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	<title>Apple 2 Archives - Old School Gamer Magazine</title>
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	<title>Apple 2 Archives - Old School Gamer Magazine</title>
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		<title>Beagle Bros Two-Liners: A Coding Magic Trick</title>
		<link>https://www.oldschoolgamermagazine.com/beagle-bros-apple-ii-two-liners/</link>
		
		<dc:creator><![CDATA[William Winter]]></dc:creator>
		<pubDate>Wed, 20 May 2026 16:00:22 +0000</pubDate>
				<category><![CDATA[1980s]]></category>
		<category><![CDATA[Apple 2]]></category>
		<category><![CDATA[Retro Computing]]></category>
		<guid isPermaLink="false">https://www.oldschoolgamermagazine.com/?p=109960</guid>

					<description><![CDATA[<p>One of the things I miss most about the Apple II era is how much personality surrounded the machine. The Apple II was not just a computer you used &#8211; it was a computer you explored. You typed things into it, made mistakes, and discovered strange memory locations. Apple II users learned that a single [&#8230;]</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/beagle-bros-apple-ii-two-liners/">Beagle Bros Two-Liners: A Coding Magic Trick</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>One of the things I miss most about the Apple II era is how much personality surrounded the machine. The Apple II was not just a computer you used &#8211; it was a computer you explored. You typed things into it, made mistakes, and discovered strange memory locations. Apple II users learned that a single POKE could change the way the screen behaved, make a sound, or unlock some odd little behavior that felt like you had found a secret passage inside the machine.</p>
<p>And nobody made that feeling more fun than <strong>Beagle Bros</strong>.</p>
<h4><strong>Beagle Bros.?</strong></h4>
<p>Beagle Bros had a very specific kind of genius. Their software and publications were useful, yes, but they were also funny, strange, stylish, and playful. They made Apple II programming feel less like homework and more like joining a secret club of clever people who knew how to make the machine dance.</p>
<p>Some of my favorite Apple II disks came from Beagle Bros. I loved <strong>DOS BOSS</strong>, which let you modify DOS commands and create your own custom commands. That idea was thrilling. The Apple II suddenly felt personal. You were not just using the operating system as delivered, you were bending it a little, renaming things, making it yours, and adding a bit of personality to the command line.</p>
<div id="attachment_109968" style="width: 585px" class="wp-caption aligncenter"><img data-recalc-dims="1" fetchpriority="high" decoding="async" aria-describedby="caption-attachment-109968" data-attachment-id="109968" data-permalink="https://www.oldschoolgamermagazine.com/beagle-bros-apple-ii-two-liners/img_0664/" data-orig-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/05/IMG_0664-scaled.jpg?fit=1920%2C2560&amp;ssl=1" data-orig-size="1920,2560" data-comments-opened="0" data-image-meta="{&quot;aperture&quot;:&quot;2.2&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;iPhone 15 Pro Max&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;1779028585&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;2.2200000286119&quot;,&quot;iso&quot;:&quot;160&quot;,&quot;shutter_speed&quot;:&quot;0.016666666666667&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;1&quot;}" data-image-title="Moonshot listing and running on the Virtual ][ emulator" data-image-description="&lt;p&gt;Moonshot listing and running on the Virtual ][ emulator&lt;/p&gt;
" data-image-caption="&lt;p&gt;Moonshot listing and running on the Virtual ][ emulator&lt;/p&gt;
" data-medium-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/05/IMG_0664-scaled.jpg?fit=225%2C300&amp;ssl=1" data-large-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/05/IMG_0664-scaled.jpg?fit=768%2C1024&amp;ssl=1" class="wp-image-109968" src="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/05/IMG_0664.jpg?resize=575%2C767&#038;ssl=1" alt="DOS BOSS diskette by Beagle Bros" width="575" height="767" /><p id="caption-attachment-109968" class="wp-caption-text">DOS BOSS diskette by Beagle Bros</p></div>
<p>Then there were the Beagle Bros posters, especially the ones filled with <strong>PEEKS, POKES, and CALLS</strong>. I had those on my wall as a reference for Apple II BASIC programming. If you were writing Applesoft BASIC, those charts were like having a wizard’s spellbook hanging above your desk. You could glance up, try a command, and suddenly the machine would do something new.</p>
<h4><strong>Two Liners</strong></h4>
<p>But my absolute favorites were the Beagle Bros <strong>Two-Liners</strong>. The name says it all, but it almost does not do them justice.</p>
<p>A Two-Liner was a complete Applesoft BASIC program squeezed into just two numbered lines. Not two short lines in a modern editor. Two Apple II BASIC program lines, packed with commands separated by colons, clever math, graphics routines, sound tricks, strange control flow, and sometimes outright mischief.</p>
<p>List 1 &#8211; Moonshot: Guess the launch power from 1 to 9. You get 5 tries.</p>
<blockquote>
<pre>10 HOME:N=INT(RND(1)*9)+1:W=0:PRINT"MOONSHOT":PRINT"FIND POWER 1-9"
20 FOR T=1 TO 5:INPUT"POWER";G:W=W+ABS(G=N):PRINT MID$("TOO HIGH! TOO LOW! BLASTOFF! ",1+10*ABS(G&lt;N)+20*ABS(G=N),10):NEXT:PRINT MID$("MISSION FAILYOU REACHED ",1+12*ABS(W&gt;0),12)</pre>
</blockquote>
<div id="attachment_109967" style="width: 556px" class="wp-caption aligncenter"><img data-recalc-dims="1" decoding="async" aria-describedby="caption-attachment-109967" data-attachment-id="109967" data-permalink="https://www.oldschoolgamermagazine.com/beagle-bros-apple-ii-two-liners/screenshot-2026-05-17-at-2-44-23-pm/" data-orig-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/05/Screenshot-2026-05-17-at-2.44.23%E2%80%AFPM.png?fit=2264%2C1550&amp;ssl=1" data-orig-size="2264,1550" data-comments-opened="0" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="Moonshot listing and running on the Virtual ][ emulator" data-image-description="" data-image-caption="&lt;p&gt;Moonshot listing and running on the Virtual ][ emulator&lt;/p&gt;
" data-medium-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/05/Screenshot-2026-05-17-at-2.44.23%E2%80%AFPM.png?fit=300%2C205&amp;ssl=1" data-large-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/05/Screenshot-2026-05-17-at-2.44.23%E2%80%AFPM.png?fit=1024%2C701&amp;ssl=1" class=" wp-image-109967" src="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/05/Screenshot-2026-05-17-at-2.44.23%E2%80%AFPM.png?resize=546%2C373&#038;ssl=1" alt="Moonshot listing and running on the Virtual ][ emulator" width="546" height="373" srcset="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/05/Screenshot-2026-05-17-at-2.44.23%E2%80%AFPM.png?resize=1024%2C701&amp;ssl=1 1024w, https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/05/Screenshot-2026-05-17-at-2.44.23%E2%80%AFPM.png?resize=300%2C205&amp;ssl=1 300w, https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/05/Screenshot-2026-05-17-at-2.44.23%E2%80%AFPM.png?resize=768%2C526&amp;ssl=1 768w, https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/05/Screenshot-2026-05-17-at-2.44.23%E2%80%AFPM.png?resize=1536%2C1052&amp;ssl=1 1536w, https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/05/Screenshot-2026-05-17-at-2.44.23%E2%80%AFPM.png?resize=2048%2C1402&amp;ssl=1 2048w, https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/05/Screenshot-2026-05-17-at-2.44.23%E2%80%AFPM.png?resize=1080%2C739&amp;ssl=1 1080w, https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/05/Screenshot-2026-05-17-at-2.44.23%E2%80%AFPM.png?resize=1280%2C876&amp;ssl=1 1280w, https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/05/Screenshot-2026-05-17-at-2.44.23%E2%80%AFPM.png?resize=980%2C671&amp;ssl=1 980w, https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/05/Screenshot-2026-05-17-at-2.44.23%E2%80%AFPM.png?resize=480%2C329&amp;ssl=1 480w, https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/05/Screenshot-2026-05-17-at-2.44.23%E2%80%AFPM.png?resize=510%2C349&amp;ssl=1 510w, https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/05/Screenshot-2026-05-17-at-2.44.23%E2%80%AFPM.png?w=2160&amp;ssl=1 2160w" sizes="(max-width: 546px) 100vw, 546px" /><p id="caption-attachment-109967" class="wp-caption-text">Moonshot listing and running on the Virtual ][ emulator</p></div>
<h4><strong>Tiny programs with big personalities</strong></h4>
<p>A good Two-Liner might draw a hypnotic hi-res graphics pattern. Another might make the disk drive chatter like a train. Another might create a little game, animation, puzzle, or oddball visual effect.</p>
<p>The point was not just to save space. The point was to see how much creativity could be compressed into the smallest possible form. That was the Beagle Bros magic.</p>
<p>The Two-Liners were funny, but they were also deeply educational. They taught you how Applesoft BASIC really worked. You learned how to chain statements with colons. You learned how FOR/NEXT loops could be squeezed into tight spaces, how expressions like ABS(A=B) could turn a true-or-false comparison into a usable number. How PEEK and POKE could reach outside ordinary BASIC and touch the Apple II hardware directly.</p>
<p>In other words, the Two-Liners taught programming through surprise.</p>
<p>That was very different from the dry way programming was often presented. A typical manual might explain a command, show a simple example, and move on. Beagle Bros did something better. They gave you something cool first. You would type in a tiny program, run it, and see something unexpected happen. Then, because the program was so short, you could actually study it.</p>
<p>Every character mattered, each shortcut had a reason and a simple colon was doing work &#8211; the code even invited you to reverse engineer it.</p>
<p>List 2 &#8211; &#8220;Treasure Map&#8221; Two-Liner: Guess the hidden treasure’s coordinates. Try to get close.</p>
<blockquote>
<pre>10 GR:X=INT(RND(1)*40):Y=INT(RND(1)*35):S=0:PRINT"TREASURE MAP":PRINT"FIND THE HOT SPOT"
20 FOR T=1 TO 6:INPUT"X";A:INPUT"Y";B:C=ABS(A-X)+ABS(B-Y):COLOR=1+14*ABS(C&lt;5):PLOT A,B:S=S+ABS(C&lt;5):PRINT MID$("COLD!HOT! ",1+5*ABS(C&lt;5),5):NEXT:PRINT MID$("LOST!FOUND",1+5*ABS(S&gt;0),5)</pre>
</blockquote>
<p>For a young programmer, or even just a curious Apple II user, Beagle Bros made experimentation feel safe and exciting. You did not need to build a giant program to feel like a programmer. You could type two lines and produce a visual effect. Learn one new POKE and feel like you had unlocked a hidden feature. Customize DOS commands with DOS Boss and realize that the computer was not fixed in stone. It was flexible, waiting for you.</p>
<p>The Two-Liners also represented a very specific kind of programming challenge. Today we might call it code golf, creative coding, or the demoscene spirit. But on the Apple II, it felt more homespun. It was not just about being clever for cleverness’ sake, but rather about understanding the machine so well that you could make something delightful with almost nothing.</p>
<p>That is why the Two-Liners still have charm. For me, that is the real legacy of Beagle Bros. They made learning code feel cool.</p>
<p>DOS Boss made the operating system feel customizable. The PEEKS, POKES, and CALLS posters made the Apple II’s hidden world visible. And the Two-Liners showed that programming could be playful, compact, surprising, and beautiful.</p>
<p>They were not just tiny programs. They were little invitations: Type this in. Run it. Laugh. Wonder. Change it. Break it. Fix it. Learn.</p>
<p>That was Beagle Bros at their best.</p>
<hr />
<p>William W. Winter is the creator of<strong> Text Adventure Studio</strong>, where you can try your hand at making text adventures with a modern web-based design tool, and you can try it out and make your own text adventures for free at <strong><a href="https://textadventurestudio.com/" target="_blank" rel="noopener">https://textadventurestudio.com</a>. </strong>Old School Gamer Magazine readers can sign up for a free account. More articles from William can be <a href="https://www.oldschoolgamermagazine.com/author/williamwinter/" target="_blank" rel="noopener"><strong>found here</strong></a>.</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/beagle-bros-apple-ii-two-liners/">Beagle Bros Two-Liners: A Coding Magic Trick</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
]]></content:encoded>
					
