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.
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
Old Web Game Designer Friend Gets Published: Author Kevin Bloomfield
Back in the glory days of Mattel online, we worked on numerous Flash games and web sites with Kevin Bloomfield. He has since moved to MGA where he is a toy designer. Even back 10 years ago, Kevin talked about his dream to write children's books. He has now successfully completed that goal. Here is Kevin being interviewed on a Sacramento news show:
http://www.news10.net/video/default.aspx?bctid=1306817383001
Book Review: Fantasy Freaks And Gaming Geeks by Ethan Gilsdorf
Here it is, I'll come out and say it. I used to play pencil and paper role playing games. I played games like Dungeons And Dragons, Palladium and Call Of Cthulhu for most of the 80's. I was blessed with a great friend (and he is still my friend to this day) named Brandon who was an amazing Game Master and story teller. Brandon made RPGs really interesting and hard to pass-up, and playing them became my obsession for many late nights in high school and even into college. I did not play every weekend, and I took long breaks, sometimes for years, but I still played. I pretty much gave them up when girls started showing interest in me, but there was a point at which both intertwined (and sometimes not harmoniously).
Some of the adventures we played through, especially the swashbuckling sci-fi horror of Call Of Cthulhu, have stuck with me over the years just like the best books I've read or movies I have seen. While I never stopped playing computer RPGs, those mostly solitary games are a completely different breed from the very social and imagination fueled games we used to play. There is no substitute for a group of us sitting around Brandon's coffee table, consuming pounds of sunflower seeds and gallons of cheap, sugary iced tea, rolling dice and talking about using Elephant guns to take-down Nyarlathotep. I still get the urge to play now and then, but with a young family, the time commitment is too great. Brandon and I have talked about getting a game together, but for now, pencil and paper RPGs are a memory gathering dust in the attic of my mind, waiting for their time, if it ever comes, to shake off the cobwebs and return to the forefront of my disposable time and income.
A recent book (2009) explores a similar fascination with youthful role playing games in the middle-age in a very thorough and thoughtful way. Ethan Gilsdorf's Fantasy Freaks And Gaming Geeks explores the author's attempt to understand, explore and come to gripes with, the role playing games he played and loved as a kid. Like many other kids in the 70's and 80's, Gilsdorf first dove into the fantasy horrors of role playing games as an escape from the very real horrors of his everyday life. Much like myself, he gave them up just about the time he could legally buy alcohol, but as the years turned into decades he realized the urge to play still burned within him . Around his 40th birthday, he set out on an adventure to find meaning from fantasy, and to come to grips with his past and present.
Gilsdorf's fascination with the fantasy exploits of his past becomes a hero's journey (of sorts) in the present. What starts as a trip to the basement of a comic book store, turns into a quest to walk in the footsteps of Gary Gygax and J.R.R. Tolkein both real, and imaginary. Gilsdorf travels the world, interviewing people who play table-top games, live action role-playing games (LARP), computer MMORPGs and much more. He observes the proceedings, and also takes part, exploring his feelings about what the activities mean, both in light of his past and his present. Some people might be turned off by just how personal Gilsdorf's travels become, but I really appreciated them. To me, dry facts and figures about the affect and influence of fantasy games are boring without a good helping of personal narrative to help wash it down.
Gilsdorf touches on the fact that other more "acceptable" activities (e.g. fantasy sports) have many of the same qualities as role playing games and offer the same kind of benefits (socialization, competition) and drawbacks (addiction, unhealthy escape), but are not derided in the same way in the popular press as fantasy games and activities. He struggles from both internal and external pressure with the idea that he should "grow out" of the youthful kid stuff of role playing games, but at the same time embrace "adult" activities that are pretty much the same thing dressed up another way. I would have liked a bit more exploration and comparison of "fantasy" vs. "accepted" activities but what is here, at the very least, sparks the fire for future conversation.
Even though you can pretty much guess the results of Gilsdorf's quest from the outset, the journey is what matters here, and it is quite a fascinating ride. The author gives the reader a warts and all look into his mind, offering a kind of naked analysis of himself that goes a bit further than I expected on the outset. The book is recommended for anyone who either thinks or once thought they have "grown out" of pencil and paper games. It just might inspire you to pick it all up once again...or run screaming for the door. Either way, you'll be better for the experience.
-Steve Fulton
Pinball Mania! "Special When Lit" on Netflix and "The Pinball Arcade" For Nearly Every Platform That Matters
When my wife and I first met, we spent countless hours playing pinball together. In the mid 1990's you could still find a pinball machine at most pizza parlors and multiple machines at arcades and bowling alleys. Our standard playing style was to find a machine we liked (i.e. The Machine: Bride Of Pinbot) that gave three plays for a dollar. We would each play our own game the with two credits, then share the machine with the last, each playing one of the flippers. In some ways, the cooperation of trying to keep the ball in play at the same time taught me a lot about what marriage and family is all about. We played this way this pretty much until our first baby was born, and then we had to quit. Since 1998, we have played pinball only a handful of times together, and to be honest, I really miss it.
