loved them so much, and we wanted to pass that love back to our dad.   All through the 90′s we bought him PCs , each more powerful than the last.  In 1994 we bought him a 386-DX, in 1997 a 486-DX 66, and 1999 a Pentium 2.   Each time we upgraded his computing power, we seeded the computer with games and apps we thought he would love: Chess programs,  word processing, databases, Motocross Madness, soccer games, etc.

When the world wide web was just getting some speed behind it, I was sure my dad would catch-on quickly.   He collected all sorts things (i.e Civil War artifacts, stamps), loved tracing his family history, and was a fan of consiracy theories. I figured,   if he would have just logged on, he would have been in heaven.

But he never did.

No matter how many times we sat with him to show him how to use the computers, wrote instructions for him, and tried to make it easier and easier for him, the computers sat unused in his room. My dad never touched them. One day in the early 2000s, I went to visit him and I saw that the latest computer had been completely removed.

“What happened to the computer, dad?” I asked him.

“Oh, it was making my room dusty, so I put in the garage” He told me.

The answer made no sense at all, but I had learned from experience to not question him very much.    This was just after 9-11, and my dad was a nervous wreck about the world. Most days he would lay under the covers of his bed, listening to poisonous voices of talk radio, scaring him into his little corner.   There were days that he never left his room.   The world was suddenly a much scarier place, and my dad unplugged from it.   Soon, his brain followed, unplugging from his healthy body, wasting away until the day I found him last year, completely stiff, sitting up slightly, staring into nothing, the heat of life draining away from him.

I had not thought about my dad and computers until last week.  I’ve been working on a less game-like, more “engineering” oriented project lately.  Something my dad would have done as a draftsman at Hughes Aircraft.  One of the aspects of this new project is a collection of COTS parts to help engineers create new system designs.  COTS parts mean “Common, Off The Shelf” parts.  Most engineering projects these days need to have a good percentage of COTS parts if they are going to be cost effective.  Having a bunch of COTS parts means you don’t need to engineer as many  specific components for a job, which in turn means the project is less costly to manufacture.   COTS parts are common place theses days, a situation that is helped by computer based CAD design programs and computerized manufacturing systems.

While working on the project, I thought about what my dad did at Hughes Aircraft in the 70′s and 80′s.  He was a draftsman, and he designed all sorts of small parts for military projects.   With a degree in fine art from Syracuse, he sat at a huge draftsman’s table and drew things on a daily basis.  My dad loved to draw, and even though the things he was drawing were probably not his ideal subjects, he still got do what he loved every day.   Many of the things he drew were connectors and fittings that would attach one huge, secret classified black box, to another huge, secret, classified black box.  He rarely drew what was inside the huge secret classified black box (or at least, he could not tell us about it).  When he finished, he would take his drawings down to the basement where they would be test fabricated by hand, on the spot, by the wizards in the machine shop.  He often relayed to us stories about his friends in the machine shop, the stuff they made, the jokes they played on each other.  One of those guys even fabricated the frame for the bike my dad made for me when I was 8 years old. While it didn’t  sound like a perfect job, it certainly sounded like a great place to make a living with great people to do it with.

I recall that sometime in the mid-1980s, my dad came home with a computer manual from work.   Hughes was trying to train all of their draftsman to start using software-based CAD programs, and they asked him to take classes on using one.    He came home often, and complained that the computer he was using “did not have backspace.”    In fact, he repeated this so often, that I now think it was a proxy complaint for everything he hated about his job, or at least, how it was changing.  Hughes did not want him to draw on paper any longer.  Instead he had become a cyborg, augmented with a machine to help him do the job he had always been perfectly capable of doing on his own.   He took night classes to try to learn new things, but he was pushing 60 years old, and it was difficult for him to take it all in.

In 1990 my dad got the word that his Golden Handshake had come through, and he was eligible for “early retirement.”   By then, he was drafting exclusively on a computer.  He had long since stopped sending his designs to the machine shop for fabrication.  Along with computerized design came computerized testing that allowed him to test the parts he designed without the need to create a physical version.   This meant the machine shop, and the guys in it, has become mostly obsolete.  However, something else was happening at the same time.   The parts and fittings my dad had designed for decades were becoming common-place.  Another offshoot of computer aided design was standardization.  Instead of customizing everything, project managers could find previously built parts to aid development.   Just like the guys in the machine shop, my dad’s skills were rendered obsolete too, replaced by common, off the shelf software and common, off the shelf parts.    For all intents and purposes, he,  himself had become common, off the shelf.  What once made him special was now easily replicated and replaceable.