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">109960</post-id>	</item>
		<item>
		<title>One Game, Five Systems &#8211; Choplifter</title>
		<link>https://www.oldschoolgamermagazine.com/one-game-five-systems-choplifter/</link>
		
		<dc:creator><![CDATA[Marcus Albers]]></dc:creator>
		<pubDate>Tue, 19 May 2026 17:39:50 +0000</pubDate>
				<category><![CDATA[1980s]]></category>
		<category><![CDATA[Apple 2]]></category>
		<category><![CDATA[Arcade]]></category>
		<category><![CDATA[Atari]]></category>
		<category><![CDATA[C64 Vic20]]></category>
		<category><![CDATA[Console/Handheld]]></category>
		<guid isPermaLink="false">https://www.oldschoolgamermagazine.com/?p=109949</guid>

					<description><![CDATA[<p>Most popular video games eventually end up on platforms other than the one for which they were initially created. Obviously, there are exceptions. You wouldn&#8217;t have seen a Super Mario Bros title on a Sega console, just like you weren&#8217;t going to see the blue hedgehog on a Nintendo machine. But third-party developers often took [&#8230;]</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/one-game-five-systems-choplifter/">One Game, Five Systems &#8211; Choplifter</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Most popular video games eventually end up on platforms other than the one for which they were initially created. Obviously, there are exceptions. You wouldn&#8217;t have seen a Super Mario Bros title on a Sega console, just like you weren&#8217;t going to see the blue hedgehog on a Nintendo machine. But third-party developers often took games available on one system and either developed them alongside other platforms or ported them afterward, with varying levels of success. And when computer and console games crossed, the results were often a wildly erratic mixed bag.</p>
<p>In this series, we&#8217;ll take a game that was ported to different platforms, pick five, and look at what went right, what maybe went wrong, and how they&#8217;re all related. First off, the classic Dan Gorlin game, Choplifter. We&#8217;ll be looking at the original Apple II, the Commodore 64 conversion, the arcade port, the Sega Master System version, and, finally, the Atari 7800 release.</p>
<div id="attachment_109955" style="width: 310px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" aria-describedby="caption-attachment-109955" data-attachment-id="109955" data-permalink="https://www.oldschoolgamermagazine.com/one-game-five-systems-choplifter/screenshot-28/" data-orig-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/05/ChoplifterAppleIIScreenshot.jpg?fit=1628%2C1272&amp;ssl=1" data-orig-size="1628,1272" data-comments-opened="0" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;Screenshot&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;Screenshot&quot;,&quot;orientation&quot;:&quot;1&quot;}" data-image-title="Choplifter Apple II Screenshot" data-image-description="&lt;p&gt;Choplifter Apple II Screenshot&lt;/p&gt;
" data-image-caption="&lt;p&gt;Choplifter Apple II Screenshot&lt;/p&gt;
" data-medium-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/05/ChoplifterAppleIIScreenshot.jpg?fit=300%2C234&amp;ssl=1" data-large-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/05/ChoplifterAppleIIScreenshot.jpg?fit=1024%2C800&amp;ssl=1" class="size-medium wp-image-109955" src="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/05/ChoplifterAppleIIScreenshot.jpg?resize=300%2C234&#038;ssl=1" alt="Choplifter Apple II Screenshot" width="300" height="234" /><p id="caption-attachment-109955" class="wp-caption-text">Choplifter Apple II Screenshot</p></div>
<p><strong>Apple II</strong></p>
<p>Dan Gorlin developed Choplifter for the Apple II home computer system, with Brøderbund releasing the game in 1982. While action games of the time were often focused on how quickly the player could destroy everything on the screen, Choplifter instead focused on a more deliberate rescue operation, with destruction a result of defense rather than offense. The gameplay loop was deceptively simple: take off from your base, release the POWs from one of the four buildings on the level, and rescue as many as possible by picking them up and flying them back to your base, all the while eluding enemy vehicles.</p>
<p>The game was a remarkable achievement, with smooth graphics and animation, and a real feeling of gravity and inertia that you must come to terms with as you maneuver your chopper around the game field. Attempts to rescue POWs will be hampered by, among other things, tanks and jets, either trying to shoot you down or take out the POWs as they run from the busted barracks, scrambling to climb aboard the waiting helicopter. Don&#8217;t land too hard, or you&#8217;ll crash, killing everyone you&#8217;re carrying. Make sure you don&#8217;t land on any of the waiting POWs, or they end up in the kill column, as well. Your reward for getting them safely to your base? The grateful, cheery waves of the little fellas as they disembark your chopper.</p>
<p>As Apple tried to position the Apple II as more than just a business and educational machine, games like Choplifter helped cement it as a solid entertainment platform.</p>
<div id="attachment_109954" style="width: 310px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" aria-describedby="caption-attachment-109954" data-attachment-id="109954" data-permalink="https://www.oldschoolgamermagazine.com/one-game-five-systems-choplifter/screenshot-26/" data-orig-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/05/ChoplifterC64Screenshot.jpg?fit=1816%2C1362&amp;ssl=1" data-orig-size="1816,1362" data-comments-opened="0" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;Screenshot&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;Screenshot&quot;,&quot;orientation&quot;:&quot;1&quot;}" data-image-title="Choplifter Commodore 64 Screenshot" data-image-description="&lt;p&gt;Choplifter Commodore 64 Screenshot&lt;/p&gt;
" data-image-caption="&lt;p&gt;Choplifter Commodore 64 Screenshot&lt;/p&gt;
" data-medium-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/05/ChoplifterC64Screenshot.jpg?fit=300%2C225&amp;ssl=1" data-large-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/05/ChoplifterC64Screenshot.jpg?fit=1024%2C768&amp;ssl=1" class="size-medium wp-image-109954" src="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/05/ChoplifterC64Screenshot.jpg?resize=300%2C225&#038;ssl=1" alt="Choplifter Commodore 64 Screenshot" width="300" height="225" /><p id="caption-attachment-109954" class="wp-caption-text">Choplifter Commodore 64 Screenshot</p></div>
<p><strong>Commodore 64</strong></p>
<p>A year after the game&#8217;s release on the Apple II, the Commodore 64, the new successor to Commodore&#8217;s successful VIC-20 home computer, received its very own version of Choplifter.</p>
<p>The game remained largely unchanged from the original. The gameplay loop was the same, as were the obstacles to success. The game underwent a few changes in presentation, including updates to the HUD at the top of the screen and a slightly darker color palette that better aligned with the Commodore 64&#8217;s available hues. The essential graphic elements were remarkably similar to those of the Apple II game, as were the animation and smooth gameplay. The feeling of gravity and inertia had been successfully translated, as well. From a gameplay standpoint, you would be hard-pressed to tell the difference between the two.</p>
<p>The success of this port made Choplifter on the Commodore 64 a standard-bearer for quality games on the system for many years.</p>
<div id="attachment_109953" style="width: 310px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" aria-describedby="caption-attachment-109953" data-attachment-id="109953" data-permalink="https://www.oldschoolgamermagazine.com/one-game-five-systems-choplifter/screenshot-25/" data-orig-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/05/ChoplifterArcadeScreenshot.jpg?fit=1778%2C1402&amp;ssl=1" data-orig-size="1778,1402" data-comments-opened="0" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;Screenshot&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;Screenshot&quot;,&quot;orientation&quot;:&quot;1&quot;}" data-image-title="Choplifter Arcade Screenshot" data-image-description="&lt;p&gt;Choplifter Arcade Screenshot&lt;/p&gt;
" data-image-caption="&lt;p&gt;Choplifter Arcade Screenshot&lt;/p&gt;
" data-medium-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/05/ChoplifterArcadeScreenshot.jpg?fit=300%2C237&amp;ssl=1" data-large-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/05/ChoplifterArcadeScreenshot.jpg?fit=1024%2C807&amp;ssl=1" class="size-medium wp-image-109953" src="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/05/ChoplifterArcadeScreenshot.jpg?resize=300%2C237&#038;ssl=1" alt="Choplifter Arcade Screenshot" width="300" height="237" /><p id="caption-attachment-109953" class="wp-caption-text">Choplifter Arcade Screenshot</p></div>
<p><strong>Arcade</strong></p>
<p>In 1985, Sega decided to bring Choplifter to the arcades. Instead of a straight port of the game, they redesigned it to take advantage of the more advanced hardware available to arcade games at the time and to appeal to the arcade gaming audience. Gamers would be looking for bright, colorful graphics with more detail than the original computer presentation.</p>
<p>The gameplay remained largely unchanged. You take off, fly to the left, dodging enemies, in search of the buildings housing the POWs you must rescue. Pick them up, survive the flight back to your base, and drop off the survivors. In addition to the enemy vehicles from the original version, there are now missile launchers and anti-aircraft guns to deal with, making each trip that much more treacherous. Another change from the original is that the number of successful rescues has been reduced to saving only 20 of 32. This, along with a fuel limit, helped increase the game&#8217;s pace while remaining challenging enough to keep the quarters flowing.</p>
<p>The backgrounds were detailed and used parallax scrolling to give the playfield a sense of depth. Instead of the single level of the original game, the arcade version of Choplifter took place on four different levels: the original desert level, a level at sea, a level in a cavern, and lastly a level on top of buildings. This, along with the redesigned vehicle graphics, helped it to stand out from the original and made it a true arcade classic.</p>
<div id="attachment_109952" style="width: 310px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" aria-describedby="caption-attachment-109952" data-attachment-id="109952" data-permalink="https://www.oldschoolgamermagazine.com/one-game-five-systems-choplifter/screenshot-23/" data-orig-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/05/ChoplifterSMSScreenshot.jpg?fit=1896%2C1414&amp;ssl=1" data-orig-size="1896,1414" data-comments-opened="0" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;Screenshot&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;Screenshot&quot;,&quot;orientation&quot;:&quot;1&quot;}" data-image-title="Choplifter Sega Master System Screenshot" data-image-description="&lt;p&gt;Choplifter Sega Master System Screenshot&lt;/p&gt;
" data-image-caption="&lt;p&gt;Choplifter Sega Master System Screenshot&lt;/p&gt;
" data-medium-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/05/ChoplifterSMSScreenshot.jpg?fit=300%2C224&amp;ssl=1" data-large-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/05/ChoplifterSMSScreenshot.jpg?fit=1024%2C764&amp;ssl=1" class="size-medium wp-image-109952" src="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/05/ChoplifterSMSScreenshot.jpg?resize=300%2C224&#038;ssl=1" alt="Choplifter Sega Master System Screenshot" width="300" height="224" /><p id="caption-attachment-109952" class="wp-caption-text">Choplifter Sega Master System Screenshot</p></div>
<p><strong>Sega Master System</strong></p>
<p>When Sega brought Choplifter to their 8-bit NES competitor, the Master System, they chose to port their arcade version rather than the original computer game, as Coleco had done in 1984 for their ColecoVision system.</p>
<p>The decision to port the arcade version makes the Master System version more of an action game than the originals, in line with the arcade game. You face the same adversities as in the arcade game, but in an effort to increase the gameplay value of the home conversion, the POW rescue requirements are increased to 40. The graphics, while very similar to the arcade, are somewhat scaled back in color, detail, and background parallax levels. But they were (and still are) impressive for an 8-bit system.</p>
<p>The one thing that keeps this from being a truly epic conversion is something that plagues many Sega Master System games, especially action titles with many on-screen characters: sprite flicker. As the number of sprites on a horizontal plane increases, the sprite flicker increases as the system attempts to draw everything in place. When you are dealing with a large number of POWs roaming around on-screen, along with your chopper and possible enemies, it can get very distracting and can lead to some slowdown.</p>
<p>But, even this doesn&#8217;t detract from the fact that Choplifter on the Sega Master System is an excellent port, and one of the better arcade ports on the platform.</p>
<div id="attachment_109951" style="width: 310px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" aria-describedby="caption-attachment-109951" data-attachment-id="109951" data-permalink="https://www.oldschoolgamermagazine.com/one-game-five-systems-choplifter/screenshot-22/" data-orig-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/05/Choplifter7800Screenshot.jpg?fit=1886%2C1414&amp;ssl=1" data-orig-size="1886,1414" data-comments-opened="0" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;Screenshot&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;Screenshot&quot;,&quot;orientation&quot;:&quot;1&quot;}" data-image-title="Choplifter Atari 7800 Screenshot" data-image-description="&lt;p&gt;Choplifter Atari 7800 Screenshot&lt;/p&gt;
" data-image-caption="&lt;p&gt;Choplifter Atari 7800 Screenshot&lt;/p&gt;
" data-medium-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/05/Choplifter7800Screenshot.jpg?fit=300%2C225&amp;ssl=1" data-large-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/05/Choplifter7800Screenshot.jpg?fit=1024%2C768&amp;ssl=1" class="size-medium wp-image-109951" src="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/05/Choplifter7800Screenshot.jpg?resize=300%2C225&#038;ssl=1" alt="Choplifter Atari 7800 Screenshot" width="300" height="225" /><p id="caption-attachment-109951" class="wp-caption-text">Choplifter Atari 7800 Screenshot</p></div>
<p><strong>Atari 7800</strong></p>
<p>Looking at it, you would be forgiven for assuming that the Atari 7800 version of Choplifter was another port of Sega&#8217;s arcade game. On the surface, the graphics seem more similar to the arcade version than to the original game. But this 1987 release is actually a port of the original computer game.</p>
<p>You are rescuing up to 64 POWs from four buildings of 16 scattered across the level, all the while on the lookout for enemies attempting to destroy you and your rescues.</p>
<p>The most obvious change is the graphic design. While not as detailed as the Sega Master System port of the arcade game, they are much more colorful and detailed than the Apple II original. It doesn&#8217;t play nearly as smoothly as the original or even the arcade version, but it is an important late release for a system that didn&#8217;t see many games before it was unceremoniously retired by Atari.</p>
<p><strong>Bonus: Sega SG-1000</strong></p>
<p>Though it didn&#8217;t see release outside Japan, a conversion of Choplifter was developed for Sega&#8217;s SG-1000 console (the predecessor to the Master System). Released in 1985, a few months short of Sega&#8217;s arcade version, it is essentially a slightly more complex version of the computer game. The graphics are very similar, with the monocolor chopper, minimalistic playfield design, and smooth animation. However, instead of the single level, it adds two more level types: a level that takes place at sea, where you rescue the POWs from lighthouse-looking buildings, and a cavern level similar to the level in the arcade and Master System versions.</p>
<p>Overall, the game plays quite nicely. It is too bad that we in the West didn&#8217;t get a chance to experience it. Choplifter for the SG-1000 would have been a great bridge between the computer classic and the arcade reimagining.</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/one-game-five-systems-choplifter/">One Game, Five Systems &#8211; Choplifter</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
]]></content:encoded>
					