Most of the pinball machines are gone now, but that doesn't mean people out there don't remember them well, or want to recreate the experience. Two fairly new offerings do just that. The first is the movie Special When Lit, now available on Netflix on demand. This from documentary 2009 covers the history, enthusiasts, players, collectors, designers and manufacturers of pinball. The production values are top-notch, and the story is enthralling. The trailer is below.
The second new offering is The Pinball Arcade from Farsight Studios, the same company that developed Pinball Hall Of Fame Williams Collection (read our original, glowing review from 2008 here), arguably the best pinball simulation ever made. This time it looks like they done it again, offering the game as downloadable app that can be updated with more tables as they are finished and released. They are preparing this game for iOS, Android, XBox Live, 3Ds, PC, Mac, The Playstation Network, and PSVita for release in 2012. Needless to say, we are very excited about this. You can view the trailer for the game here:
Sometimes Destiny Lies Between The Lines or How 4th Grade Isn’t Necessarily The End Of The World
I sat next to Michael Jackson in the 4th grade. Not that Michael Jackson, but Mike Jackson, my friend since he moved from England to attend our Kindergarten at Pennekamp Elementary school in 1975.
Mike and I and my brother had been friends since he arrived from the UK, and we had been in just about every class together until Ms. Goldsmith's 4th grade classroom in 1979. We did all the stuff that normal kids at the time would do. We rode bikes, played army men and Godzilla, and we shot realistic guns at each other on the school grounds. We even made plans to move into a huge house together with all of our other friends in the neighborhood when we grew-up.
In November 1979, Mike invited us to his birthday party at Straw Hat Pizza. Straw Hat Birthday parties were always awesome. They always included double-cut slices of pizza with huge cheese bubbles, pitchers of root beer, free rides on the mechanical horse, silent movies, and especially, video games. Straw Hat was one of the only local places that had arcade games, so it was a no-miss event for sure.
There was one kid though, that I'm pretty sure was not at Mike's birthday party: Stanley Jones (not his real name). This is not a knock on Mike, because except for when we were in Kindergarten, not too many people invited Stanley to much of anything. Stanley had been in our Kindergarten class for a short time, and we played with him on the playground. The one thing I liked the most about Stanley was his enormous toothy grin, a smile he displayed with complete honesty at any given chance. However soon after Kindergarten started he was moved to the "Resource" classroom. "Resource" was separate room where kids from all grades went who needed special attention. Stanley went there off and on, leaving Kindergarten class, and returning to play with us. Then then one day he left, and never came back.
Soon after Mike's 4th grade birthday party, he and I were sitting in our classroom, working on a math ditto. Math was my favorite subject in the 4th grade, but as I was zooming through the the purple ink on the page, I glanced at Mike's paper to see how he was doing. I noticed that Mike had not answered a single question. Instead, he was doodling, drawing some amazing little illustration of space ships in-between the questions. Soon after, Ms. Goldsmith came by and chastised Mike for not being further along on his work. I felt sorry for Mike. I remember thinking, "What was he going to do in his life he never learned his Math?" " How could he live in the big house together with all of our friends when we grew-up if he never made it out of school?"
If the prospect of Mike's future bothered me a little bit, the prospect of Stanley's future stuck in the back of my head. I wondered if Stanley would ever be allowed back into a regular classroom, but it never happened. Kids like Stanley were often left behind, as the throngs of students passed them by in the halls. Besides some of the more popular kids saying mean stuff under their breath at them as they passed, they were hardly even acknowledged. I never joined in, but instead was the kind of coward that just watched and never said anything to defend them, even when Stanley was the target.
There was very little understanding among us of Stanley or his particular issues, and I'm sure there were good reasons for us not being told. Still, a little information would have gone a long way. He and the other kids in "Resource" were sequestered away, partially for their own good and I'm sure, partially for ours. Whatever issues befell Stanley and whatever his thoughts and feelings were about it, I never knew. He was just whisked away where we hardly ever saw him.
I do recall speaking to Stanley on occasion, and in the 4th grade, he and his "Resource" class started to appear on the blacktop when we were out playing for morning recess. At that point, Stanley appeared defeated, or at the very least, exasperated. The huge smile he displayed in Kindergarten was long gone, replaced with a sort of knowing grimace. I'm sure the years since we all had class together had not been easy. Kids in the 70's could be very creative with their cruelty, and I'm sure Stanley was the recipient of much of it. Eventually, I believe, Stanley was put back a grade, but he did manage to make it all the way through Mira Costa High School and graduate. However, by then, I had lost complete track of him.