However, to me,  my dad was anything but common or off-the-shelf.  He grew-up on an ultra-liberal “for the people” style farm boarding school,  his dad was a semi-famous illustrator, he ran track in high school, he lied about his age to join the Army in WWII, he worked in a coal-mine, he studied acting in San Francisco and New York and appeared in several television shows, he started racing motorcycles in the 70′s, he could fix anything, he took up soccer at the age of 50, and taught himself to coach his own boys, and played until he was 72,  he started collecting Civil War artifacts before it was in and out of vogueness, and prospected for gold and hidden treasure, just to name the things I can recall off the top of my head.

He also did not hold anything against his boys, even if they were so interested in the very same thing that ended his career: computers.  Far from being the stereotypical dad (the one that only exists in moves or tv shows I suppose) that would get drunk and rail against a world that had in turn turned against him, he was very quiet about it all.  He supported my brother and I in every way possible.   He was able to look past his own experiences and see that the way forward for us was to embrace the future, even if the future had left him behind.     However, he simply could not bring himself to enter our world.   He had no need for it.  He read books and newspapers, used the post office to mail letters, paid for everything with cash, and left the computers we gave to him, sitting unused in the corner of his room.   I suppose this was not because he hated technology, but because, like a good father, he passed the future to his children, and found joy in the success he made possible, even if it meant the end of his own.

He was not a “Common Off The Shelf Dad” after all.

Not by a long-shot.

By the way, today is my dad’s birthday.  He would have been 86 years old.

 

 

Posted in Atari Nerd, Uncategorized | 8 Comments

346 Days Left : Next Sign Of The Apocalypse : The Kindle Fire Holding It’s Own Against The Apple iPad

The current Mayan Countdown has us at 346 days left until the end of the world, so we here at 8bitrocket.com have decided to spend some time looking for stories that we think show that something weird is going on this year.

The next Sign Of Doomsday: The Kindle Fire Holding It’s Own Against The Apple iPad

It looks like the Kindle fire sold about 5 million units over the holidays, while the iPad sales dropped year over year from 15 million to 12 million.  That’s still a lot of iPads. However, things are looking good for the Kindle Fire…and for app developers.   It would be great to have a real alternative to iTunes to sell apps, and it looks like the Kindle Store might become that alternative.

At the same time, development tool vendors like Ansca Mobile  ate now providing tools to specifically target the Kindle Fire.   This  year could be the turning point where we start seeing Apple dominance start to fade…or this could just be a weird year.

Now, if they would just make the iCade or Atari arcade for the Kindle Fire.  Then things would really heat up! (hint: please hardware gods, let’s do this).

Is the Quickening, er Doomsday er Armageddon coming this year?   Is it just the Winter Solstice?* Is this another sign of the end times?  Did Ancient Aliens dictate the end of the world to people on Yucatán Peninsula 100′s of years ago or did some old Mayan guy just run out of space when trying  to mark upcoming birthdays on his stone calendar? Only 349 more days until we get the answer. What else will happen in the coming months?

Tune in to find out.

*yes.

Posted in Signs Of Doomsday | 4 Comments

Where is the Point Blank Remake?

Point Blank and Point Blank 2 were 2 of the best party style games for the original Playstation. You needed a “gun controller” that oddly hooked up to the video “in” on your TV and to the controller port to make it work. I have both still on an old PSX, but the game will not function because LCD/Plasma TVs don’t work the same as the old tube TVs so the video “in” for the extra gun data is useless.

The games were very successful and were both in the arcade. I remember playing these a lot friends in 1997-2000 and they were an absolute “blast” (pun intended of course).

The games would have been perfect on  the Wii, but now that every console has the some sort of mechanism to simulate a gun controller, they could be wireless wonders on all three major consoles. So, why have they never been remade?

There was a DS version, but that game makes no sense.  So, Namco, what gives?

 

 

Posted in diatribe | 6 Comments

348 Days Left : Next Sign Of The Apocalypse : Tom Chick Goes Solo

The current Mayan Countdown has us at 348 days left until the end of the world, so we here at 8bitrocket.com have decided to spend some time looking for stories that we think show that something weird is going on this year.

The next Sign Of Doomsday: Tom Chick goes solo

Tom Chick is an independent video game critic.  He has been writing since about 1994.  I discovered his writing in 1998, when he was the only guy I could find who wrote a positive review of Roller Coaster Tycoon.  Why?  Because he was the only guy to actually play the game.  Roller Coaster Tycoon was a great game that came out when only RTS and FPS games were allowed to exist on the PC.  Mr. Chick saw this, and his review helped make the game a top seller for several years.

I have formed a deep respect for reading his reviews because I know they will be honest.   Mr, Chick does not care about ruffling the feathers of giant franchises, and he takes the time to play indie strategy and RPGs with an eye for innovation and promise.  I don’t always agree with him, but that’s not the point.  He’s a great writer, and great writing is worth reading. Today Mr. Chick announced they he was no longer going to spread his reviews around the internet, but instead, keep them all in one neat and tidy place: Quarter To Three Dot Com .