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">109949</post-id>	</item>
		<item>
		<title>Breakout on Cassette: When Apple II Games Came Screeching Out of a Tape Player</title>
		<link>https://www.oldschoolgamermagazine.com/apple-ii-steve-wozniak-breakout-game-on-a-cassette/</link>
		
		<dc:creator><![CDATA[William Winter]]></dc:creator>
		<pubDate>Wed, 13 May 2026 16:00:44 +0000</pubDate>
				<category><![CDATA[1970s]]></category>
		<category><![CDATA[1980s]]></category>
		<category><![CDATA[Apple 2]]></category>
		<category><![CDATA[Retro Computing]]></category>
		<guid isPermaLink="false">https://www.oldschoolgamermagazine.com/?p=109860</guid>

					<description><![CDATA[<p>Before floppies and downloads, Apple II games could arrive on cassette. This look back at Steve Wozniak’s 37-line Breakout explores the strange magic of loading code from tape, playing with paddle controllers, and discovering color arcade-style gaming at home.</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/apple-ii-steve-wozniak-breakout-game-on-a-cassette/">Breakout on Cassette: When Apple II Games Came Screeching Out of a Tape Player</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Some early computer artifacts feel almost impossible to explain today. The original Apple II cassette of Breakout, written in Integer BASIC by Steve Wozniak, is one of them.</p>
<p>Yes, distributed on cassette. Not a floppy disk, a cartridge, or a download. A cassette. The same basic kind of tape you might have used to record music off the radio and play in your Walkman.</p>
<p>To load it, you connected a cassette player to the Apple II, rewinded the cassette and pressed play. On the Apple II you typed “LOAD” and let the computer listen. What came out of the tape player was not music, at least not in the normal sense. It was a strange burst of squeals, chirps, and electronic warbling.</p>
<div id="attachment_109865" style="width: 250px" class="wp-caption aligncenter"><img data-recalc-dims="1" loading="lazy" decoding="async" aria-describedby="caption-attachment-109865" data-attachment-id="109865" data-permalink="https://www.oldschoolgamermagazine.com/apple-ii-steve-wozniak-breakout-game-on-a-cassette/img_0545/" data-orig-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/05/IMG_0545-scaled-e1778270688794.jpg?fit=1920%2C2560&amp;ssl=1" data-orig-size="1920,2560" data-comments-opened="0" data-image-meta="{&quot;aperture&quot;:&quot;2.2&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;iPhone 15 Pro Max&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;1778242606&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;2.2200000286119&quot;,&quot;iso&quot;:&quot;160&quot;,&quot;shutter_speed&quot;:&quot;0.016666666666667&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;1&quot;}" data-image-title="Apple II Reference Manual and the game Breakout on cassette" data-image-description="&lt;p&gt;Apple II Reference Manual and the game Breakout on cassette&lt;/p&gt;
" data-image-caption="&lt;p&gt;Apple II Reference Manual and the game Breakout on cassette&lt;/p&gt;
" data-medium-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/05/IMG_0545-scaled-e1778270688794.jpg?fit=225%2C300&amp;ssl=1" data-large-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/05/IMG_0545-scaled-e1778270688794.jpg?fit=768%2C1024&amp;ssl=1" class=" wp-image-109865" src="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/05/IMG_0545-scaled-e1778270688794-768x1024.jpg?resize=240%2C320&#038;ssl=1" alt="Apple II Reference Manual and the game Breakout on cassette" width="240" height="320" /><p id="caption-attachment-109865" class="wp-caption-text">Apple II Reference Manual and the game Breakout on cassette</p></div>
<p>To modern ears, it sounds like a fax machine having a nervous breakdown, but to the Apple II, that sound was code.</p>
<h4>Woz, Breakout, and 37 Lines of Code</h4>
<p>The Apple II version of Breakout is especially interesting because of who wrote it. Steve Wozniak had already been involved with the original arcade version of Breakout during his Atari days, so seeing him bring the idea home to the Apple II gives the game a special connection to both arcade history and personal computing history.</p>
<p>Even better, the program is wonderfully tiny. The Apple II cassette version of Breakout is only 37 lines of Integer BASIC code. Thirty-seven lines. And it worked on a 4KB Apple II. Not 4MB &#8211; 4KB!</p>
<p>Today, that sounds almost ridiculous. A modern game might involve a giant engine, multiple asset folders, online accounts, updates, analytics, and a mountain of code just to show a title screen. Woz’s Breakout was small enough that a person could actually read it, study it, and understand how it worked.</p>
<p>That was part of the fun of early home computers, and the machine did not feel sealed off from you. It invited you in.</p>
<h4>Paddle Power</h4>
<p>Breakout itself is beautifully simple. You control a paddle at the left side of the screen and bounce a ball into rows of bricks at the right side. Break the bricks, keep the ball in play, and try not to miss.</p>
<p>The Apple II version used paddle controllers, which made perfect sense for this kind of game. Instead of pressing keys, you turned a knob. That gave the game a physical, arcade-like feel. Your hand was directly connected to the motion on the screen.</p>
<p>For a game about timing, angles, and tiny adjustments, that mattered. The paddle made Breakout feel less like typing instructions into a machine and more like actually playing an arcade game at home.</p>
<h4>Color on a Home Computer</h4>
<p>It may not sound shocking now, but this game was in color, and on an early home computer, that mattered. The Apple II’s color graphics were one of its defining features, and Breakout took advantage of that. Seeing colored bricks on a home computer screen or a TV was exciting. It gave the game personality.</p>
<div id="attachment_109866" style="width: 288px" class="wp-caption aligncenter"><img data-recalc-dims="1" loading="lazy" decoding="async" aria-describedby="caption-attachment-109866" data-attachment-id="109866" data-permalink="https://www.oldschoolgamermagazine.com/apple-ii-steve-wozniak-breakout-game-on-a-cassette/screenshot-19/" data-orig-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/05/IMG_0544.jpg?fit=1290%2C1680&amp;ssl=1" data-orig-size="1290,1680" data-comments-opened="0" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;Screenshot&quot;,&quot;created_timestamp&quot;:&quot;1778242559&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;Screenshot&quot;,&quot;orientation&quot;:&quot;1&quot;}" data-image-title="Apple II game Breakout playing on an Apple //e" data-image-description="&lt;p&gt;Apple II game Breakout playing on an Apple //e&lt;/p&gt;
" data-image-caption="&lt;p&gt;Apple II game Breakout playing on an Apple //e&lt;/p&gt;
" data-medium-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/05/IMG_0544.jpg?fit=230%2C300&amp;ssl=1" data-large-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/05/IMG_0544.jpg?fit=786%2C1024&amp;ssl=1" class=" wp-image-109866" src="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/05/IMG_0544.jpg?resize=278%2C362&#038;ssl=1" alt="Apple II game Breakout playing on an Apple //e" width="278" height="362" /><p id="caption-attachment-109866" class="wp-caption-text">Apple II game Breakout playing on an Apple //e</p></div>
<p>It also made the Apple II feel different. This was not just a business machine or a hobbyist kit. It could be playful,  visual, and could turn a television or monitor into a little arcade sitting right there on your desk.</p>
<h4>Before Game Libraries Were Normal</h4>
<p>What is easy to forget now is that there were not a lot of pre-packaged home computer games in those early days. You could not browse a digital store and download whatever caught your eye. Software distribution was still being figured out.</p>
<p>Some programs came on cassette. Later, more came on floppy disks. But many games came from books and magazines as printed listings. For example, see my post: <a href="https://www.oldschoolgamermagazine.com/learning-to-code-in-1980-a-book-basic-and-pure-persistence/">Learning to Code in 1980: A Book, BASIC, and Pure Persistence</a>.</p>
<p>That meant you might buy a magazine, find a game inside, and type the whole thing in yourself &#8211; line by line.<br />
If the game did not run, you had to hunt for the mistake. Maybe you typed a zero instead of the letter O. Maybe you missed a colon. Maybe one number was wrong in one line somewhere, and the whole thing fell apart.</p>
<p>It could be frustrating, but it was also part of the experience. You were not just playing games. You were learning how they worked.</p>
<h4>A Tiny Program, A Huge Moment</h4>
<p>My original Breakout cassette feels like more than just a game. It feels like a snapshot of a moment when home computing was still new, playful, and wide open.</p>
<p>Wozniak’s 37-line Breakout showed what the Apple II could do: color graphics, paddle controls, arcade-style action, and programmable fun right in your own home.</p>
<p>It is primitive only if you compare it to today’s games. Measured by imagination, it is enormous.</p>
<p>Before app stores, cloud saves, patches, and downloads, there was a tape player, a cable, a blinking cursor, and the strange electronic song of a game coming to life.</p>
<hr />
<p>William W. Winter is the creator of<strong> Text Adventure Studio</strong>, where you can try your hand at making text adventures with a modern web-based design tool, and you can try it out and make your own text adventures for free at <strong><a href="https://textadventurestudio.com/" target="_blank" rel="noopener">https://textadventurestudio.com</a>. </strong>Old School Gamer Magazine readers can sign up for a free account. More articles from William can be <a href="https://www.oldschoolgamermagazine.com/author/williamwinter/" target="_blank" rel="noopener"><strong>found here</strong></a>.</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/apple-ii-steve-wozniak-breakout-game-on-a-cassette/">Breakout on Cassette: When Apple II Games Came Screeching Out of a Tape Player</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
]]></content:encoded>
					
