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Nox Archaist Kickstarter! (Apple II RPG)
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6***@gmail.com
2017-09-18 21:19:03 UTC
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The 6502 Workshop team has launched a Kickstarter campaign to produce a collector's edition of Nox Archaist.

Help make this project a reality by backing Nox Archaist today at the campaign website below!

http://kickstarter.noxarchaist.com

This is an opportunity to get your hands on all the cool physical stuff we are creating to go along with Nox Archaist, such as:

*Full color collector’s game box
*Fabric map
*Printed manual
*Game artifacts

All with professional custom artwork.

The Nox Archaist collector's edition is available either on floppy disks for real Apple II hardware or on a flash drive for PC/MAC emulators. The game will also run on real and emulated hard drives with ProDOS installed. You can choose to receive the game in a game box or in an old school plastic bag.

We hope to earn your support!


Mark Lemmert
6502 Workshop
Website - http://www.6502workshop.com
Twitter - @6502Workshop
Facebook - https://www.facebook.com/noxarchaist
Kickstarter - http://kickstarter.noxarchaist.com
Matthew Power
2017-09-19 00:01:43 UTC
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Post by 6***@gmail.com
The Nox Archaist collector's edition is available either on floppy disks for real Apple II hardware or on a flash drive for PC/MAC emulators. The game will also run on real and emulated hard drives with ProDOS installed. You can choose to receive the game in a game box or in an old school plastic bag.
We hope to earn your support!
I'm in for a Core Collector's Box. Can't wait!
6***@gmail.com
2017-09-19 00:25:01 UTC
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Post by Matthew Power
Post by 6***@gmail.com
The Nox Archaist collector's edition is available either on floppy disks for real Apple II hardware or on a flash drive for PC/MAC emulators. The game will also run on real and emulated hard drives with ProDOS installed. You can choose to receive the game in a game box or in an old school plastic bag.
We hope to earn your support!
I'm in for a Core Collector's Box. Can't wait!
Matthew,

Thanks for your support, I really appreciate it!

-Mark
d***@gmail.com
2017-09-19 01:00:34 UTC
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Post by 6***@gmail.com
We hope to earn your support!
I'd be glad to support the game, and possibly in a significant amount, as well. But...I have one reservation. (God, I hate to write this; no doubt I'm gonna be flamed to death. But shouldn't I have the right to speak my mind? Mercy, people: I have to express my feelings on this matter.)

I'm not overly interested in the game unless it has 12-channel Mockingboard support with great music and effects.

There, I said it. Let the hate mail begin. See, there are dozens of Apple RPG games that are similar. I've played most of them; I may be played out. But when you add REAL sound and effects (which the Apple rarely had), that raises things to an entirely new level. It's immersive. It's emotive. It's cool and fun!

I'll check out the game when it's released. But if I'm going to fund its development and REALLY get behind it as a supporter, I would need a sense of amazing, eager anticipation, like waiting for Duke Nukem Forever or waiting for ESB:Revisited from Adywan...or waiting to find a Phasor on eBay. For me, that means Mockingboard support and the EXCITEMENT it brings to the table.
Matthew Power
2017-09-19 02:30:37 UTC
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Post by d***@gmail.com
There, I said it. Let the hate mail begin.
I hope this doesn't qualify as hate mail, but shouldn't we just check out what looks like a labor of love for the platform? If anyone else is writing 6502 assembler games for the Apple II these days then I have interest in seeing those as well...
Anthony Ortiz
2017-09-19 03:01:38 UTC
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Post by Matthew Power
Post by d***@gmail.com
There, I said it. Let the hate mail begin.
I hope this doesn't qualify as hate mail, but shouldn't we just check out what looks like a labor of love for the platform? If anyone else is writing 6502 assembler games for the Apple II these days then I have interest in seeing those as well...
Definitely a labor of love... there's no money in this and whatever they make will probably not be enough to cover their food expenses alone.
6***@gmail.com
2017-09-20 02:42:54 UTC
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Hi Guys,

Thanks for your comments and checking out the Kickstarter page! Yes, this is definitely a labor of love! I have wanted to write an RPG on the Apple II since first playing Ultima, Wizardry and Bards Tale as a kid in the 1980s.

By the time I remotely had the skills to consider such a thing it "too late" or so I thought, for an Apple II game.

A couple years ago, I found the "right" book on 6502 assembly, that started at the beginning with examples in Liza. I never had that as a kid and always struggled with books that were intermediate+ which didn't explain things like what an assembler is.

