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A History of Gaming Platforms: The Apple II
 
 
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Features
  A History of Gaming Platforms: The Apple II
by Matt Barton, Bill Loguidice
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January 31, 2008 Article Start Previous Page 5 of 8 Next
 

Since the Apple II was a prime platform for over a decade, it's hardly surprising that thousands of games were produced for it. Although a haven for strategy, role-playing, and adventure software, the Apple II's massive game library was hardly limited to these categories. Genre-defining releases came from a full range of famous developers and publishers, including Broderbund, Electronic Arts, Infocom, Interplay, Origin, and SSI.

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Many considered Ultima IV (1985) the height of the nine-part series, and it is one of the few games ever made that tackles tough issues such as morality and virtue in a mature manner. The impressive animated title screen is shown.

Mystery House (1980) by On-line Systems (later, Sierra) was the first commercial text adventure with graphics. The company's later Time Zone (1982) was one of the first true epic games, spanning six double-sided disks and featuring 1500 screens to explore. Although Richard Garriott released his Akalabeth: World of Doom (1980) first, his second role-playing game, Ultima (1981), set the stage for one of the most storied franchises in gaming.

Sir-Tech's Wizardry: Proving Grounds of the Mad Overlord (1981) set the standard for the role-playing dungeon crawl and still spawns sequels. Castle Wolfenstein (Muse, 1981) was an exciting strategy arcade adventure that featured crude, but effective speech. Broderbund's Choplifter (1982) arcade game featured a unique two-axis control scheme for independent control of the helicopter's direction and vertical movement.

Pinball Construction Set (1983) from Electronic Arts, shown here, not only gave players a blank canvas to build the digital pinball machine of their dreams, but, along with Music Construction Set (1983), helped to launch a whole new type of interactive software.

Penguin Software's The Graphics Magician (1982), although not technically a game, was a popular graphics and animation-creation package that was ideal for helping to making them, improving the Apple II's cachet as a development platform. Broderbund's Lode Runner, the popular puzzle-based arcade platformer, was released in 1983, along with Electronic Arts's Music Construction Set and Pinball Construction Set.

The latter let the user create unique virtual pinball machines with drag-and-drop simplicity, and the former did the same for music composition. Also in 1983, The Learning Company produced Rocky's Boots, an award-winning example of "edutainment" software, which combined educational and instructional content with gaming.

This pattern of firsts and trendsetters continued through to the end of the 1980s, and included the first ever appearances of John Madden Football (1989) from Electronic Arts and Broderbund's action adventure, Prince of Persia (1990).

 
Article Start Previous Page 5 of 8 Next
 
Comments

John Kwag
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Ahh... my cherished Apple IIc....Rescue Raiders, Karateka, Bard's Tale 1-3, Wasteland....

Alex Crouzen
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When I look back on my time with the Apple ][-series, I can't believe how much it has shaped my life. From learning how to program (Would you believe 6502 Assembly still comes in handy today?), increasing my exposure to the English language (Not my native tongue, but now I live in the UK) to the first computer games I ever played (Demon Derby on a cassette comes to mind). Every single detail of my current life started with the Apple.

The beauty of the simple platform is that it is very easy to find a good emulator and re-live one of the games whenever you want. Who would think they'd get teary-eyed from playing a round of Where in the World is Carmen San Diego.

Gah! I feel a bout of nostalgia coming on!

Charles Doty
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Ah, the hours spent playing Taipan!

I also started learning 6502 assembly on the Apple.

Chris Nash
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This article fails to mention the huge impact the Apple II had due to it's placement in schools. Had it not been the computer class at school outfitted with Apple II's, I well may never have owned one. I probably would've ended buying a Commodore 64 instead. But with Apple's in my school, I HAD to have an Apple at home. Most of the other geeks at school made the same decision for the same reasons.

Tom Kim
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What a lovely hobbyist's machine! To think, we used to know what every address on that motherboard used to do when PEEKed and POKEed.

I learned how to program back in 1980 by pressing CTRL-C in the original California Pacific Computing polybagged release of Ultima and literally listing out the Integer Basic code. From there, it was on to FORTRAN and 6502 Assembly. And learning about sector editing, creating disk images and distributing games on local BBS systems...

I'm truly thankful my parents purchased one at the price adjusted for 2008 dollars of US$4,144.50. There was no better instructor for computer programming and modern PC design than that original Apple ][.

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The beauty of the simple platform is that it is very easy to find a good emulator and re-live one of the games whenever you want.

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