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The field tests on Bouncer did really well, and it was the best animated game of that era. I hired an ex-Disney/HannaBarbera animator to lead that part, and we may have been one of the first companies to optically capture the animation using our own capture and anti-alias fill tools.The reason it didnt get manufactured was the company was on limited funding and had difficulty raising several millions for a manufacturing run. Atari (Bushnell and others) flew down for licensing meetings but ended up studying the game and incorporating similar ideas in their next round of products.
Bouncer was the first of many planned games that were interchangeable on the same hardware & cabinets.
Interestingly, after Bushnell saw what we were up to, he soon left Atari and founded Sente and came out with his own line of interchangeable games called the Sente System. At that time I was then with Sega and actually had a couple business meeting with Nolan regarding Sega partnering with him on games for Sente & Sega.
When I got my first Apple II (on 1977 July 5) the only assembler available was the built-in mini-assembler. So that is what I used for writing the assembly language portions of my first games (Rocket Pilot, Star Wars, etc.).In April of 1978 I wrote the Apple-Vision demo and, in looking at the source listing (which I just dug out and hadn't looked at for more than 25 years!), I see that I wrote it using the Microproducts 4-character Assembler. (I probably also used that same assembler when I created all the display software for the "Tic-Tac-Dough" gameshow on CBS television.)
As an aside, I eventually helped Paul Lamar convert his 4-character assembler into a 6-character assembler which he then marketed. We also worked together on a digital cassette operating system that I designed for the Apple II. But before we could get it into the market, Apple came out with their first floppy disk operating system. And so we scrapped the project.
Around 1980 Apple introduced their EDASM assembler, and I soon switched over to using that one. EDASM had the ability to generate relocatable code. And so now it was finally possible to create your own subroutine libraries (without having to always re-assemble their source codes). But Apple never got around to providing a linking loader to support this capability. So in 1983, I wrote one.
In 1985, Interactive Arts marketed EDASM and my linking loader (along with some of my subroutine libraries) as The Programmer's Assembly-language Construction Kit, a 2-volume book/software package for beginning to intermediate programmers. All of my subsequent Apple-II programming was done using The P.A.C.K. (In fact, the PACK's modular programming philosophy provided the basis for my creation of SiMPLE, the programming language for kids.
I added the Lucky Wander Boy book review to the archive.
We worked on it extensively, and developed the concept, art and programming for a year before Activision bought it.... As I recall we called it "Pet Person" since the original idea was for it to be a pet you bought just like buying one in the pet store. This is why the person gets sick without food and attention. All of the gameplay in the original version dealt with interaction and none with playing games. There were no card games in the original version. The card games were added by David Crane and co. I programmed the piano playing so in my mind the improvisation was a major concept, and we added little things like him tapping on the glass monitor to get your attention, etc. I think we originally thought of it as promoting social skills and was disappointed when Activision turned it into a card playing gimmick. However I understand now that there was some psychology behind the card playing idea. Our idea as I recall, was you learned to help him with house chores, maybe he himself got a pet dog, etc., perhaps be like a doll for boys and girls. We were very sad that our work would not be acknowledged and some interesting code removed. I would love to hear comments from co-workers Henry Will, Roger Booth, Wes Trager on what programming for this game was like or other events around it.Henry wrote Word Zapper for the 2600. Roger did several ports of Q*bert's Qubes, the little known sequel to Q*bert. Wes wrote Commando Raid for the 2600. And Wes, Henry, and Todd together wrote Eggomania for the 2600.This was 20 years ago and I was just a programmer and musician. This was as I recall it but I could be wrong about anything...
We wrote those games in 1978-80 when we were both in high school. While they were in the style of the arcade games you mentioned, we tried to add some originality to the design and to the features. In my case, it was more of a process of seeing if we could actually write games on this new thing called a personal computer. Programming Apple II "Hi-Res" graphics games in 6502 assembler from scratch was something new and we were really focused on coming up with programming routines that would run on the Apple II quickly and cleanly. You can argue both sides of the coin with regard to whether or not we were actually successful :-). At least in my case, the actual resulting games were secondary to the accomplishment of learning a new technology.Most sadly, Castle Wolfenstein and Robotwar author Silas Warner died on February 26. It never occurred to me until recently, but Castle Wolfenstein may have been the first stealth-oriented game. In any case, it was an early blurring between action and strategy that was at least a decade ahead of its time. Silas's website is still online.
Okay, in reality the Giant List is not about pinball primarily because the classic eras of pinball and video games don't coincide. There isn't the "pre-NES" line in the sand, as there is for video games.
Thanks to an email conversation with former Parker Brothers programmers Steve Kranish and Dawn Stockbridge, there are some more game authors from that company on the list. Steve wrote Parker Brothers' version of Frogger for the Atari 800 and 5200, which is separate from the famous John Harris version. Dawn assisted Steve on Frogger and also wrote Strawberry Shortcake Musical Matchups for the 2600.
I also did some much needed housecleaning. I found several parts of the list that were in the wrong order, plus a number of duplicate entries. I wrote a Perl script to re-alphabetize the list and fix some formatting inconsistencies.