I was so captivated that I decided to write an RPG anyway even though, as far as I knew, it was WAY too late. And then, as I did technical research, I found the thriving Apple II community online and was delighted at the idea that people might want to play my game! Yay!

A bunch of other volunteers joined the project over time, all people with the same dream, now having a chance to fulfill it in some way.

As time went one lots of request came in for boxed editions with maps, on floppies, etc. So the team and I did the best we could to make it happen. As we learned, its not cheap to produce this stuff, especially in a ultra low volume compared to the games of the 1980s, so we don't expect to make much money. It's about the fun and if we can put a full color game box with all the feelies in the hands of passionate gamers, that will be fun indeed!



Mark
Post by Anthony Ortiz
Post by Matthew Power
Post by d***@gmail.com
There, I said it. Let the hate mail begin.
I hope this doesn't qualify as hate mail, but shouldn't we just check out what looks like a labor of love for the platform? If anyone else is writing 6502 assembler games for the Apple II these days then I have interest in seeing those as well...
Definitely a labor of love... there's no money in this and whatever they make will probably not be enough to cover their food expenses alone.
6***@gmail.com
2017-09-20 02:52:11 UTC
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Oops. I hate it when I do that.

By Liza I of course meant Lisa :-)
Post by 6***@gmail.com
Hi Guys,
Thanks for your comments and checking out the Kickstarter page! Yes, this is definitely a labor of love! I have wanted to write an RPG on the Apple II since first playing Ultima, Wizardry and Bards Tale as a kid in the 1980s.
By the time I remotely had the skills to consider such a thing it "too late" or so I thought, for an Apple II game.
A couple years ago, I found the "right" book on 6502 assembly, that started at the beginning with examples in Liza. I never had that as a kid and always struggled with books that were intermediate+ which didn't explain things like what an assembler is.
I was so captivated that I decided to write an RPG anyway even though, as far as I knew, it was WAY too late. And then, as I did technical research, I found the thriving Apple II community online and was delighted at the idea that people might want to play my game! Yay!
A bunch of other volunteers joined the project over time, all people with the same dream, now having a chance to fulfill it in some way.
As time went one lots of request came in for boxed editions with maps, on floppies, etc. So the team and I did the best we could to make it happen. As we learned, its not cheap to produce this stuff, especially in a ultra low volume compared to the games of the 1980s, so we don't expect to make much money. It's about the fun and if we can put a full color game box with all the feelies in the hands of passionate gamers, that will be fun indeed!
Mark
Post by Anthony Ortiz
Post by Matthew Power
Post by d***@gmail.com
There, I said it. Let the hate mail begin.
I hope this doesn't qualify as hate mail, but shouldn't we just check out what looks like a labor of love for the platform? If anyone else is writing 6502 assembler games for the Apple II these days then I have interest in seeing those as well...
Definitely a labor of love... there's no money in this and whatever they make will probably not be enough to cover their food expenses alone.
Michael 'AppleWin Debugger Dev'
2017-09-20 17:22:16 UTC
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Post by d***@gmail.com
(God, I hate to write this; no doubt I'm gonna be flamed to death. But shouldn't I have the right to speak my mind? Mercy, people: I have to express my feelings on this matter.)
I'm not overly interested in the game unless it has 12-channel Mockingboard support with great music and effects.
Sounds like you are volunteering then, right? :-)

On a more serious note (see what I did there) ...

/Oblg. "Why can't we have both?"

i.e. Will the game support both 1 and 2 mockingboards ?

Lastly, do you guys need any help?
Anthony Ortiz
2017-09-20 18:32:05 UTC
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Ahhh, so you were the infamous ***@sfu.ca...
Matthew Power
2017-09-20 23:27:05 UTC
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Mark, I saw your video interview with Chris Torrence about the game, and enjoyed the part about finding a name for the game. The first time I discovered the game, I immediately wondered if the 'nox' portion was a tribute the the spell 'An Nox' from Ultima V. The game was somewhat unplayable without that spell as I recall.
6***@gmail.com
2017-09-21 00:51:09 UTC
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Hi Matthew,

I'm glad you enjoyed the interview! There is something to your original speculation about a connection to An Nox.

As I described in the Assembly Lines interview, Mike Reimer and I were pouring over lists of cool words he had accumulated in the early months of the project and we picked out the words "Nox" and "Archaist".