The funny thing is, I found Mr. Chick’s site about 10 years ago, looking for exactly that: a place where I  could find links to all his reviews.  At the time, that was a preposterous idea (I’m not sure why), but this year…it’s not.  Why?  I think we are know the answer.

Is the Quickening, er Doomsday er Armageddon coming this year?   Is it just the Winter Solstice?* Is this another sign of the end times?  Did Ancient Aliens dictate the end of the world to people on Yucatán Peninsula 100′s of years ago or did some old Mayan guy just run out of space when trying  to mark upcoming birthdays on his stone calendar? Only 349 more days until we get the answer. What else will happen in the coming months?

Tune in to find out.

*Maybe.

Posted in Signs Of Doomsday | 1 Comment

349 Days Left To Code: Next Sign Of Doomsday : Bob Cringley Quits Writing About Technology

The current Mayan Countdown has us at 349 days left until the end of the world, so we here at 8bitrocket.com have decided to spend some time looking for stories that we think show that something weird is going on this year.

The next Sign Of Doomsday: Bob Cringley Quits Writing About Technology

Like a human planet Nibiru, Bob Cringley has been making silent comebacks for the past 25 years.   His real name is Mark Stephens, but he has been using the “Cringley” name ever since 1987 when he began authoring a column on technology rumors in Infoworld Magazine (ah, magazines, remember those?).

He left Infoworld in 1995, and wrote Accidental Empires, still one of the best books ever written about the computer revolution in the Silicon Valley.   He was also partly responsible for the documentary Triumph Of The Nerds (watch it on youtbe.com)  based on his writings.  He started a blog sometime around 1998, and that is when I began reading his work, weekly.   He has been updating it ever since (although he has moved it around a couple times unexpectedly and I’ve had the search for it).   For the past 14 years I have enjoyed his work and marveled at accuracy of his predictions for the industry.

Cringely has always been kind of an enigma.  He personally knows nearly everyone who ever had anything to do with the computer revolution (he recently promoted a personal interview he did with Steve Jobs),  has a huge web  following, yet he himself goes by a fake name, and according to Wikipedia, once lied about his education credentials.   In a way, Mark Stephens (Cringley)  is a reflection of the industry he chose to dive into and be a part of for the past 25 years.   He is like flash swirled with substance, sprinkled with magic dust. He has been a constant voice, supporter, sounding board, and town crier for the technology sector, while at the same time operating his very own (albeit tiny) reality distortion field that he very well may have learned to operate from Steve Jobs himself.  That is, until now.

Yesterday Cringley announced that he is quitting his weekly column.    His reason was interesting:

“That’s 1300 consecutive weeks without a break. Honest to God, I haven’t missed a week since 1987…I’m not saying exactly when the end will come, just that it will be this year sometime after September…I’d like to make some changes in my life, like build a boat with my kids and maybe walk the Earth.”

Spending time with his kids is a legit reason.  I feel the same all the time. I wonder though, did the death of Steve Jobs last year affect Cringley enough to give him this idea?  Maybe, or maybe it’s because Doomsday is approaching…

Is the Quickening, er Doomsday er Armageddon coming this year?   Is it just the Winter Solstice?* Is this another sign of the end times?  Did Ancient Aliens dictate the end of the world to people on Yucatan Peninsula 100′s of years ago or did some old Mayan guy just run out of space when trying  to mark upcoming birthdays on his stone calendar? Only 349 more days until we get the answer. What else will happen in the coming months?

Tune in to find out.

*Yes.

Posted in Signs Of Doomsday, Uncategorized | Leave a comment

351 Days Left To Play: Next Sign Of Doomsday : Adobe Sales Are Up

The current Mayan Countdown has us at 351 days left until the end of the world, so we here at 8bitrocket.com have decided to spend some time looking for stories that we think show that something weird is going on.

The next Sign Of Doomsday: Adobe sales are up

It turns out, that Adobe sales were up in the 4th Quarter of 2011.  This was after a year of debacles that set-back Flash, Photoshop, and many of the screens in their open screen project (Google TV, Blackberry Playbook anyone?).  Earnings per share (the one metric that seems to excite Wall Street like no other) were up about 20%, and they were much higher than what investors thought they would be.  Profit was not up, but that was mostly because they had to pay about $100 Million in “restructuring charges” (read: severance pay) when they let 300 people go right after the Flash mobile announcement).

What was Adobe’s biggest business? according to them it was “”driven by strong performance in our digital media and digital marketing businesses”…not sure what those refer to though…possibly Omniture?

Is this good news for Adobe?  Or is this just another oddity on the way to world destruction?

Is the Quickening, er Doomsday coming?  Is this another sign?  Only 351 more days to go.  What else will happen in the coming days?

Tune in to find out.

