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Karateka (1984), from future
Prince of Persia creator Jordan Mechner, was noted for its realistic
animation, thoughtful martial arts combat, pointed cut scenes and overall
cinematic flair.
Apple may have boasted one of the largest
and most vibrant software libraries, but its seas were teaming with
pirates. Although illegal software distribution was an issue for earlier
platforms and Apple's rivals, the latter's ubiquitous floppy drives
made software copying easier and more efficient.
A dual cassette deck
could be used to duplicate cassettes, but there were few guarantees
that the process wouldn't introduce errors, especially when copying
from a copy. A disk copy, by contrast, was typically an exact match
of the original. Various virtual and physical copy-protection schemes
were introduced, but most were circumvented fairly quickly by dedicated
hackers.
Later releases, like Broderbund's
Airheart (1986), shown here, demonstrated how far visuals on
the system had come, including smoother onscreen motion.
"It would be impossible to
mention more than a small fraction of the hundreds of interesting games
available for the Apple II computer system." - Electronic Games
magazine, 1983 Buyer's Guide
How big of a problem was piracy? Although
several software authors claim that they stopped developing games because
of rampant piracy and the subsequent loss of revenue, piracy did expose
more computer owners to more games than they otherwise would have been
-- this was at a time before ubiquitous demos made it easier to "try
before you buy." Another benefit of this piracy is that much of
the software archived today at online repositories are the cracked versions.
Since software with copy protection is difficult to move from its source
medium, its shelf-life is often finite. Of course, at the time, having
a working copy of a game often left little reason to purchase the real
thing, though many publishers such as Infocom, Origin, and SSI offered
amazing packaging and in-box extras, such as cloth maps and unique trinkets.
In short, the precise impact of piracy is difficult to determine, though
it likely had advantages and disadvantages for the longevity of the
platform.
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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. 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!
I also started learning 6502 assembly on the Apple.
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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