That said, when I saw "Nox" on the list of cool words, I recalled that Ultima V also borrowed from Latin and used "Nox" in the spell An Nox that you mentioned. So, that certainly increased the coolness factor for me of the word "Nox", perhaps influencing the choice to some degree :-)

I recall saving the text message exchanges where we finalized the name. I'll have to dig those up at some point.

-Mark
Post by Matthew Power
Mark, I saw your video interview with Chris Torrence about the game, and enjoyed the part about finding a name for the game. The first time I discovered the game, I immediately wondered if the 'nox' portion was a tribute the the spell 'An Nox' from Ultima V. The game was somewhat unplayable without that spell as I recall.
Matthew Power
2017-09-21 01:31:33 UTC
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Post by 6***@gmail.com
Hi Matthew,
I'm glad you enjoyed the interview!
Mark,

I just wanted to say that I think your idea of releasing a CD (or otherwise) of background music to loop over game-play is a GREAT IDEA! I like your demonstration videos where exploration leading to battle keeps the ambient music. I don't need an 'action' music trigger to indicate a battle scene. The music I've heard so far works across all scenes and that's something even the greats like Ultima V didn't come up with.

Keep up the great work!

Matthew
Michael 'AppleWin Debugger Dev'
2017-09-21 01:48:39 UTC
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Post by 6***@gmail.com
I recalled that Ultima V also borrowed from Latin and used "Nox" in the spell An Nox that you mentioned.
That reminds me -- I still need to document a bug in Ultima 5 -- one of the reagent components is wrong!

I ended up hex-editing U5 on the PC to figure out what it was!
6***@gmail.com
2017-09-21 23:00:08 UTC
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This sounds vaguely familiar. Which spell was it?
Post by Michael 'AppleWin Debugger Dev'
Post by 6***@gmail.com
I recalled that Ultima V also borrowed from Latin and used "Nox" in the spell An Nox that you mentioned.
That reminds me -- I still need to document a bug in Ultima 5 -- one of the reagent components is wrong!
I ended up hex-editing U5 on the PC to figure out what it was!
Michael 'AppleWin Debugger Dev'
2017-09-22 01:44:45 UTC
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I don't recall of the top of my head (hey, its been ~20+ years!)

I do recall it was a 5, 6, 7 or 8th level spell though. And it had at least two words, and I believe 2 or 3 reagents.

I'll try to track down more details.
Michael 'AppleWin Debugger Dev'
2017-09-21 00:24:20 UTC
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Haha, guilty as charged. Though I'm not sure if it is better to be famous or the infamous ? :-)

Heck, I haven't seen that email address in _ages._ I'm not sure if I should be flattered or weirded out that someone remembers it!

Here is a little bit of back story ...

For the record, the sole reason I never released the source even though I wanted to was because it was a "hard-coded embarrassment of hacks." I believe this is the primary reason more programmers don't release source "back in the day" -- they are/were ashamed of it! (Though with Git today I believe that is no longer the excuse.)

I figured out the RLE compression over a weekend. The sad part is I didn't know anything about compression -- but I guess that's what made it fun -- that along with reverse engineering.

A few days later, ironically, Origin contacted me with a job offer the same day I had a job interview with EA. :-) I took the job at EA gig since I had no actual game dev experience. On the plus side shipping Need For Speed on the PS 1 was a lifetime opportunity that was hard to pass up. I still wonder how my life would have turned out had I taken the Origin offer -- maybe got a chance to work on Ultima 8, 9, or UO.

Who knew I had fans after all these years. :-)
Matthew Power
2017-09-21 00:38:18 UTC
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Post by Michael 'AppleWin Debugger Dev'
Here is a little bit of back story ...
Michael that was an AWESOME story! Thanks for sharing!
Anthony Ortiz
2017-09-21 00:48:51 UTC
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Wow, I can't believe you passed up origin for EA... I would have given my left and right testicles, and any junk in between, for the chance to work with Lord British himself!
Michael 'AppleWin Debugger Dev'
2017-09-21 01:43:26 UTC
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Post by Anthony Ortiz
Wow, I can't believe you passed up origin for EA... I would have given my left and right testicles, and any junk in between, for the chance to work with Lord British himself!
I _completely_ hear you! Trust me it was a _very_ tough decision !!!

Let me share a few factors that went into my decision so you have a little different perspective:

1. EA (Canada) was located in Burnaby, BC and was about a 35 min drive from home (in Surrey, BC.) so that was +2 points for EA.

2. I was still going to university, SFU, at the time and I was still debating between finishing my Comp. Sci. degree vs going into game dev full time. I punted on this decision for 8 months -- EA asked me to stay on full time, but I thought about it, realized that work would always be there, and instead decided to return to school to complete my degree -- taking the job at Origin means I may never have completed my degree. So +1 for EA.