Posted in Signs Of Doomsday | 1 Comment

352 Days Left To Play: First Sign Of Doomsday : Atari Defends Its’ Intellectual Property

The current Mayan Countdown has us at 352 days left until the end of the world, so we here at 8bitrocket.com have decided to spend some time looking for stories that we think show that something weird is going on.

The first Sign Of Doomsday: Atari starts to defend its intellectual property

Today it was revealed that Atari has begun sending out cease and desist letters to developers who have iOS games in the App Store that even have a passing resemblance to an Atari game of old.   We here at 8bitrocket.com have long talked about the day that small  game developers would rue: the day the copyright and trademark holders for retro game intellectual property would start to mine indie games for pennies and snatches of silver.  To us, you just can’t make much money these days with your games. What we once complained about as “Mochi Pennies” are now Manna From Heaven compared to trying to get your app seen (much less purchased) on iOS.    So  copyright and trademark holders like Atari need to defend everything they have, and in this case it means going after developers of games that even resemble old Atari games.   It’s snatching pennies, but Atari is probably right in most of these cases…it’s just taken them a long time to get here.

The thing is, indie devs have been using Atari I.P, for almost 15 years now, with few repercussions.  Go look at all the “home brew” Atari 2600 games at Atariage.com that are remakes of Atari  owned I.P. for an example.   No, we know what this is about.  It’s a sign.  The end is nigh.

We’ve been waiting for this hammer to come down like this, and now we believe it is all part of The master plan.  The quickening.  Doomsday is coming, and this is the first sign.  Only 352 more days to go.  What else will happen in that time?  Tune in to find out.

 

 

Posted in Signs Of Doomsday | 1 Comment

My Interview With Johnny Wilson (CGW) Live on GameCareerGuide.com

A few months back I got the urge to catch-up with Johnny Wilson, the long-time editor of Computer Gaming World.  I do this from time-to-time.  I get nostalgic about old games or magazines, and then attempt to look-up some of the personalities and get them to speak on record about their time in the spotlight.

I had never met Mr. Wilson before, but I’ve read his book (High Score), and I was a fan of his work for many years.   It seems that so many of the original thought-leaders in the video and computer game world have moved away, and I wanted to know why Wilson himself had “gone underground” and moved away from industry.

The interview presented at GameCareerGuide.com is only about 1/2 of interview I conducted with Wilson.   In a few weeks I’ll post the entire thing.  It’s a very enlightening look into the field of computer games and computer game journalism from one of the pioneers in the field.

Go on over and read the story here: http://www.gamecareerguide.com/features/1031/a_chat_with_former_cgw_head_johnny_.php

 

-8bitsteve

Posted in Interviews | 3 Comments

spaceport.io Takes some of the Pain Out of HTML5 Game Development By Helping you convert AS3 to HTML5

Wow, it’s getting hard to keep track of all the exciting new APIs, SDKs and platforms emerging for HTML5 game development!

We just took a look at Ben Savage’s spaceport.io project today, and it looks really interesting.       There is both an SDK that helps you to convert AS3 games to native mobile apps, and one that helps you build apps from scratch.

The key here is that the software helps with converting AS3 games to native mobiles games, providing better performance than Flash running on those platforms.

If you are interested in how it works, there is a slide presentation that shows you all the gory details.

Here are some highlights:

  • Includes a native renderer built in C++ and  openGL for iOS and Android (basically they recreated the Flash player  on those platforms)
  • Can take a binary .swf and automatically convert it in seconds
  • Includes 4 levels of code hiding/obfuscation to that makes the code at least as hard to decipher as a .swf
  •  The software is free, but there is a licensing fee if your game generates more than $10k in revenue.
  • Code can be automatically updated from their servers, allowing for automatic updates around the app store model.
A couple caveats
  • The conversion is *not* automatic, so some rejiggering of the code might be necessary, but it gets you most of the way there in converting AS3 to HTML5
  • Games use Spaceport’s native formats, so after conversion you are tied to their service
  • Since this is a “service” getting clients to accept using it might be a difficult task.
  • The project does not appear finished yet, but you can get started now converting AS3 to JavaScript
  • We are not sure if they use the Canvas or not, but from this story it appears that Ben appreciates it, however we could only see CSS mentioned in the docs.

We plan to test it out with an AS3 game soon.