At the same time, Mike, my brother Jeff and I remained pretty good friends through most of our school years. We want on to Begg Junior High School, where we continued to be friends. We played video games together, and we traded Atari 800 games in early 80's. We hung out together for our first couple years of high school, listening to Depeche Mode and getting into all sorts of trouble. We even got caught together by mom after we snuck a bottle of Peppermint Schnapps into a screening of 2010 at the Mann Theater, and reeked of it afterward. However, as people are wont to do, we grew apart. By the time we graduated from high school, I'm not sure we even said goodbye to one another.
Nearly 12 years later, I was working at Mattel Toys ,building web sites and games. I was working in the I.T. department, which traditionally is all about things like databases, spreadsheets, HR systems, and making sure the computer network is working. However, I had been hired to build web sites for an IBM AS/400, and worked myself up to building ecommerce sites, then to consumer web sites and games. Since my main customers were the brand web teams in the marketing department, I spent most of my time working with them, co-located in another building away from I.T. The regular I.T. department had hard time understanding what I did, and game development in particular was the hardest for them to grasp. It was a constant struggle to get I.T. management to understand that games were essential to the success of the consumer web sites (our sites which were some of the most visited kids web sites on the internet). I never planned it this, way, but here I was, working between the lines, serving two masters: customers who wanted games and web sites and could not understand I.T., and my bosses in I.T. who could never grasp that games were what made our projects success in the first place.
Lo and behold, one day a new artist walked in, and it was Mike Jackson. He had most of the spent the previous decade working on all sorts of graphic design projects, including a PC game by Steve Meretzky named The Space Bar. Mattel hired him to design web sites, and he began working on HotWheels.com among other boy branded projects, none of which were things I was building, since I was mostly working girl's branded sites and games at the time.
About 3 years later, Mike and I got the chance to work on a project together. HotWheels.com wanted to add some Flash games to the site, and they had tapped us to both to a build game for the Monster Jam license. I spent a few days mocking-up a game that used some basic mathematical slope calculations to move objects down a hill, and when it was ready, I showed it to Mike so he could start designing graphics for it. As I was demoing the game for Mike, a thought struck me: When we were sitting next to each other in the 4th grade, I worried for nothing. My destiny might have been working out those Math problems, but Mike's was not. His destiny was in-between the lines of that math ditto, and his doodles were worth more than those math problems ever could have been, at least to him.
A few weeks into the game project, Mike and I attended a child testing session at the Imagination Center at Mattel in the main tower building. We were both happy to see that our game was the favorite among the kids testing that day. On the elevator ride up to the Cafe for lunch, we were talking about the game, when the car stopped on the 2nd floor and in walked none other than Stanley Jones. He was working on the mail crew at Mattel. Mike and I both greeted Stanley, and asked him how he had been. With a huge grin on his face, Stanley told us he was living in house in Manhattan Beach with his family, and how much he loved his job delivering the mail.
When we got off the elevator later and walked back to our building, I turned to Mike and asked him, "Hey, when we were in Kindergarten, did you ever think you, I and Stanley Jones would all be working at the same place almost 30 years later?"
"Never" he replied.
By the way, the game, Crashzilla Crusher, turned out okay. While the game looks primitive by today's standard, the kids in 2003 LOVED it. The game was played millions of times, and it proved the Hot Wheels brass that we should make even more games down the line. We went on to produce over 200 games for Mattel web sites, making them some of the most successful kids web sites in history.
However, Mike and I never got to work on another project together like Crashzilla Crusher. Mike got moved around to other projects and managers who did not appreciate his skills, and soon he left to work for Sony Imageworks. I stayed at Mattel for many more years. The web team moved to several different buildings, before ending up in the main Mattel building, where we stayed until I left. Even though Mike was gone, I saw Stanley Jones more often, delivering the mail and and doing other odd jobs on our floor. Sometimes he recognized me, and other times not. On the good days, we often talked in passing about the Hometown Fair, and the beach volleyball tournaments he watched when he walked to the beach He even lamented one time about how he missed all of the kids we went to kindergarten with, and wondered what had happened to them.
On my last day at Mattel, as I was carrying my boxes out of the building, Stanley rode the elevator down with me. He told me again about where he lived, and how much he liked his job at Mattel. Sometimes he told the same stories more than once, but I never mentioned it to him. One of my last memories from my 15 years at Mattel was Stanley's smiling face disappearing into the elevator as I walked out into my future. When I think of Mattel now, I like to think of Stanley Jones, happy, riding the elevator with the mail cart and talking to people as he walks the cavernous floors and back-ways of the Mattel corporate headquarters, hopefully finding success and happiness in his life, working between the lines just like Mike Jackson, and just like me.
-8bitsteve
Our Favorite Viral Videos About The Games And Web Business
Code Monkey
Jonathan Coulton's classic song about the life of a software developer. One of the all-time best songs ever written.