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">109860</post-id>	</item>
		<item>
		<title>MECC: When Generation X Got to Play Games in School</title>
		<link>https://www.oldschoolgamermagazine.com/mecc-when-generation-x-got-to-play-games-in-school/</link>
		
		<dc:creator><![CDATA[Marcus Albers]]></dc:creator>
		<pubDate>Thu, 30 Apr 2026 01:11:08 +0000</pubDate>
				<category><![CDATA[1970s]]></category>
		<category><![CDATA[1980s]]></category>
		<category><![CDATA[1990s]]></category>
		<category><![CDATA[Apple 2]]></category>
		<category><![CDATA[C64 Vic20]]></category>
		<category><![CDATA[Early IBM DOS]]></category>
		<guid isPermaLink="false">https://www.oldschoolgamermagazine.com/?p=109642</guid>

					<description><![CDATA[<p>The majority of my formative years were spent growing up in Minnesota. I didn&#8217;t realize until much later in life that I had advantages afforded to me, from a computer technology standpoint, that other states simply did not have. MECC, originally the Minnesota Educational Computing Consortium and later the Minnesota Educational Computing Corporation, was one [&#8230;]</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/mecc-when-generation-x-got-to-play-games-in-school/">MECC: When Generation X Got to Play Games in School</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>The majority of my formative years were spent growing up in Minnesota. I didn&#8217;t realize until much later in life that I had advantages afforded to me, from a computer technology standpoint, that other states simply did not have. MECC, originally the Minnesota Educational Computing Consortium and later the Minnesota Educational Computing Corporation, was one of the most important software organizations in the nation. It started in 1973 as a group working to connect schools to shared mainframe computers. By 1977, 95% of Minnesota schoolchildren had some form of access to computers in the classroom. As a result of their close relationship with Apple in the 80s, they were responsible for creating Apple labs not only in Minnesota schools but also in over 4,500 school systems outside the state.</p>
<p>While they started out focused on hardware access, MECC soon transformed into an educational software publisher. Their most famous educational game has become a household name, and Generation X and Millennials will certainly have heard of and played some of their other titles. Let&#8217;s take a look at some of the most influential MECC educational games.</p>
<div id="attachment_109713" style="width: 310px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" aria-describedby="caption-attachment-109713" data-attachment-id="109713" data-permalink="https://www.oldschoolgamermagazine.com/mecc-when-generation-x-got-to-play-games-in-school/oregontrailscreenshot/" data-orig-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/04/OregonTrailScreenshot.png?fit=1560%2C1040&amp;ssl=1" data-orig-size="1560,1040" data-comments-opened="0" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="OregonTrailScreenshot" data-image-description="&lt;p&gt;Oregon Trail &#8211; Apple II&lt;/p&gt;
" data-image-caption="&lt;p&gt;Oregon Trail &#8211; Apple II&lt;/p&gt;
" data-medium-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/04/OregonTrailScreenshot.png?fit=300%2C200&amp;ssl=1" data-large-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/04/OregonTrailScreenshot.png?fit=1024%2C683&amp;ssl=1" class="size-medium wp-image-109713" src="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/04/OregonTrailScreenshot.png?resize=300%2C200&#038;ssl=1" alt="Oregon Trail - Apple II" width="300" height="200" /><p id="caption-attachment-109713" class="wp-caption-text">Oregon Trail &#8211; Apple II</p></div>
<p><strong>Oregon Trail</strong></p>
<p>The endlessly meme-able historic simulation that put educational gaming, or edutainment, on the map. The development of this game actually predates MECC by a few years. Don Rawitsch, Bill Heinemann, and Paul Dillenberger created the first version in 1971 for Rawitsch’s eighth-grade history class. Rawitsch joined MECC in 1974, and the game was added to the MECC system in the mid 70s. In 1985, it became a much larger stand-alone product for the Apple II. What made it important was not just popularity, but form. The Oregon Trail turned history into a decision-driven survival simulation, so students learned through trade-offs, scarcity, geography, and consequences rather than memorization alone. It remained central to MECC for decades and ultimately became the company’s defining cultural artifact.</p>
<p><strong>Word Munchers</strong></p>
<p>Introduced in 1985, Word Munchers was one of the games that proved MECC could make drill-oriented learning feel genuinely playful. It won a Parents’ Choice Gold Award that year. Later deluxe versions expanded it into a broad language arts package covering reading, grammar, vocabulary, phonics, parts of speech, and related word skills. In students&#8217; memories, this is one of the quintessential school lab games because it wrapped language practice in fast, arcade-style pressure, using a gameplay style that vaguely emulated the popular Pac-Man.</p>
<div id="attachment_109715" style="width: 310px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" aria-describedby="caption-attachment-109715" data-attachment-id="109715" data-permalink="https://www.oldschoolgamermagazine.com/mecc-when-generation-x-got-to-play-games-in-school/numbermunchersscreenshot/" data-orig-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/04/NumberMunchersScreenshot.png?fit=648%2C409&amp;ssl=1" data-orig-size="648,409" data-comments-opened="0" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="NumberMunchersScreenshot" data-image-description="&lt;p&gt;Number Munchers &#8211; MS-DOS&lt;/p&gt;
" data-image-caption="&lt;p&gt;Number Munchers &#8211; MS-DOS&lt;/p&gt;
" data-medium-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/04/NumberMunchersScreenshot.png?fit=300%2C189&amp;ssl=1" data-large-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/04/NumberMunchersScreenshot.png?fit=648%2C409&amp;ssl=1" class="size-medium wp-image-109715" src="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/04/NumberMunchersScreenshot.png?resize=300%2C189&#038;ssl=1" alt="Number Munchers - MS-DOS" width="300" height="189" /><p id="caption-attachment-109715" class="wp-caption-text">Number Munchers &#8211; MS-DOS</p></div>
<p><strong>Number Munchers</strong></p>
<p>This was the math counterpart to MECC&#8217;s Word Munches and another of their signature games. Number Munchers was a Parents’ Choice Gold Award winner in 1986, and later one of the company’s first titles to span Apple II, Macintosh, and MS-DOS. In design terms, it distilled arithmetic and number sense into a quick chase format built around factors, equalities, and similar rule recognition, which is exactly why it stuck in so many students’ memories.</p>
<p><strong>Storybook Weaver</strong></p>
<p>This title is important because it reveals a different side of MECC’s educational philosophy. MECC listed Storybook Weaver among its new titles in 1990, then later reintroduced it for Mac and Windows and expanded it into Storybook Weaver Deluxe, which combined it with My Own Stories and added more art and technical features. Instead of teaching through simulation or drill, it emphasized authorship, composition, illustration, and multimedia storytelling. For many students, this was MECC at its most open-ended and creative.</p>
<div id="attachment_109714" style="width: 310px" class="wp-caption alignright"><img data-recalc-dims="1" loading="lazy" decoding="async" aria-describedby="caption-attachment-109714" data-attachment-id="109714" data-permalink="https://www.oldschoolgamermagazine.com/mecc-when-generation-x-got-to-play-games-in-school/odelllakescreenshot/" data-orig-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/04/OdellLakeScreenshot.png?fit=560%2C384&amp;ssl=1" data-orig-size="560,384" data-comments-opened="0" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="OdellLakeScreenshot" data-image-description="&lt;p&gt;Odell Lake &#8211; Apple II&lt;/p&gt;
" data-image-caption="&lt;p&gt;Odell Lake &#8211; Apple II&lt;/p&gt;
" data-medium-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/04/OdellLakeScreenshot.png?fit=300%2C206&amp;ssl=1" data-large-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/04/OdellLakeScreenshot.png?fit=560%2C384&amp;ssl=1" class="size-medium wp-image-109714" src="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/04/OdellLakeScreenshot.png?resize=300%2C206&#038;ssl=1" alt="Odell Lake - Apple II" width="300" height="206" /><p id="caption-attachment-109714" class="wp-caption-text">Odell Lake &#8211; Apple II</p></div>
<p><strong>Odell Lake</strong></p>
<p>Odell Lake shows MECC was never only about frontier history and word drills. MECC later grouped it with The Oregon Trail and Number Munchers as one of its “Programs of the Decade,” and Odell Down Under was explicitly marketed as an expanded successor to the “classroom classic” Odell Lake. Its importance lies in the fact that it taught ecology through systems and survival. The game focused on predator-prey relationships, recognition, and environmental consequences rather than on simple question-and-answer prompts.</p>
<p>MECC was responsible for many other titles, including several Oregon Trail sequels. Unfortunately, in the mid-90s, MECC underwent a consolidation and was acquired by SoftKey. In 1996, the company was renamed The Learning Company, and by 1999, it had been shuttered altogether. Today, a variety of companies own the trademarks for MECC&#8217;s software library, with Oregon Trail continuing to appear in various forms on many modern platforms.</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/mecc-when-generation-x-got-to-play-games-in-school/">MECC: When Generation X Got to Play Games in School</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">109642</post-id>	</item>
		<item>
		<title>Learning to Code in 1980: A Book, BASIC, and Pure Persistence</title>
		<link>https://www.oldschoolgamermagazine.com/learning-to-code-in-1980-a-book-basic-and-pure-persistence/</link>
		