Posted in Flash to HTML5, HTML 5 Canvas | Leave a comment

Atari Nerd Chronicles: The Best Christmas Ever


clip_image001.jpg

 

Although I had no idea in early 1981, my brother and I were video game obsessed twins on a collision-course with the pinnacle of ultimate geekdom: computer ownership.    We both loved arcade games and owned an Atari 2600 that we played constantly.  We spent all of our money on Electronic Games magazine, arcade tokens, and Atari cartridges.    In the course of our many adventures searching for good, cheap video game thrills, we stumbled across a store named HW Computers.   HW was part of a chain established among the first wave of computer stores.  The shop was a mish-mash of t-shirted techies,  cheap business-suited sales guys, IBM clones, Apple IIs, and walls of elaborately shaped boxes of software and games.   We were there looking for the 2600 versions of Asteroids and Space Invaders, but instead we found something better…something amazing to me at the time.  In a glass case HW computers had a display if one most beautiful creations I had ever witnessed: an Atari 800 computer and 810 Disk Drive.    Atari made computers?  We had no idea!  We picked-up a catalog of Atari software, left the store, and our passion for computers was born.

Over the next two years, my brother and I schemed and scouted all avenues possible to obtain the pinnacle of our childhood dreams: an Atari computer.   Knowing how expensive computers were at the time, and how little money my parents had, we knew we were going to have to be mighty creative in our endeavors if were ever going to see our plans come to fruition.   The first thing we did was to educate ourselves.  We poured-over the software catalog from HW, drinking in every game description with complete wonderment over what the experience might hold.  Titles like Energy Czar, Temple Of Apshai, and Star Raiders had us drooling with excitement.    We checked-out books on basic programming from the library, learning line numbers, loops, gotos, gosubs, plot and color statements.    Soon we were fashioning our own programs on notebook and graph paper, designing games and graphics, and anything else we could think of.  We had no way to test-out our ideas, but that didn’t stop us from imagining the possibilities of what a computer could do.  Still, being able to program a computer did not mean we would ever have one.  If our plan was going to work, we would have to start really working on getting a machine into our house.
image2

 

Our first chance came in the summer of 1982.   MacDonald’s had an Atari Video Game ‘Scratch And Win’ contest, giving away 1000′s of Atari products, including 5200′s and Atari computers.  We resigned ourselves to win the contest.  That summer, in between stints at the arcade that offered ’8-tokens for a dollar’, we would haunt the local MacDonald’s, looking for discarded game-cards on the ground, and braving old Big Macs and soggy fries as we searched the trash cans in and outside the restaurant.   Out of the 100′s of game-cards we found, none of them were Atari winners.     The best we did was to win fries and Cokes, but we were too disgusted by MacDonald’s food by that time to eat any of it.    As the summer passed, so did the Atari computer dreams, and by the time we were back in school the idea was pushed-back, but not forgotten, as 7th grade got under-way.

In early 1983, Atari announced a new line of low-cost computers.  The XL line consisted of the 600XL and 800XL replacements for the Atari 400 and 800 respectively.  Both had sleek new designs, (straight-edges replaced the space-age curves of the older machines) with BASIC built-in.     They certainly were not as beautiful or engaging as their older counterparts, but they were much cheaper and this fact alighted our dreams once more.   At the time, our dad had been working overtime at Hughes Aircraft with a new computerized CAD/CAM system.   Without any knowledge of our computer obsession, he started coming home and bestowing upon us his wisdom about the virtues of this new computer system, and how computers were going to change everything.    Our father had a degree in Fine Art from Syracuse University, and after spending 20 years trying to land a decent job, he knew the value of not wasting a college education.   He warned us constantly that we would ‘end up on skid row’ if we wasted our education and didn’t find a skill that was sellable.   At the same time, he constantly complained about his job, and told how most of our work lives would be spent ‘dealing with boredom’.   As well, with his overtime work, he seemed to have a bit more cash on-hand than usual.   My brother and I decided it was time to tell him about the Atari Computers we have been coveting.

Our dad was blown-away by our enthusiasm on the subject.  We showed him the books we checked-out, the programs we had written, and the catalogs and magazines we had about Atari.  We swept him up in our computer dream, telling him about how we could grow-up to be programmers (a sellable skill) and not be bored with work (because computers were cool!).   He bought ever word.   He had no idea his kids were so interested in something so technical and modern.  With little coaxing, he joined us in our quest to make the ‘Atari Computer Dream’ a reality, and even better, he wanted to do it by Christmas.

 

image3

In the months that led-up to Christmas 1983 we made attack plans on just how we would make the Atari Computer plan a success.  We listed all the things we would need:  800XL, 1050 Double Sided Disk Drive, a box of 10 blank disks, and a color TV for output.   My dad took care of the color TV by setting us up with a refurbished one he built from taking night classes on television repair.     We kept looking for the best prices on the Atari machines.  Every week we would check the ads in the Recycler, and take a trip to Fedco and Gemco to see if a shipment of 800XL’s had arrived.   In the Autumn of 1983, the Atari XL computers became one of the best-selling lines in the world.    Simply finding an 800XL was becoming a problem.   As the weeks before Christmas turned into days, the outlook became bleaker and bleaker, as there were none to be found in any stores.