3. I would have had to move from Canada to the USA -- and at that stage of my life I wasn't quite ready to make that move -- plus I didn't know how. (I eventually did end up in the US but that is another story.) So EA was another +1 for convenience.

4. EA was my first "real job" -- I'm not sure I would have been hired by Origin due to my young age and lack of experience. I was only ~22 when I wrote "u7shapes". I (partially) lacked the confidence in my abilities to work for an "experienced" epic game developer such as Origin. Years later I found out this was called "Imposter Syndrome." So -1 to Origin due to me not being confident.

5. My favorite Ultima games had been 4, 6, and 7, along with Savage Empire and Martian Dreams. Those were the ones I would have _loved_ to work on. Since they were always rapidly pushing the technology I'm not sure I would liked the "next gen" tech. At E A I got to work on a driving game. Score: Tied

6. I had a portfolio of demos -- at the time (1995) this was _completely_ unheard for a _programmer_ to do! The demos included:

* Can't remember the fist one ...
* An U4 map viewer with (torus) wrap-around
* My 320x200 sprite blitter (that supported transparency)
* An 4x faster optimized 3D texture mapper

All of these were written in Watcom C++ 32-bit mode.

The interview at EA when _extremely_ well. So another +2 points for EA.

7. Working at Origin with the chance to work with R.G. definitely would have been cool. +5 to Origin. Their philosophy of "We create worlds" definitely had an impact on me.

But when I looked at all the pros/cons, I decided to play it "safe".

EA: 6, Didn't have to move
Origin: +5, Had to move to a different country

Years later considering that EA had the "kiss of death" for almost every independent studio they bought and then later closed down, the job at Origin probably wouldn't have lasted -- but yeah, I probably should have taken that chance to work with R.G. The (potential) chance to work on Ultima Online definitely would have dam cool.

In hindsight, everything "worked out" and I have no regrets.

I guess that is the take away:

* "Follow your passion, but use your common sense."
* "Don't be afraid to take risks"

Thanks for the opportunity to "reminisce."
Michael 'AppleWin Debugger Dev'
2017-09-20 17:17:35 UTC
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Hell yeah! "Core Collector's Box - Apple II"

BIG Ultima fan here. :-) I was the first one to decode Ultima 7 sprites via my "u7shapes" program back in the day.

That fabric map is just a bonus.
6***@gmail.com
2017-09-21 00:45:42 UTC
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Post by Michael 'AppleWin Debugger Dev'
Hell yeah! "Core Collector's Box - Apple II"
BIG Ultima fan here. :-) I was the first one to decode Ultima 7 sprites via my "u7shapes" program back in the day.
That fabric map is just a bonus.
Michael,

Thanks so much, I really appreciate your support!

And, thanks again for the help last year learning how to use bit-masks to blend hi-res animated shapes into the the background. Those techniques are at the core of the combat lightning bolt animation and other spell effects in Nox Archaist!

-Mark
Jeff Ramsey
2017-09-22 15:24:56 UTC
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Post by 6***@gmail.com
The 6502 Workshop team has launched a Kickstarter campaign to produce a collector's edition of Nox Archaist.
Help make this project a reality by backing Nox Archaist today at the campaign website below!
http://kickstarter.noxarchaist.com
I just backed your Kickstarter. I really didn't see any swag that I wanted to buy with my donation, so I just made a flat donation. I think what you are doing is so awesome! Making modern programs for vintage machines is very cool!

Good luck with your KS campaign!
Anthony Ortiz
2017-09-22 15:54:02 UTC
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Quick question : what does kickstarter limited edition and second edition mean? I also see a reference to Lord British as lord of the realm #1; which package did he back, or was this complimentary as he is listed as 1 of 3 lords when there are only two lords possible (north and south)?
6***@gmail.com
2017-09-22 18:04:51 UTC
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Anthony,

Thanks for the opportunity to clarify!
Post by Anthony Ortiz
what does kickstarter limited edition and second edition mean?
The Kickstarter Limited Edition was the the name of the first group of boxes offered to early backers. Only 18 will be released and 4 currently remain.

We recently added a few new tiers. Included in this release are new Ultimate boxes - Kickstarter 2nd edition. Both Limited and 2nd Edition boxes are identical, other than the Limited Edition/2nd Edition cert.
Post by Anthony Ortiz
I also see a reference to Lord British as lord of the realm #1; which package did he back, or was this complimentary as he is listed as 1 of 3 >lords when there are only two lords possible (north and south)?
Good question. Lord British’s certificate isn’t attached to a particular tier. Last spring I offered him boxed set #1 of the game (complimentary) and he accepted. This was before the tiers were defined.