		<dc:creator><![CDATA[William Winter]]></dc:creator>
		<pubDate>Wed, 08 Apr 2026 19:41:40 +0000</pubDate>
				<category><![CDATA[1980s]]></category>
		<category><![CDATA[2020s]]></category>
		<category><![CDATA[Apple 2]]></category>
		<category><![CDATA[Retro Computing]]></category>
		<category><![CDATA[Apple II]]></category>
		<category><![CDATA[BASIC]]></category>
		<guid isPermaLink="false">https://www.oldschoolgamermagazine.com/?p=102742</guid>

					<description><![CDATA[<p>At 13, with an Apple II and a book of BASIC game listings, I learned to code the hard way - typing line by line, fixing errors, and discovering how programs really worked.</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/learning-to-code-in-1980-a-book-basic-and-pure-persistence/">Learning to Code in 1980: A Book, BASIC, and Pure Persistence</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Here is a story about how I learned to code at age 13. How most of us learned.</p>
<p>I was 13 in 1980. Back then, at home, our family had an Apple II Plus, but not a lot of software &#8211; especially we had very few games to play.</p>
<p>But pretty much every computer had BASIC as a default programming language. This allowed you to write your own programs. From a simple “Hello” to anything you could dream up.</p>
<p>And we wanted to play games &#8211; wait &#8211; we wanted to make games!</p>
<p>In the early days of home computing, if you had a home computer, there’s a good chance you knew about the book BASIC Computer Games by David H. Ahl. It was unlike anything else at the time.</p>
<div id="attachment_102745" style="width: 282px" class="wp-caption aligncenter"><img data-recalc-dims="1" loading="lazy" decoding="async" aria-describedby="caption-attachment-102745" data-attachment-id="102745" data-permalink="https://www.oldschoolgamermagazine.com/learning-to-code-in-1980-a-book-basic-and-pure-persistence/img_0268/" data-orig-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/04/IMG_0268-scaled.jpg?fit=1920%2C2560&amp;ssl=1" data-orig-size="1920,2560" data-comments-opened="0" data-image-meta="{&quot;aperture&quot;:&quot;1.78&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;iPhone 15 Pro Max&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;1775314252&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;6.7649998656528&quot;,&quot;iso&quot;:&quot;125&quot;,&quot;shutter_speed&quot;:&quot;0.0082644628099174&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;1&quot;}" data-image-title="IMG_0268" data-image-description="" data-image-caption="" data-medium-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/04/IMG_0268-scaled.jpg?fit=225%2C300&amp;ssl=1" data-large-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/04/IMG_0268-scaled.jpg?fit=768%2C1024&amp;ssl=1" class="wp-image-102745" src="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/04/IMG_0268.jpg?resize=272%2C363&#038;ssl=1" alt="The cover of BASIC Computer Games by David H. Ahl" width="272" height="363" /><p id="caption-attachment-102745" class="wp-caption-text">The cover of BASIC Computer Games by David H. Ahl</p></div>
<p>It wasn’t a book you read and put back on the shelf. The pages were filled with listings for simple but surprisingly engaging games, and the only way to experience them was to sit down at your computer, type in the listing and bring them to life one keystroke at a time. For a lot of people, like me, it was their first real introduction to detailed computer code. If they didn’t realize it at the time it quietly taught you how code worked while you were just trying to get a game to run.</p>
<p>You didn’t just read code. You had to transcribe it slowly, carefully, and almost always, imperfectly. The first time you ran it, it didn’t work &#8211; gosh, it never worked the first time!</p>
<div id="attachment_102746" style="width: 272px" class="wp-caption aligncenter"><img data-recalc-dims="1" loading="lazy" decoding="async" aria-describedby="caption-attachment-102746" data-attachment-id="102746" data-permalink="https://www.oldschoolgamermagazine.com/learning-to-code-in-1980-a-book-basic-and-pure-persistence/img_0270/" data-orig-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/04/IMG_0270-scaled.jpg?fit=1920%2C2560&amp;ssl=1" data-orig-size="1920,2560" data-comments-opened="0" data-image-meta="{&quot;aperture&quot;:&quot;1.78&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;iPhone 15 Pro Max&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;1775314285&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;6.7649998656528&quot;,&quot;iso&quot;:&quot;80&quot;,&quot;shutter_speed&quot;:&quot;0.0082644628099174&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;1&quot;}" data-image-title="IMG_0270" data-image-description="" data-image-caption="" data-medium-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/04/IMG_0270-scaled.jpg?fit=225%2C300&amp;ssl=1" data-large-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/04/IMG_0270-scaled.jpg?fit=768%2C1024&amp;ssl=1" class="wp-image-102746" src="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/04/IMG_0270.jpg?resize=262%2C349&#038;ssl=1" alt="The &quot;Chomp&quot; page from BASIC Computer Games by David H. Ahl" width="262" height="349" /><p id="caption-attachment-102746" class="wp-caption-text">The &#8220;Chomp&#8221; page from BASIC Computer Games by David H. Ahl</p></div>
<p>You’d get a syntax error. The cursor would just come back, like the machine was politely telling you that you missed something obvious. So you went hunting line by line, character by character &#8211; was it a missing quote? A mistyped variable? A number out of place?</p>
<p>Somewhere between retyping line 120 for the third time and realizing that “O” and “0” were not the same thing! You stopped just copying code&#8230; you started understanding it!</p>
<ul>
<li>Why did line 50 send you back to line 10?</li>
<li>What did GOTO really do?</li>
<li>Why did changing a single number make the game easier… or impossible?</li>
</ul>
<p>You began to experiment. Carefully at first. Then with more confidence.<br />
Change the fuel amount from what was listed in the printout.<br />
Increase the speed variable. Rewrite a message to include a friend’s name just to see if you could.<br />
That’s when it stopped being their game and started becoming yours.</p>
<div id="attachment_102747" style="width: 316px" class="wp-caption aligncenter"><img data-recalc-dims="1" loading="lazy" decoding="async" aria-describedby="caption-attachment-102747" data-attachment-id="102747" data-permalink="https://www.oldschoolgamermagazine.com/learning-to-code-in-1980-a-book-basic-and-pure-persistence/img_0271/" data-orig-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/04/IMG_0271-scaled-e1775331524387.jpg?fit=1920%2C2560&amp;ssl=1" data-orig-size="1920,2560" data-comments-opened="0" data-image-meta="{&quot;aperture&quot;:&quot;1.78&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;iPhone 15 Pro Max&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;1775314325&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;6.7649998656528&quot;,&quot;iso&quot;:&quot;64&quot;,&quot;shutter_speed&quot;:&quot;0.0082644628099174&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;1&quot;}" data-image-title="IMG_0271" data-image-description="" data-image-caption="" data-medium-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/04/IMG_0271-scaled-e1775331524387.jpg?fit=225%2C300&amp;ssl=1" data-large-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/04/IMG_0271-scaled-e1775331524387.jpg?fit=768%2C1024&amp;ssl=1" class="wp-image-102747" src="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/04/IMG_0271-scaled-e1775331524387-225x300.jpg?resize=306%2C408&#038;ssl=1" alt="The &quot;Super Star Trek&quot; page from BASIC Computer Games by David H. Ahl" width="306" height="408" /><p id="caption-attachment-102747" class="wp-caption-text">The &#8220;Super Star Trek&#8221; page from BASIC Computer Games by David H. Ahl</p></div>
<p>I loved the Apple II because it didn’t try to hide anything from you. It didn’t abstract the experience. It handed you the raw material and said, “Figure it out.”</p>
<p>And with of BASIC Computer Games by David H. Ahl you had a map. Not a clear one, but enough to get lost in.<br />
No internet to check answers. No forums. No videos explaining what you did wrong. Just you, the machine, and the quiet realization that if it didn’t work, it was probably your fault. And if you stuck with it long enough, you could fix it.</p>
<p>Maybe that was the real lesson. Not BASIC the language. BASIC the mindset. Patience, precision, and curiosity &#8211; and a kind of stubbornness.</p>
<p>The moment one of those programs finally worked: No errors! The game responded! The game played! What a feeling.</p>
<p>It wasn’t flashy. By today’s standards, it was barely anything at all. But I knew every line that made it happen. I had earned it. That mattered to me.</p>
<p>Looking back now, it’s easy to forget how direct that experience was. Today, everything is layered. Tools on top of tools. Frameworks, APIs, abstractions. It’s powerful, no question. But back then, there was nowhere to hide. If something broke, you were close enough to the problem to understand why.</p>
<p>That is why, every once in a while, I go over to my Apple II sitting there, just waiting. And that of BASIC Computer Games book, worn at the edges, pages falling out, full of someone else’s ideas that became my own the moment I typed them in. And I some of them in again.</p>
<hr />
<p>William W. Winter is the creator of Apple II Adventure Studio, where you can try your hand at making text adventures with a modern web-based design tool. You can try it out and make your own text adventures at: <a href="https://textadventurestudio.com/">https://textadventurestudio.com</a><br />
Old School Gamer Magazine readers can sign up for a free account.</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/learning-to-code-in-1980-a-book-basic-and-pure-persistence/">Learning to Code in 1980: A Book, BASIC, and Pure Persistence</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">102742</post-id>	</item>
		<item>
		<title>A Scorpion Behind the Rock &#8211; Then and Now</title>
		<link>https://www.oldschoolgamermagazine.com/a-scorpion-behind-the-rock-then-and-now/</link>
		
		<dc:creator><![CDATA[William Winter]]></dc:creator>
		<pubDate>Mon, 30 Mar 2026 13:00:11 +0000</pubDate>
				<category><![CDATA[1980s]]></category>
		<category><![CDATA[2020s]]></category>
		<category><![CDATA[Apple 2]]></category>
		<category><![CDATA[Retro Computing]]></category>
		<guid isPermaLink="false">https://www.oldschoolgamermagazine.com/?p=101862</guid>