On Christmas Eve, we still had no computer purchased, and all hope seemed lost.   We took one last trip to Fedco, just for the hell-of-it.     It was Friday December 24th, and it just-so-happened to be the same day Fedco finally received their first shipment of Atari 800XL computers.  We were amazed, and dazed. Our dream of almost 3 years was coming true, and on Christmas!   My brother and I ran around the aisles, gleefully picking out everything we needed.   However, our father was not as enthusiastic.  He looked quite shocked that the store had anything in stock, almost like he had planned to find nothing there.   In fact, he looked rather glum.   As we dashed around the store, he finally got up the nerve to give us the news he had been holding back.   There would be no Atari 800XL this year.  He did not have enough overtime-pay to buy one.  We would have to wait even longer.

Devastated, my brother and I went home and sulked.  Christmas was ruined, and there was nothing we could do.  We both wished our dad had never latched-onto our plan, as it only raised our hopes only to dash them in the worst way possible.    However, church and family added some spirit back, and soon we got caught-up in the evening.   It was Christmas by God, and it would still be fun, as it always was.   Since the holiday fell on a Saturday that year, we would have two full weeks to play with whatever toys we received.   Even without a computer, we still might get some Atari or Vectrex games, and that couldn’t be all bad.  Sleep that night was tough though. All the pent-up energy and feelings from years poured into twisted dreams about the Atari Computer Christmas gone-awry.  Asleep, awake, asleep, awake, with dreams in- between about what could-have-been: programming our Atari 800 XL, playing computer games all day long.

Christmas morning and the next two weeks are a complete blur in my mind.  For how precisely I remember the events that led-up to Christmas 1983, the events afterwards live in a state of suspended animation, where all memories seem to rest on-top of one another as if they all happened in tandem. My brother and I awoke, and things were just as my father had said.   There was no Atari 800 XL, and there was no Atari 1050 disk drive.   There were no shiny new computer games in elaborately shaped packages.  In their stead were two giant Atari Computer boxes, one for an Atari 800, and another for an Atari 810 disk drive.   Next to those was a box filled with books and two 5 ‘ inch floppy disk holders filled with disks.   Our father had not lied.  He could not afford a new Atari 800 XL,1050 disk drive or brand new computer games.   His buddy at work, Dave Elwood, had sold him an older Atari 800, with its beautiful curved design, an older model 810 disk drive, and all the software he had collected for 3 years.     It was like discovering The Lost Dutchman Mine when you thought you were on a trip to have your teeth pulled.

image4

My brother and I dived into that computer and all the riches it held and did not come-up for air until two weeks later when we had to go back to school.   We wrote programs, played games, and discovered everything we every wanted to know about owning our own computer.   Mr. Elwood had collected dozens of games, and we tried them all.   Every Zork adventure, every Scott Adams Adventure, all the Atari created arcade translations, Star Raiders, and tons of others.  We explored financial programs, graphics demos, the realms of the public domain, and everything in-between.  Nothing was off-limits, and everything was of the utmost interest.  It was the purest moment I ever knew as a child.   It was the joy of complete intellectual and sensory discovery.  The computer held the promise as a device that we could control, and meld into what we needed and wanted, and as an unlimited tool for learning and creating.

imkage5

20 years later, I still feel that way.   I may be older and grayer, with 100′s of games played and 1000′s of lines of code written behind me, but the discovery of that Christmas will never change.    My love of computers, programming, and games has grown and changed over the past two decades, but I now seem to be at a crossroads with it all.  In a time when ‘Global Sourcing’ threatens my job on a daily basis, and multi-million dollar soul-less video and computer games threaten to destroy my hobby,  I look back on that Christmas to remind me of the reasons why I still program computers for a living, and why I still play games.   There is always the hope of the next great discovery, be it technical, or the story of a great game that will make me say ‘wow!’ with a pure heart and no irony what-so-ever.   I seek to recall Christmas 1983, and to retain a tiny bit of that nerdy 13 year-old boy I once was: the one that believed, with computer in his hands, and a dream in his head, anything was within the realm of possibility.

Posted in Atari Nerd, Atari Nerd Chronicles | 2 Comments

The 12 Years Of Atari Christmas 1981-1992

On Christmas ’81 Atari gave to me,

a VCS under the Christmas tree

 

On Christmas ’82 Atari gave to me,

two arcade conversions

and a VCS under the Christmas tree

 

On  Christmas ’83 Atari  gave to me

three Swordquest titles

two arcade conversions

and a VCS under the Christmas tree

 

On Christmas ’84 Atari gave to me

four  XL computers

three Swordquest titles

two arcade conversions

and a VCS under the Christmas tree

 

On Christmas ’85 Atari gave to me

five TOS icons

four XL computers

three Swordquest titles

two arcade conversions

and a VCS under the Christmas tree

 

