You can get the digital version here - https://unbound.com/books/macgaming/
Or looks like you can buy on Author's site via Amazon here -
I was an original backer of the project, no other affiliation very cool to see it on HN and highly recommended the book is a beautiful piece!
Andrew Welch (Ambrosia)
Ben Spees (Harry the Handsome Executive, Ferazel's Wand)
Matt Burch (Escape Velocity)
Alex Seropian (Bungie)
Eric Klein (former Mac game evangelist, Bungie)
An article about that collection: https://www.theatlantic.com/technology/archive/2017/05/mac-a...
Beyond Dark Castle was fun too, but it was way more sprawling and confusing. DC was just a compact, tight, totally winnable game. Loved it. It being in black and white was not an issue, either. Given the mood and subject, it totally fit.
The vertical blanking hack is real typical of Mac software of the era. There were a bunch of things that low-level devs had to use it for, but you had to be careful, as it didn't last very long.
Also, at an amazing price!
Price is $10, which I'll say is fair... but not exactly amazing.
I guess there are probably better deals out there, but I'm happy to pay $10 for a game this well-done that provides this many hours of entertainment.
I'd hate to see good games like this disappear because there are too many free ones on the app stores and people don't want to pay for games anymore.
It doesn't even look like the two computers are of the same generation.
However dont underestimate the resolution of the Mac, and the quality of animation, sound and especially play control in Dark Castle. It truly was a masterpiece of much higher quality than the vast majority of games whether 2, 16 or 256 colors.
The Amiga cost $600.
There was only one reseller located in the capital, and the prices were way beyond other systems that were available in any major city.
The first time I ever saw a Mac live was when I arrived at university, where the student campus had some LC (the pizza boxes ones) for doing the usual word processing stuff.
Programming, at any level, was done in PCs and UNIX terminals.
At home, it was split between Atari, Amiga and PC.
The game I probably ended up played the most on my Mac of that era was Canfield (solitaire).
I knew that it was much easier to make a fully formed game as an individual developer back then obviously, but I've never heard of anyone who profited from it like that. I thought independent developers were much better off today with the ability to make a game like "Flappy Bird" and have it distributed and advertised for you by companies like Apple.
(Though this wouldn't apply to the later versions where you were just typing checksummed data. That is just a lower bandwidth, more labor intensive channel of binary data transfer)
Perhaps the audio is just too clear ? Or perhaps there isn't enough going on scene-wise to distract. Or just the fact that the whipping is perfectly periodic and programmed to go on indefinitely. I don't know.
Or if I'm feeling especially dangerous pay them to whip me.
>international style rapid-fire pistol shooting
and he made the team!
My startup partner will likely take his earnings and realize his dream of owning a club (adult variety) should it ever take off. I just want a jet (small like HondaJet).