Lord British will receive a Kickstarter Limit Edition Certificate, the same cert included in original Ultimate Box KLE tiers.

Originally we had allocated 2 KLE certs for Lord of the Realm. With the recent Lord of the Realm North/South upgrade that tier will receive a Kickstarter Royalty Edition(KRE) cert instead of KLE. The 2 KLEs that would have gone to Lord of the Realm will not be released. Now only 18 total KLE certs will be produced, instead of the original 20.

Apologies for the confusion. We will have a FAQ update today that should help clarify this issue.


Mark
Post by Anthony Ortiz
Quick question : what does kickstarter limited edition and second edition mean? I also see a reference to Lord British as lord of the realm #1; which package did he back, or was this complimentary as he is listed as 1 of 3 lords when there are only two lords possible (north and south)?
6***@gmail.com
2017-09-22 17:44:17 UTC
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Jeff,

Thank you, I really appreciate your support!
Post by Jeff Ramsey
I just backed your Kickstarter. I really didn't see any swag that I wanted to buy with my donation, so I just made a flat donation. I think what you are doing is so awesome! Making modern programs for vintage machines is very cool!
Good luck with your KS campaign!
Anthony Ortiz
2017-09-24 23:12:41 UTC
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It's really great that "Unknown Realm" for the C64 got over 1200+ backers and $125K+ funding for its kickstarter, but seeing the lackluster support from the Apple II crowd (112 backers?) makes me wonder whether this is due to the disparity between C64 vs Apple II units sold (I think it sold between 4-5 units for every Apple II?) and therefore reasonable to conclude that their surviving fan-base is greater than ours if it weren't for the fact that their funding is 10+ times more than "Nox Archaist". I really hope there are a lot more than 112 Apple II gaming fans left in this world.
James Davis
2017-09-25 01:34:53 UTC
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Post by Anthony Ortiz
It's really great that "Unknown Realm" for the C64 got over 1200+ backers and $125K+ funding for its kickstarter, but seeing the lackluster support from the Apple II crowd (112 backers?) makes me wonder whether this is due to the disparity between C64 vs Apple II units sold (I think it sold between 4-5 units for every Apple II?) and therefore reasonable to conclude that their surviving fan-base is greater than ours if it weren't for the fact that their funding is 10+ times more than "Nox Archaist". I really hope there are a lot more than 112 Apple II gaming fans left in this world.
I'm not interested in Apple II games anymore, so I haven't responded to this thread before, but in the last couple of months, rather than using Google to read the four Apple2 computer groups, I have been using my Windows Live email/newsreader, and I have only been able to collect 109 email addresses of people interested in Apple II stuff. And, one of them is mine, so there are at least four more people interested in Apple II gaming (or this one, anyway) than have been on Comp.Sys.Apple2, CSA2.Programmer, CSA2.Marketplace, and Comp.Emulators.Apple2, combined!
Todd Holcomb
2017-09-26 13:38:54 UTC
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Post by Anthony Ortiz
It's really great that "Unknown Realm" for the C64 got over 1200+ backers and $125K+ funding for its kickstarter, but seeing the lackluster support from the Apple II crowd (112 backers?) makes me wonder whether this is due to the disparity between C64 vs Apple II units sold (I think it sold between 4-5 units for every Apple II?) and therefore reasonable to conclude that their surviving fan-base is greater than ours if it weren't for the fact that their funding is 10+ times more than "Nox Archaist". I really hope there are a lot more than 112 Apple II gaming fans left in this world.
Not only that, but with the 40 columns of text the C64 was really just a game machine whereas the Apple II was also used for business and education. So, it makes sense that there are a lot less Apple II gamers out there than C64 gamers...