On Christmas ’86 Atari gave to me

six peripherals

five TOS icons

four XL computers

three Swordquest titles

two arcade conversions

and a VCS under the Christmas tree

 

On Christmas ’87 Atari gave to me

seven 7800′s

six peripherals

five TOS icons

four XL computers

three Swordquest titles

two arcade conversions

and a VCS under the Christmas tree

 

On Christmas ’88 Atari gave to me

eight games imported

seven 7800′s

six peripherals

five TOS icons

four  XL computers

three Swordquest titles

two arcade conversions

and a VCS under the Christmas tree

 

On Christmas ’89 Atari gave to me

nine Lynxes playing

eight games imported

seven 7800′s

six peripherals

five TOS icons

four XL computers

three Swordquest titles

two arcade conversions

and a VCS under the Christmas tree

 

On Christmas ’90 Atari gave to me

ten Federated Groups closing

nine Lynxes playing

eight games imported

seven 7800′s

six peripherals

five TOS icons

four XL computers

three Swordquest titles

two arcade conversions

and a VCS under the Christmas tree

 

On Christmas ’91 Atari gave to me

eleven Nintendo lawsuits

ten Federated Groups closing

nine Lynxes playing

eight games imported

seven 7800′s

six peripherals

five TOS icons

four XL computers

three Swordquest titles

two arcade conversions

and a VCS under the Christmas tree

 

On Christmas ’92 Atari gave to me

twelve Jaguar disappointments

eleven Nintendo lawsuits

ten Federated Groups closing

nine Lynxes playing

eight games imported

seven 7800′s

six peripherals

five TOS icons

four XL computers

three Swordquest titles

two arcade conversions

and a VCS under the Christmas tree

Posted in Atari Nerd, Atari Poetry, Uncategorized | 1 Comment

HTML5 Canvas Game: Tic Tac Pro Quack The Glass – Goes Gold

8bitrocket in conjunction with Producto Studios and in association with TicTacDontion.com is proud to announce the launch of our HTML5 Canvas only game targeted to work on ANY HTML5 browser platform (mobile or desktop).

8bitrocket and Producto Studios did all of the game programming in HTML5 and TicTacDonation.com  provided the game and asset design.

The game can be accessed by giving a $5 donation to a worthy cause (see web site for details).

Here are screen shots of the game. It was completed entirely in Flash first, then the assets were exported and code re-designed from AS3 to Javascript and the Canvas. There are some browers compatibility problems (especially with sound), but overall it was a very successful engineering effort.

 

Quack The Glass Title Page- HTML5 Canvas Text is tricky, so I left 3 lines for them to fill in as needed

 

Touch (finger) and browser (mouse) movement is slightly different, so they need to be both need to be handled properly.

It wouldn't be an 8bitrocket or Producto game production if we didn't find some place to add in particles effects to replace the delivered canned animations of feathers and glass breaking.

 

Posted in 8bitrocket History, HTML5 Canvas Games, Producto Studios | 1 Comment

Atari 80′s Christmas Commercials (More Filler For A Slow Week)

Nothing brings back 8-bit Christmas memories like atrocious video game commercials from the 80′s.  The funny is, we LOVED these commercials.   They represented the mainstream accepting our love of Atari and video games…at least that is how we thought about it.

Anyway, here are a couple for your viewing pleasure:

Continue reading

Posted in Atari Nerd | Leave a comment

Atari History Book Kickstarter Project Launches

Marty Goldberg and Curt Vendel have launched their Kickstarter.com project to help get their massive Atari History book project off the ground.  Here is a video about the project:

 

 

Posted in Atari Nerd | 1 Comment

Image Gallery : From Altair To Nintendo : Christmas Themed Computer And Video Games Ads and Editorial Pages, 1975-1989

When I was growing up, getting into the Christmas spirit usually involved reading my favorite computer and video game magazines and paging through the special Christmas content created just for the holiday. Since the physical magazine era is quickly coming to a close, I thought we would salute the golden years of video and computer magazines with a gallery of Christmas themed computer and video game themed covers, ads, and editorial content from the 8-bit era: roughly 1975-1989. (click the images for a larger version).

Okidata "Santa's Helper", Byte 1980

Electronic Fun ET Xmas cover (1982)

Continue reading

Posted in Atari Nerd | Leave a comment

Italian Review of HTML5 Canvas : fantastico!

Here is a review of our book  HTML5 Canvas in Italian.  The  English translation appears to be pretty positive, however, the Italian looks better…so here is a quote in Italian:

L’esempio che viene discusso e realizzato è veramente fantastico: un video puzzle. Si tratta di un video che viene diviso in righe e colonne e le cui celle vengono mescolate casualmente: quello che l’utente vedrà è il video (ovviamente in fase di riproduzione) diviso in rettangolini disordinati tra loro e dovrà, cliccandoci col mouse, scambiarli di posto e ordinarli per poter vedere il video integrale.

