The challenges of porting Shufflepuck Cafe to the 8 bits Apple II
23 points - today at 8:53 PM
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LeoPanthera today at 10:57 PM
Shufflepuck Cafe got easier with the introduction of optical mice, ironically. A large part of the difficulty was your dirty ball mouse not dealing with rapid changes in direction well.
(The Amiga port is really good. It's slightly ironic that the official OS X port is now unplayable, but earlier Amiga and Mac versions still play just fine under emulation.)
strangegecko today at 10:45 PM
I have nothing smart to say, but it's one of those games I played as a kid and I feel nostalgic seeing its title pop up here more than 3 decades later. For some reason, somewhat boring seeming games were among my favorites.
I'm still proud of figuring out that one of the hardest players had a tell that let you predict which corner he was going to target, thereby making him easy to defeat (that was on the Amiga version, I'm not sure if it was universal).
tl2do today at 10:09 PM
I was developing games on MSX/MSX2 about 40 years ago. It was already a fight with hardware resources, but the Apple II was an even stricter environment. Impressive work. Below is a quick comparison for those unfamiliar with the specs:
Macintosh (1989): 16-40MHz 68000, 1-4MB RAM, hardware acceleration, QuickDraw, non-blocking sound
Apple II (1979): 1MHz 6502, 64KB RAM, no hardware multiply/divide, race against CRT beam (4550 cycles), blocking sound only
* 10-year age gap, 16-40x slower CPU, 16-64x less RAM
coldcode today at 10:48 PM
While I enjoyed writing assembly on the 6502 Apple II back then, I would hate doing it today, 42 years later.
Good job, though! Hard to comprehend how limited the hardware was back then, and how much cleverness it took to get things to work.
deleted today at 10:23 PM
homarp today at 9:08 PM
and https://gamesfromtheblackhole.wordpress.com/2020/10/04/shuff... narrates the pleasure of playing Shufflepuck Cafe