					<description><![CDATA[<p>A simple phrase from a decades-old Apple II game still shapes how I approach modern work. What started as a deadly surprise in The Wizard &#38; the Princess became a lasting lesson: always look for hidden risks before moving forward.</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/a-scorpion-behind-the-rock-then-and-now/">A Scorpion Behind the Rock &#8211; Then and Now</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Over the years I’ve worked in the business software industry, I’ve had the pleasure of working on and off with a particular friend I’ve known since high school in the 1980s.</p>
<p>One day, just a little while back, while working together in a meeting with engineering and operations teams, my friend used the phrase “Let’s look behind the rocks and see if there are any scorpions,” referring to any hidden challenges we’d need to uncover in the development process before the work began in earnest.</p>
<p>Of course, I had to smile and laugh a bit. I knew exactly where that phrase came from.</p>
<p>If you don’t, read on. And if you did, here’s my story about that phrase.</p>
<p>We both had Apple II computers back then and would spend hours playing all sorts of games. His favorites were more action games like “Autobahn” by programmer Nasir Gebelli and published by Sirius Software in 1981.</p>
<div id="attachment_101863" style="width: 525px" class="wp-caption aligncenter"><img data-recalc-dims="1" loading="lazy" decoding="async" aria-describedby="caption-attachment-101863" data-attachment-id="101863" data-permalink="https://www.oldschoolgamermagazine.com/a-scorpion-behind-the-rock-then-and-now/autobahn/" data-orig-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/03/Autobahn.png?fit=2568%2C1742&amp;ssl=1" data-orig-size="2568,1742" data-comments-opened="0" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="Autobahn" data-image-description="&lt;p&gt;Autobahn Game Screenshot&lt;/p&gt;
" data-image-caption="&lt;p&gt;Autobahn Game Screenshot&lt;/p&gt;
" data-medium-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/03/Autobahn.png?fit=300%2C204&amp;ssl=1" data-large-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/03/Autobahn.png?fit=1024%2C695&amp;ssl=1" class="wp-image-101863" src="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/03/Autobahn.png?resize=515%2C350&#038;ssl=1" alt="Autobahn Game Screenshot" width="515" height="350" /><p id="caption-attachment-101863" class="wp-caption-text">Autobahn by Nasir</p></div>
<p>My favorites were adventure games &#8211; both text adventures and graphical adventures.</p>
<p>One of my favorites then &#8211; and now &#8211; was always “The Wizard &amp; the Princess” designed by Roberta Williams and programmed by Ken Williams of On-Line Systems (later Sierra On-Line, even later Sierra Entertainment), released in 1980.</p>
<p>The Wizard &amp; the Princess was one of the first full color graphical adventures. When playing the game an image of the current location and objects were shown in Apple II hi-res graphics, with four lines of text at the bottom showing descriptions and command entry.</p>
<p>I won’t go into a complete description of the game, but the game starts in the desert village of Serenia. As you try to progress through the adventure (spoiler alerts ahead!) your path is blocked by a rattlesnake. There’s no way to move past this snake and continue the game until you neutralize this threat!</p>
<div id="attachment_101866" style="width: 496px" class="wp-caption aligncenter"><img data-recalc-dims="1" loading="lazy" decoding="async" aria-describedby="caption-attachment-101866" data-attachment-id="101866" data-permalink="https://www.oldschoolgamermagazine.com/a-scorpion-behind-the-rock-then-and-now/snake01/" data-orig-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/03/Snake01.png?fit=2556%2C1786&amp;ssl=1" data-orig-size="2556,1786" data-comments-opened="0" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="Wizard and the Princess Snake 1" data-image-description="&lt;p&gt;Wizard and the Princess Snake 1&lt;/p&gt;
" data-image-caption="&lt;p&gt;Wizard and the Princess Snake 1&lt;/p&gt;
" data-medium-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/03/Snake01.png?fit=300%2C210&amp;ssl=1" data-large-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/03/Snake01.png?fit=1024%2C716&amp;ssl=1" class="wp-image-101866" src="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/03/Snake01.png?resize=486%2C340&#038;ssl=1" alt="Wizard and the Princess Snake 1" width="486" height="340" /><p id="caption-attachment-101866" class="wp-caption-text">The Wizard and the Princess Snake</p></div>
<p>So, you move around the map to other places in the desert and notice something: some desert locations have a rock in the scene. “Great!” you think, and type “TAKE ROCK” &#8211; and that’s when it happens … you’re dead.</p>
<p>No buildup. No warning. Just “a scorpion behind the rock has stung you.” Game over. Because, of course, there was a scorpion hiding behind the rock.</p>
<p>That was the moment &#8211; from then on, you didn’t trust anything at face value. Every rock became a question mark.</p>
<p>Now aware there can be scorpions hiding behind rocks, you can “LOOK ROCK” to see the scorpion first.</p>
<div id="attachment_101865" style="width: 500px" class="wp-caption aligncenter"><img data-recalc-dims="1" loading="lazy" decoding="async" aria-describedby="caption-attachment-101865" data-attachment-id="101865" data-permalink="https://www.oldschoolgamermagazine.com/a-scorpion-behind-the-rock-then-and-now/scorpion-2/" data-orig-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/03/Scorpion.png?fit=2582%2C1782&amp;ssl=1" data-orig-size="2582,1782" data-comments-opened="0" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="Wizard and the Princess Scorpion" data-image-description="&lt;p&gt;Wizard and the Princess Scorpion&lt;/p&gt;
" data-image-caption="&lt;p&gt;Wizard and the Princess Scorpion&lt;/p&gt;
" data-medium-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/03/Scorpion.png?fit=300%2C207&amp;ssl=1" data-large-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/03/Scorpion.png?fit=1024%2C707&amp;ssl=1" class="wp-image-101865" src="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/03/Scorpion.png?resize=490%2C338&#038;ssl=1" alt="Wizard and the Princess Scorpion" width="490" height="338" /><p id="caption-attachment-101865" class="wp-caption-text">The Wizard and the Princess Scorpion</p></div>
<p>Find a rock without a scorpion behind it, “TAKE ROCK” on that scene to add it to your inventory, and go back to the rattlesnake. Eliminate the threat of the rattlesnake by throwing the rock at it. From there you move on to the next challenge of The Wizard &amp; the Princess.</p>
<p>But the real takeaway wasn’t solving the puzzle. It was the habit: don’t assume the obvious thing is safe. Check first.</p>
<p>So, hearing that phrase again, all these years later, in a totally different context, was kind of perfect. Because that’s exactly what we were doing. Looking for the hidden problems before they bite us.</p>
<p>It’s funny how that stuff sticks with you. The old games didn’t hold your hand. They just let you fail and then expect you to learn from it. And apparently, decades later, we’re still using those lessons.</p>
<p>So yeah, whenever something looks simple, obvious, “just grab it and go” …<br />
Maybe take a second. Look behind the rock first.</p>
<p>So now, when I’m looking for a phrase that means “let’s see if there are any unexpected or hidden obstacles,” I also use “let’s look behind the rocks and see if there are any scorpions.”</p>
<p>You can as well.</p>
<hr />
<p>William W. Winter is the creator of Apple II Adventure Studio, where you can try your hand at making text adventures with a modern web-based design tool. You can try it out and make your own text adventures for free at: <a href="https://textadventurestudio.com">https://textadventurestudio.com</a><br />
Old School Gamer Magazine readers can sign up for a free account.</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/a-scorpion-behind-the-rock-then-and-now/">A Scorpion Behind the Rock &#8211; Then and Now</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">101862</post-id>	</item>
		<item>
		<title>We’ve Been Here Before (And I Didn’t Even Realize It)</title>
		<link>https://www.oldschoolgamermagazine.com/weve-been-here-before-and-i-didnt-even-realize-it-this/</link>
		
		<dc:creator><![CDATA[Old School Gamer]]></dc:creator>
		<pubDate>Sat, 21 Mar 2026 02:59:20 +0000</pubDate>
				<category><![CDATA[1980s]]></category>
		<category><![CDATA[2020s]]></category>
		<category><![CDATA[Apple 2]]></category>
		<category><![CDATA[Retro Computing]]></category>
		<guid isPermaLink="false">https://www.oldschoolgamermagazine.com/?p=101583</guid>

					<description><![CDATA[<p>This popped into my head literally like a lightbulb turning on. I just figured it out. I was sitting there using ChatGPT, working through something&#8230; typed a prompt, got a response, tweaked it, tried again, refined it, pushed it a little further&#8230; &#8230;and it hit me. This is a text adventure. Not “kind of like [&#8230;]</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/weve-been-here-before-and-i-didnt-even-realize-it-this/">We’ve Been Here Before (And I Didn’t Even Realize It)</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>This popped into my head literally like a lightbulb turning on. I just figured it out.</p>
<p>I was sitting there using ChatGPT, working through something&#8230; typed a prompt, got a response, tweaked it, tried again, refined it, pushed it a little further&#8230;</p>
<p>&#8230;and it hit me. This is a text adventure. Not “kind of like one.” Not a loose comparison. I mean, this is exactly what we used to do.</p>
<p>Back on the Apple II, you sat in front of a blinking cursor and had to figure out how to talk to the machine.</p>
<p style="padding-left: 40px;">GET LAMP<br />
OPEN DOOR<br />
GO NORTH</p>
<p>And when it didn’t work, you didn’t quit. You adjusted. You tried a different verb. You simplified. You got more specific. You learned how the parser “thought.” That was the game as much as the<br />
game itself.</p>
<p>Fast forward to now, and I’m doing the same thing with ChatGPT, Grok, Lovable.dev, and even tools like Fathom. I type something in. It responds. It’s close&#8230; but not quite right.</p>
<p>So, I reworded it. Then again. Then I add more context. Then I realize, “Oh&#8230; it wants me to be more specific here.”</p>
<p><img data-recalc-dims="1" loading="lazy" decoding="async" data-attachment-id="101589" data-permalink="https://www.oldschoolgamermagazine.com/weve-been-here-before-and-i-didnt-even-realize-it-this/zork-2/" data-orig-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/03/zork.jpg?fit=250%2C298&amp;ssl=1" data-orig-size="250,298" data-comments-opened="0" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="zork" data-image-description="" data-image-caption="" data-medium-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/03/zork.jpg?fit=250%2C298&amp;ssl=1" data-large-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/03/zork.jpg?fit=250%2C298&amp;ssl=1" class="alignleft wp-image-101589" src="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/03/zork.jpg?resize=180%2C215&#038;ssl=1" alt="" width="180" height="215" />That loop? That exact loop? That’s Zork!</p>
<p>What’s crazy is the mechanic hasn’t changed at all.</p>
<ul>
<li>You interact enVrely through text</li>
<li>Your input shapes what happens next</li>
<li>The system responds with a description or result</li>
<li>You iterate until you get what you want</li>
</ul>
<p>The only difference is the parser went from “I DON’T UNDERSTAND THAT” &#8230;to something that almost understands everything. I don’t think enough people are saying the obvious thing: We didn’t leave text adventures behind. We scaled them.</p>
<p>And honestly, I think this is why I can’t stop thinking about Apple II Adventure Studio. I kept telling myself it was nostalgia. The look, the feel, the vibe. The whole green-screen, retro compuVng thing. But it’s not just that. Those games trained us how to do exactly what we’re doing right now.</p>
<ul>
<li>Be precise with language</li>
<li>Experiment with phrasing</li>
<li>Think step-by-step</li>
<li>Learn how the system responds</li>
</ul>
<p>That’s literally how you get good at using AI. The only real difference is scale.</p>
<p>Back then, the world was 20 rooms and a handful of puzzles. Now? The world is basically unlimited. You’re not trying to unlock a door or find a treasure chest.</p>
<p>You’re trying to:</p>
<ul>
<li>write better content</li>
<li>solve business problems</li>
<li>build systems</li>
<li>create entire products</li>
</ul>
<p>Same interaction model. Completely different stakes. And that’s the part that’s kind of wild to me. We’re all sitting here, typing into a machine, trying to get it to do what we want&#8230; just like we did 40 years ago.<img data-recalc-dims="1" loading="lazy" decoding="async" data-attachment-id="101587" data-permalink="https://www.oldschoolgamermagazine.com/weve-been-here-before-and-i-didnt-even-realize-it-this/screenshot-2026-03-19-at-6-11-23%ce%b3cpm/" data-orig-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/03/Screenshot-2026-03-19-at-6.11.23%CE%93CPM.png?fit=3420%2C2214&amp;ssl=1" data-orig-size="3420,2214" data-comments-opened="0" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="Screenshot 2026-03-19 at 6.11.23ΓÇ»PM" data-image-description="" data-image-caption="" data-medium-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/03/Screenshot-2026-03-19-at-6.11.23%CE%93CPM.png?fit=300%2C194&amp;ssl=1" data-large-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/03/Screenshot-2026-03-19-at-6.11.23%CE%93CPM.png?fit=1024%2C663&amp;ssl=1" class="alignright wp-image-101587" src="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/03/Screenshot-2026-03-19-at-6.11.23%CE%93CPM.png?resize=465%2C301&#038;ssl=1" alt="" width="465" height="301" srcset="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/03/Screenshot-2026-03-19-at-6.11.23%CE%93CPM.png?resize=1024%2C663&amp;ssl=1 1024w, https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/03/Screenshot-2026-03-19-at-6.11.23%CE%93CPM.png?resize=300%2C194&amp;ssl=1 300w, https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/03/Screenshot-2026-03-19-at-6.11.23%CE%93CPM.png?resize=768%2C497&amp;ssl=1 768w, https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/03/Screenshot-2026-03-19-at-6.11.23%CE%93CPM.png?resize=1536%2C994&amp;ssl=1 1536w, https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/03/Screenshot-2026-03-19-at-6.11.23%CE%93CPM.png?resize=2048%2C1326&amp;ssl=1 2048w, https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/03/Screenshot-2026-03-19-at-6.11.23%CE%93CPM.png?resize=1080%2C699&amp;ssl=1 1080w, https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/03/Screenshot-2026-03-19-at-6.11.23%CE%93CPM.png?resize=1280%2C829&amp;ssl=1 1280w, https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/03/Screenshot-2026-03-19-at-6.11.23%CE%93CPM.png?resize=980%2C634&amp;ssl=1 980w, https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/03/Screenshot-2026-03-19-at-6.11.23%CE%93CPM.png?resize=480%2C311&amp;ssl=1 480w, https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/03/Screenshot-2026-03-19-at-6.11.23%CE%93CPM.png?resize=510%2C330&amp;ssl=1 510w, https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/03/Screenshot-2026-03-19-at-6.11.23%CE%93CPM.png?w=2160&amp;ssl=1 2160w, https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/03/Screenshot-2026-03-19-at-6.11.23%CE%93CPM.png?w=3240&amp;ssl=1 3240w" sizes="auto, (max-width: 465px) 100vw, 465px" /></p>
<p>Only now, instead of:</p>
<p style="padding-left: 40px;">GET LAMP</p>
<p>We’re writing:</p>
<p>“Act as a product strategist and help me refine this onboarding flow&#8230;”</p>
<p>It’s the same thing. Same loop. Same mindset. Same li@le hit when you finally get the response you were looking for.</p>
<p>So yeah&#8230; Maybe this is why I’m so into building Apple II Adventure Studio. It’s not just looking backward. It feels like I’m accidentally building a bridge between what computing was &#8230;and what it just became again.</p>
<p>And if you really zoom out, it kind of feels like this: We’re all playing the biggest text adventure ever created. We just stopped calling it that.</p>
<hr />
<p>William W. Winter is the creator of Apple II Adventure Studio, where you can try your hand at making text adventures with a modern web-based design tool. You can try it out and make your own text adventures for free at:</p>
<p><a href="https://adventurestudio.kozmoweb.com">https://adventurestudio.kozmoweb.com</a> Sign up for a free account using the VIP Password: XYXXY</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/weve-been-here-before-and-i-didnt-even-realize-it-this/">We’ve Been Here Before (And I Didn’t Even Realize It)</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">101583</post-id>	</item>
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		<title>It&#8217;s In The Game Episode 1 Review: Amazon Prime Documentary Covers the Madden Franchise to 1990</title>
		<link>https://www.oldschoolgamermagazine.com/its-in-the-game-episode-1-review-amazon-prime-documentary-covers-the-madden-franchise-to-1990/</link>
					<comments>https://www.oldschoolgamermagazine.com/its-in-the-game-episode-1-review-amazon-prime-documentary-covers-the-madden-franchise-to-1990/#respond</comments>
		