I’m not sure exactly what he is saying here, but I think  Fantastico is now my personal favorite word…ever.

 

Posted in HTML 5 Canvas, HTML5 Canvas Book | 3 Comments

HTML5 Puzzle Game : Color Drop : Game Demo + AS3 vs. JavaScript Code Comparison

Color Drop HTML5

Color Drop was game that was featured in our book The Essential guide To Flash Games.  Earlier this month I decided to to see how hard it would be to tackle a similar game for HTML5 Canvas for the next version of HTML5 Canvas for O’Reilly.  Color Drop HTML5 Canvas is the result.

Same as the other demos from earlier this week, this has only really been tested in Google chrome, so your mileage may vary with other browsers.

What interested me the most about the process of converting this game from AS3 to JavaScript was the ease of reusing the existing AS3 algorithms in JavaScript.  In the code snippets below you can see the process.

The function findLikeColoredBlocks() is designed to find a list of blocks that are the same color and adjacent to the block that was clicked by the player.  There is a full discussion of the code in The Essential guide To Flash Games.

When I sat down to rewrite the code in JavaScript, I found the process very very easy. In fact, the only thing I needed to do was to remove the type definitions on variables.

JavaScript Code

function findLikeColoredBlocks(blockToMatch) {
          var blocksToCheck= new Array();
          var blocksMatched = new Array();
          var blocksTested = new Array();
          var rowList = [-1, 0, 1,-1,1,-1,0,1];
          var colList = [-1,-1,-1, 0,0, 1,1,1];

          var colorToMatch = blockToMatch.blockColor;
          blocksToCheck.push(blockToMatch);
          while(blocksToCheck.length > 0) {
              tempBlock = blocksToCheck.pop();
              if (tempBlock.blockColor == colorToMatch) {
                  tempBlock.selected = true;
                  blocksMatched.push(tempBlock);
              }

              var tempBlock2;
              for (var i = 0;i < rowList.length;i++) {
                  if ((tempBlock.row + rowList[i]) >= 0 && (tempBlock.row + rowList[i]) < BLOCK_ROWS && (tempBlock.col + colList[i]) >= 0 && (tempBlock.col + colList[i]) < BLOCK_COLS ) {
                      var tr = tempBlock.row + rowList[i];
                      var tc = tempBlock.col + colList[i];
                      tempBlock2 = board[tr][tc];
                      if (tempBlock2.blockColor == colorToMatch && blocksToCheck.indexOf(tempBlock2) == -1 && blocksTested.indexOf(tempBlock2) == -1) {
                          blocksToCheck.push(tempBlock2);
                      }
                  }

              }
              blocksTested.push(tempBlock);
          }
          return blocksMatched;
      }

AS3 Code

public function findLikeColoredBlocks(blockToMatch):Array {
          var blocksToCheck:Array = new Array();
          var blocksMatched:Array = new Array();
          var blocksTested:Array = new Array();
          var rowList:Array = [-1, 0, 1,-1,1,-1,0,1];
          var colList:Array = [-1,-1,-1, 0,0, 1,1,1];

          var colorToMatch = blockToMatch.blockColor;
          blocksToCheck.push(blockToMatch);
          while(blocksToCheck.length > 0) {
              tempBlock = blocksToCheck.pop();
              if (tempBlock.blockColor == colorToMatch) {
                  blocksMatched.push(tempBlock);
                  tempBlock.makeBlockClicked();
              }

              var tempBlock2:Block;
              for (var i:int = 0;i < rowList.length;i++) {
                  if ((tempBlock.row + rowList[i]) >= 0 && (tempBlock.row + rowList[i]) < BLOCK_ROWS && (tempBlock.col + colList[i]) >= 0 && (tempBlock.col + colList[i]) < BLOCK_COLS ) {
                      var tr:int = tempBlock.row + rowList[i];
                      var tc:int = tempBlock.col + colList[i];
                      tempBlock2 = board[tr][tc];
                      if (tempBlock2.blockColor == colorToMatch && blocksToCheck.indexOf(tempBlock2) == -1 && blocksTested.indexOf(tempBlock2) == -1) {
                          blocksToCheck.push(tempBlock2);
                      }
                  }
              }
              blocksTested.push(tempBlock);
          }
          return blocksMatched;
      }

While the display code for making HTML Canvas games is quite different between AS3 and JavaScript, the logical algorithms for iterations, loops, multi-dimensional arrays, etc. are pretty much the same.   This is good news for people who have libraries of AS2 and AS3 algorithms that need to be converted to HTML5/JavaScript will have a fairly easy time accomplishing the task.

Posted in Games, HTML 5 Canvas, HTML5 Canvas Games | 2 Comments