Angry Video Game Nerd : Atari 5200
So this is not just a video, but a whole series. The AVGN is now an institution, but he started as just a regular insane video game collector with a dream. His Atari 5200 video is my favorite, but he has videos for all sorts of classic games and console.
Other great AVGN videos: [ET][Jaguar and Jaguar 2][Power Glove]
Developing The Alarm.com: 1995-2011
Introduction
I was web master for http://www.thealarm.com for over 15 years. The Alarm were an 80's band with hits like 68 Guns, Strength, and Rain In The Summertime. They broke-up in 1991, but soon afterward, lead vocalist Mike Peters embarked on a solo career, that led to the creation of one of the first web sites dedicated to a musical artist, in 1995. The Alarm reformed in 2001, and continue until this day as a functioning rock and roll band.
In that time, the web site has changed immensely: from a single page with news and rumors, to a fully dynamic web community. As I was writing this story, a couple thoughts occurred to me. Mike Peters and MPO had the foresight to get into the internet very very early. Their first site was also one of the first sites dedicated to a musician on the internet. The story of the multiple sites and how they evolved is also the story of how the internet itself has evolved in the past decade. However, there are more stories here than just that. There is also the very personal story of myself, developing these sites and growing-up from a rank amateur to full-fledged web professional and developer. However, but more importantly, it's the story of how Mike Peters, a true survivor of the music industry and cancer, has grown and sustained his career by leveraging the internet at every turn. Long before MySpace.com, YouTube, and iTunes, Mike Peters (with a little help from his freinds) had been using the 20th century's most important communication revolution in ways that few before him had even thought possible.
Rest In Peace Bill Kunkel: Video Game Journalism Pioneer
Bill Kunkel, part of the duo of Arnie Katz and Bill Kunkel who created Electronic Games the frst magazine about video games, Electronic Games, died on Sunday at the age of 61.
We were big fans of Bill Kunkel. One of the first stories I wrote for 8bitrocket.com was about Electronic Games magazine and how much it meant to me when I was a kid. I also interviewed him for this site a couple years ago.
Back in 2006, after reading Bill's biography, Confessions Of The Game Doctor, I invited him to Mattel Toys to teach a 2-day class on game design. This was not a normal thing for the Mattel I.T. team that built web sites and games. Usually all of our training came from places like The Learning Tree. As the manager of the game development team, I tried to get classic game personalities to speak whenever possible, using a discretionary portion of the training budget. Besides Kunkel, we also had Chris Crawford and Rob Fulop come in for enormously successful seminars. As long as I told my bosses the class would be about something that sounded "I.T", they were fine with it. They never spent any time watching what we were doing, anyway, and these classes were always the best ones of the year. The games we were making for the web needed to have simple graphics so great play mechanics were required to give them mass appeal. There was no better place to look than the Golden Age of video games for pioneers who knew how to make something simple into something really enjoyable.
At first Mr. Kunkel thought I wanted him to work for free, but of course, that was not the case. The only thing better than meeting your heroes and gleaning their insight, is having the ability to pay them for their time. Bill also got a kick out of the fact that he would be speaking to people from Mattel. I never felt better about myself or my job than the moment I heard Bill Kunkel's voice on the phone get giddy about the prospect of speaking at Mattel, the place the brought Intellivision into the world.
Kunkel spent two days telling about his past, about his ideas for designing games for kids, and his tips for making games in the classic mold that would work in the modern age. At the time Bill came out, the main site we were working on, hotwheels.com has about 2 million monthly visits, and was ranked about 50th in kids web sites. After he left we started making games in earnest, and his ideas were part of the reason why, one yearlater, we had 10 million monthly visits and were ranked in the top-10.
For a couple years afterward, I followed Bill's posts over at J2Games.com where he was a regular contributor. In the past year, I stopped visiting most of the my stand-by sites, and J2Games.com was one of them. When I read about his passing, I clicked over there to see that Bill has been writing continuously about games the whole time. I'm now kicking myself for not keeping up with his impressive body of work.
Anyway, I can say, seriously, the Bill Kunkel was one of the most interesting, gracious, funny, and intelligent people I have ever met. The world has lost a great mind, and a great person. Bill, you will be missed
-Steve Fulton
Jamie Lendino Of PC Mag Admits To Loving The Atari 800
Today, in an article named Steve Jobs: End of an Era Jamie Lendino uses the editorial good will created by Steve Job's resignation to wax nostalgic about his days with his Atari 800. It reads a bit like an 8bitrocket.com piece.
"Needless to say, that Atari computer made a tremendous impression on me. Just as how today's kids won't ever know a world without the Web, cell phones, and hyper-realistic game graphics, I've never known a world without personal computers. I lived and breathed them."
It's short but sweet and worth reading.
(Thanks to Eric Barth for pointing us to this)