		<dc:creator><![CDATA[William Schwartz]]></dc:creator>
		<pubDate>Wed, 27 Nov 2024 18:00:49 +0000</pubDate>
				<category><![CDATA[1980s]]></category>
		<category><![CDATA[1990s]]></category>
		<category><![CDATA[Apple 2]]></category>
		<category><![CDATA[Console/Handheld]]></category>
		<category><![CDATA[Retro Computing]]></category>
		<category><![CDATA[Reviews]]></category>
		<guid isPermaLink="false">https://www.oldschoolgamermagazine.com/?p=88697</guid>

					<description><![CDATA[<p>&#160; It&#8217;s a bit strange to think of Madden Football in retro terms. Yes, the franchise dates to the eighties- but it still exists today, debatably as the most popular video game of our era, just not one we generally describe as a part of video game culture because, well, it&#8217;s football. And Electronic Arts [&#8230;]</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/its-in-the-game-episode-1-review-amazon-prime-documentary-covers-the-madden-franchise-to-1990/">It&#8217;s In The Game Episode 1 Review: Amazon Prime Documentary Covers the Madden Franchise to 1990</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>&nbsp;</p>
<p>It&#8217;s a bit strange to think of Madden Football in retro terms. Yes, the franchise dates to the eighties- but it still exists today, debatably as the most popular video game of our era, just not one we generally describe as a part of video game culture because, well, it&#8217;s football. And Electronic Arts is such an unapologetically corporate institution, the name doesn&#8217;t exactly evoke dedicated Apple II programmers. It&#8217;s In The Game is also clearly premised at least partially as an advertisement for contemporary Madden, with flash forward segments of programmers working on the game&#8217;s contemporary edition. Surprisingly enough, director Nathan Caswell is either a fan of retro gaming himself or at least an exceptionally talented documentarian, because the first episode crams a lot of information in about the early Madden titles, to the point that it&#8217;s surprising, yet not surprising at all, that the first episode only goes as far as 1990.</p>
<p>&nbsp;</p>
<p>For awhile It&#8217;s In The Game is just the story of Trip Hawkins&#8217; lifelong obsession with trying to make a compelling simulacrum of football, and mostly failing due to technological shortcomings. The documentary doesn&#8217;t shy away from the fact that the original version of John Madden Football for the Apple II computer is, by any modern standard, mostly unplayable. Hilariously, the main problem with the game is actually that it&#8217;s too fast. It doesn&#8217;t feel like football. It&#8217;s oddly refreshing that this documentary manages to get the whole team together and all of them admit fairly quickly without too much prodding that the game was awful.</p>
<p>&nbsp;</p>
<p>Yet none of this is played for drama. These early gaming professionals clearly enjoyed their work and remember it fondly, even granting that most of it didn&#8217;t go anywhere. And a lot of this cohesion is pointed directly at John Madden himself. It&#8217;s In The Game makes a point of the fact that, while to kids of the nineties John Madden was just some random football guy, in the eighties he was a legitimate popular culture icon who turned down ninety percent of his offers. It&#8217;s surprising that John Madden ever agreed to the project, and even more surprising that he sticks with them despite the failures, trying to help them make the game better. Sandy Montag, John Madden&#8217;s agent, notes that John Madden was really big loyalty, and similarly genuinely believed the John Madden Football team was doing the best they could and if they couldn&#8217;t make authentic video game football, nobody could.</p>
<p>&nbsp;</p>
<p>The real hero of the story ends up being Jim Simmons, who was able to put together the behind-the-line-of-scrimmage look that defines all modern football games. Although how the story got to that point is quite convoluted- Electronic Arts realized that football for PCs wasn&#8217;t working out, and they needed to try it out on consoles. Loathe to pay licensing fees, they straight up reverse engineer the Sega Genesis, and unlock its sixteen-bit power to create something very new and iconic in the video game world. There are all sorts of fascinating elements beyond all of this, yet It&#8217;s All In The Game doesn&#8217;t go down too many rabbit holes, staying quite focused on its mission of developing video game football.</p>
<p>&nbsp;</p>
<p>It&#8217;s In The Game doesn&#8217;t really have twists- the presentation respects its audience too much to rely on gimmicks like that. But there are plenty of surprises- like how Joe Montana Football is literally a John Madden Football reskin with most of the best features stripped out. There are plenty of schemes like that which the John Madden Football team seems genuinely surprised they were able to get away with it. Hoodwinking Sega for a better deal and avoiding a lawsuit isn&#8217;t presented as them being cheeky, though, but rather just a means of dealing with their financial problems without selling John Madden out, because he&#8217;s the guy who made the project work, not Joe Montana.</p>
<p>&nbsp;</p>
<p>That&#8217;s the first chapter of the story- the creation of John Madden Football. Both the bad version, and the good one. What comes next? While I only vaguely remember my gaming history around nineties football, I&#8217;m eager enough for more of these nitty gritty details.</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/its-in-the-game-episode-1-review-amazon-prime-documentary-covers-the-madden-franchise-to-1990/">It&#8217;s In The Game Episode 1 Review: Amazon Prime Documentary Covers the Madden Franchise to 1990</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">88697</post-id>	</item>
		<item>
		<title>The Apple II: A Computer That Sparked a Revolution</title>
		<link>https://www.oldschoolgamermagazine.com/the-apple-ii-a-computer-that-sparked-a-revolution/</link>
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		<dc:creator><![CDATA[A I]]></dc:creator>
		<pubDate>Thu, 18 Apr 2024 16:25:09 +0000</pubDate>
				<category><![CDATA[1970s]]></category>
		<category><![CDATA[Apple 2 Intro]]></category>
		<category><![CDATA[Retro Computing]]></category>
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					<description><![CDATA[<p>In the annals of technological history, few machines hold a place as revered as the Apple II. While its 8-bit processor and limited memory might seem quaint today, its impact was immeasurable. The Apple II didn&#8217;t just sell well; it transformed our relationship with computers, ushering in the era of widespread personal computing and laying [&#8230;]</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/the-apple-ii-a-computer-that-sparked-a-revolution/">The Apple II: A Computer That Sparked a Revolution</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p data-sourcepos="5:1-5:417">In the annals of technological history, few machines hold a place as revered as the Apple II. While its 8-bit processor and limited memory might seem quaint today, its impact was immeasurable. The Apple II didn&#8217;t just sell well; it transformed our relationship with computers, ushering in the era of widespread personal computing and laying the foundation for the digital revolution that continues to shape our world.</p>
<p data-sourcepos="7:1-7:27"><strong>An Unlikely Partnership</strong></p>
<p data-sourcepos="9:1-9:495">The Apple II was born from the unusual collaboration between two Steves: Steve Jobs, the visionary marketer, and Steve Wozniak, the engineering genius. Jobs grasped the potential of personal computers, seeing beyond machines designed for hobbyists. He understood the need for a user-friendly, accessible computer that ordinary people could use and understand. Wozniak, meanwhile, had the technical brilliance to bring that vision to life, creating a machine that was both powerful and inviting.</p>
<p><iframe loading="lazy" title="Old Apple II Commercial Advertising (1979)" width="1080" height="810" src="https://www.youtube.com/embed/zd3RhRz7e2M?feature=oembed"  allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
<p data-sourcepos="11:1-11:27"><strong>A Design for the People</strong></p>
<p data-sourcepos="13:1-13:406">Wozniak&#8217;s engineering choices were driven by practicality and a desire for accessibility. He used the cost-effective MOS 6502 processor, cleverly maximizing its capabilities. Unlike earlier computers that were essentially kits requiring extensive assembly, the Apple II came pre-packaged and ready to use. This approachability invited exploration and lowered the barrier to entry for countless individuals.</p>
<p data-sourcepos="15:1-15:319">The Apple II&#8217;s true magic lay in its expandability. Eight internal slots enabled users to add memory, connect printers, use modems, and even turn the machine into something entirely different. This modularity encouraged independent developers, making the Apple II a platform for innovation rather than a mere appliance.</p>
<p data-sourcepos="17:1-17:28"><strong>VisiCalc: The Killer App</strong></p>
<p data-sourcepos="19:1-19:548">While its user-friendly design and technical prowess were noteworthy, it was VisiCalc, the first-ever spreadsheet software, that cemented the Apple II&#8217;s place in history. VisiCalc single-handedly transformed the machine from an enthusiast&#8217;s toy to a crucial business tool. Suddenly, financial projections, budgeting, and analysis—tasks traditionally requiring hours of manual calculations—could be completed instantly. The business world took notice, catapulting the Apple II into offices and legitimizing the very concept of the personal computer.</p>
<p data-sourcepos="21:1-21:24"><strong>Creativity Unleashed</strong></p>
<p data-sourcepos="23:1-23:434">Beyond spreadsheets, the Apple II ignited imaginations. Its color graphics capabilities, while rudimentary by today&#8217;s standards, inspired a generation of pixel artists and game designers. Titles like <em>Ultima</em>, <em>Karateka</em>, and <em>Oregon Trail</em> became cultural touchpoints, captivating players of all ages. These games didn&#8217;t merely entertain; they laid the groundwork for the multi-billion dollar gaming industry that flourishes today.</p>
<p data-sourcepos="25:1-25:342">The spirit of exploration inherent in the Apple II extended to education. With its accessible programming environment, it became a teaching tool, empowering countless students to understand the fundamentals of coding and software design. Many early software luminaries cut their teeth on the Apple II, fueling the ongoing technological boom.</p>
<p data-sourcepos="27:1-27:24"><strong>The Legacy Echoes On</strong></p>
<p data-sourcepos="29:1-29:223">The Apple II was a product of its time yet transcended it. Its emphasis on openness, expandability, and user-friendliness paved the way for the interconnected, user-centric world of personal computing that now surrounds us.</p>
<p data-sourcepos="31:1-31:321">The Apple II is not merely a relic of a bygone era. Emulators ensure its accessibility for generations to come, and its spirit lives on in modern computers. More importantly, the Apple II is a timeless reminder that even humble machines, born in garages and inspired by vision and ingenuity, can indeed change the world.</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/the-apple-ii-a-computer-that-sparked-a-revolution/">The Apple II: A Computer That Sparked a Revolution</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
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		<title>Halloween 2024 on Antstream Arcade</title>
		<link>https://www.oldschoolgamermagazine.com/halloween-2022-on-antstream-arcade/</link>
		
		<dc:creator><![CDATA[Antstream Blog]]></dc:creator>
		<pubDate>Mon, 30 Oct 2023 18:18:19 +0000</pubDate>
				<category><![CDATA[1990s]]></category>
		<category><![CDATA[Antstream]]></category>
		<category><![CDATA[Apple 2]]></category>
		<category><![CDATA[Retro Computing]]></category>
		<category><![CDATA[antstream]]></category>
		<guid isPermaLink="false">https://www.oldschoolgamermagazine.com/?p=48531</guid>

					<description><![CDATA[<p>Are you looking for some spooky games to play this week on Antstream Arcade? Look no further, as we present a spectral septet of some of the spookiest games ready to stream, for free, right now! From classic Eighties horror to goblins, ghouls, vampires and slobbering aliens, there are plenty of goosebumps waiting for you [&#8230;]</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/halloween-2022-on-antstream-arcade/">Halloween 2024 on Antstream Arcade</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
]]></description>
										<content:encoded><![CDATA[<div>
<p>Are you looking for some spooky games to play this week on Antstream Arcade? Look no further, as we present a spectral septet of some of the spookiest games ready to stream, for free, right now! From classic Eighties horror to goblins, ghouls, vampires and slobbering aliens, there are plenty of goosebumps waiting for you on Antstream Arcade. With all our horror games heavily influenced by film and TV, we also recommend something to view afterwards. So hold on to your popcorn – this is one bloodcurdling ride!</p>
<p><a href="https://live.antstream.com/game-details/93d3978e-6f44-4ace-86b8-986fc575bf2f/info?id=93d3978e-6f44-4ace-86b8-986fc575bf2f&amp;focusElement=playButton" target="_blank" rel="noopener"><u>Maniac Mansion – Lucasfilm, 1987</u></a></p>
<p>This point-and-click adventure is a mix of classic Fifties sci-fi and horror starring a cast of teenagers and, of course, a spooky old mansion. Maniac Mansion stars Dave Miller, who has enlisted his friends to help him locate his girlfriend, Sandy Pantz. A mad scientist, his mind scrambled by a mysterious meteorite, has kidnapped Dave’s girl. Leaning on several sci-fi B-movie tropes, Maniac Mansion is the perfect blend of comedy and horror for Halloween.</p>
<p>What to watch afterwards: While it doesn’t feature a loony boffin, few buildings are as terrifying as the mansion in 1963’s The Haunting.</p>
<figure><img data-recalc-dims="1" decoding="async" src="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2022/11/file-63.png?w=1080&#038;ssl=1" /></figure>
<p><a href="https://live.antstream.com/game-details/1c79c433-bd45-44cc-b97a-8368d031cbc0/info?id=1c79c433-bd45-44cc-b97a-8368d031cbc0&amp;focusElement=playButton" target="_blank" rel="noopener"><u>Scary Monsters</u></a></p>
<p>Time for some horror of a more traditional kind. All-American hero Harry Johns and his girlfriend Conny are trapped on the island of the insane Dr Graves. Exploring each building, Harry must kill six famous monsters – a witch, mummy, werewolf, vampire, hunchback and Frankenstein – so that he and Conny can escape the clutches of the loopy doctor. Each creepy building conceals one of the creatures and a host of other dastardly monsters; fortunately, Harry can fire energy bolds [that is fortunate-Ed] to discourage enemies – can you help this pair of sweethearts in this spooky Commodore 64 game?</p>
<p>What to watch afterwards: Plenty of options here with Scary Monsters’ eclectic cast. How about Universal’s classic, The Mummy, starring Boris Karloff?</p>
<figure><img data-recalc-dims="1" decoding="async" src="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2022/11/file-64.png?w=1080&#038;ssl=1" /></figure>
<p><a href="https://live.antstream.com/game-details/66fec619-ff10-4fa6-94a9-79be44b40068/info?id=66fec619-ff10-4fa6-94a9-79be44b40068&amp;focusElement=playButton" target="_blank" rel="noopener"><u>Splatterhouse</u></a></p>
<p>If you love horror movies such as The Evil Dead, Friday The 13th and Reanimator, then Splatterhouse is a game that will chill and cheer you in equal measure. This Namco arcade game stars Rick, resurrected inside a horrific mansion (nicknamed the Splatterhouse) by the Terror Mask. Given superhuman strength by the mystical mask, Rick stomps throughout the mansion and its grounds, splatting monsters as he tries to locate his girlfriend, Jennifer. Gory, intense and horrific, Splatterhouse is not for the faint-hearted!</p>
<p>Watch to watch afterwards: Given the Terror Mask’s creepy resemblance to Jason’s ice hockey mask, there’s only one choice here: Friday The 13th Part III.</p>
<figure><img data-recalc-dims="1" decoding="async" src="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2022/11/file-65.png?w=1080&#038;ssl=1" /></figure>
<p><a href="https://live.antstream.com/game-details/d7ba7b8b-cfde-4c9d-946d-6b73f48ccfe5/info?id=d7ba7b8b-cfde-4c9d-946d-6b73f48ccfe5&amp;focusElement=playButton" target="_blank" rel="noopener"><u>Zombies Ate My Neighbors</u></a></p>
<p>We think we need a bit of light relief following the intensity of Splatterhouse, and this Sega Mega Drive is the perfect response. Deep within his dark and dingy castle, the evil Dr Tongue has been busy creating a bunch of terrifying monsters before letting them loose on the nearby town. Across the range of suburban locations, heroes Zeke and Julie rescue the town’s inhabitants while repelling the fearsome creatures with a variety of unusual weaponry. From Terror In Aisle Five to Office Of The Doomed, Zombies Ate My Neighbors is a hilarious rescue mission featuring a horde of shambling fiends!</p>
<p>What to watch afterwards: The ultimate horror-comedy movie featuring zombies: 2004’s Shaun of The Dead. What else?</p>
<figure><img data-recalc-dims="1" decoding="async" src="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2022/11/file-66.png?w=1080&#038;ssl=1" /></figure>
<p>T<a href="https://live.antstream.com/game-details/955f2077-34da-4fcf-96b3-ff88260bd8ad/info?id=955f2077-34da-4fcf-96b3-ff88260bd8ad&amp;focusElement=playButton" target="_blank" rel="noopener"><u>he Curse Of Illmoore Bay</u></a></p>
<p>We stick with the suburban horror theme for our next Halloween game, the spooky Curse Of Illmoore Bay. Having discovered a legendary book called Wicked Carols, a foolish resident of the sleepy town of Woodsboro has carelessly invoked the spirit of the Dark Djinn. With the demonic creature attempting to take over Illmoore Bay, three brave kids take on the dreadful monsters that plague each area. Inspired by multiple horror movies and more, this is a cartoon adventure with plenty of dread! Welcome to Illmoore!</p>
<p>Watch to watch afterwards: Swap Illmoore Bay for Antonio Bay, and you have the perfect film to watch in John Carpenter’s 1980 classic, The Fog.</p>
<figure><img data-recalc-dims="1" decoding="async" src="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2022/11/file-67.png?w=1080&#038;ssl=1" /></figure>
<p><a href="https://live.antstream.com/game-details/b2773f5d-9ff4-4c6d-925f-6ad2a93adb77/info?id=b2773f5d-9ff4-4c6d-925f-6ad2a93adb77&amp;focusElement=playButton" target="_blank" rel="noopener"><u>Baraduke </u></a></p>
<p>The Namco arcade game Baraduke, also known as Alien Sector, features a different type of horror. Two spacesuited women are exploring a series of other-worldly caves. Inevitably, these are far from empty: a legion of slobbering aliens awaits them, each deadly to the touch and spouting globular poison at our heroines. Throughout the icky and infested worlds, Kissy and Takky eliminate enemies with their wave guns, with a cute sentient shield as their only means of protection.</p>
<p>What to watch afterwards: 1986’s Aliens is the ideal movie to relax with after an intense session on Baraduke.</p>
<p>Think you can scare up a spookier game on Antstream Arcade? Let us know your favourite games and movies over at the <a href="https://discord.com/channels/451417444612046869/531807283609600000" target="_blank" rel="noopener"><u>Antstream Arcade Discord server.</u></a></p>
<figure><img data-recalc-dims="1" decoding="async" src="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2022/11/file-68.png?w=1080&#038;ssl=1" /></figure>
</div>
<p>The post <a href="https://www.oldschoolgamermagazine.com/halloween-2022-on-antstream-arcade/">Halloween 2024 on Antstream Arcade</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
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