Let's hope that there are a lot of late supporters for Nox Archaist!
Jorge
2017-09-26 13:52:25 UTC
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Post by Todd Holcomb
Post by Anthony Ortiz
It's really great that "Unknown Realm" for the C64 got over 1200+ backers and $125K+ funding for its kickstarter, but seeing the lackluster support from the Apple II crowd (112 backers?) makes me wonder whether this is due to the disparity between C64 vs Apple II units sold (I think it sold between 4-5 units for every Apple II?) and therefore reasonable to conclude that their surviving fan-base is greater than ours if it weren't for the fact that their funding is 10+ times more than "Nox Archaist". I really hope there are a lot more than 112 Apple II gaming fans left in this world.
Not only that, but with the 40 columns of text the C64 was really just a game machine whereas the Apple II was also used for business and education. So, it makes sense that there are a lot less Apple II gamers out there than C64 gamers...
Let's hope that there are a lot of late supporters for Nox Archaist!
And the C64 came 5 years later than the Apple II so all of you must be 5 years older than them ;-P
John Dallman
2017-09-26 18:56:00 UTC
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... the C64 was really just a game machine whereas the Apple II was
also used for business and education.
And in many places outside the USA, the Apple II was /never/ sold at a
price that kids wanting to play games could hope to pay.

John
Anthony Ortiz
2017-09-26 19:20:12 UTC
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Given a four-fold difference in sales, how does that explain a ten-fold difference in backers? The apple ii was also a heck of a lot more enduring as its expansion capabilities made it last far longer than the competition. I'm really puzzled at the difference, but perhaps this is a one-off event that was at the right time and advertised in the right place... advertising does make a big difference
Michael J. Mahon
2017-09-26 22:47:34 UTC
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Post by Anthony Ortiz
Given a four-fold difference in sales, how does that explain a ten-fold
difference in backers? The apple ii was also a heck of a lot more
enduring as its expansion capabilities made it last far longer than the
competition. I'm really puzzled at the difference, but perhaps this is a
one-off event that was at the right time and advertised in the right
place... advertising does make a big difference
To summarize what has been said here: the C=64 was a game machine, the
Apple II was a computer that some people used to play games.

I've been involved with the Apple II since 1980, and I've never used it to
play a game! I suspect I'm not alone.
--
-michael - NadaNet 3.1 and AppleCrate II: http://michaeljmahon.com
David Schmenk
2017-09-26 23:52:34 UTC
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Post by Michael J. Mahon
Post by Anthony Ortiz
Given a four-fold difference in sales, how does that explain a ten-fold
difference in backers? The apple ii was also a heck of a lot more
enduring as its expansion capabilities made it last far longer than the
competition. I'm really puzzled at the difference, but perhaps this is a
one-off event that was at the right time and advertised in the right
place... advertising does make a big difference
To summarize what has been said here: the C=64 was a game machine, the
Apple II was a computer that some people used to play games.
I've been involved with the Apple II since 1980, and I've never used it to
play a game! I suspect I'm not alone.
--
-michael - NadaNet 3.1 and AppleCrate II: http://michaeljmahon.com
I'm pretty sure you've played the cycle-counting game plenty of times! One of my favorites ;-)

I don't think Kickstarter backing is the sole indication of a platforms support. Given more time and marketing, perhaps it will get up there. But, like Michael, I'm not much of a game player (except when testing my own),

Dave...
Michael J. Mahon
2017-09-27 01:47:45 UTC
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Post by David Schmenk
Post by Michael J. Mahon
Post by Anthony Ortiz
Given a four-fold difference in sales, how does that explain a ten-fold
difference in backers? The apple ii was also a heck of a lot more
enduring as its expansion capabilities made it last far longer than the
competition. I'm really puzzled at the difference, but perhaps this is a
one-off event that was at the right time and advertised in the right
place... advertising does make a big difference
To summarize what has been said here: the C=64 was a game machine, the
Apple II was a computer that some people used to play games.
I've been involved with the Apple II since 1980, and I've never used it to
play a game! I suspect I'm not alone.
--
-michael - NadaNet 3.1 and AppleCrate II: http://michaeljmahon.com
I'm pretty sure you've played the cycle-counting game plenty of times!
One of my favorites ;-)
;-) Yes, and deprotection! If you enjoy something, it's a game. ;-)
Post by David Schmenk
I don't think Kickstarter backing is the sole indication of a platforms
support. Given more time and marketing, perhaps it will get up there.
But, like Michael, I'm not much of a game player (except when testing my own),
Dave...
U
--
-michael - NadaNet 3.1 and AppleCrate II: http://michaeljmahon.com
Tom Porter
2017-09-26 14:24:33 UTC
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This is reference to '109' people that have emails that 'do stuff' with Apple II hardware/software ect. Michael Packard, an acquaintance of mine made the "Alien Downpour" game and sold copies... I don't have the Exact number, but I think it was around 110/120 copies he sold, and he advertised the crap out of it. I have advertised my game (not so much) and only sold 5 copies... so you really have to advertise the heck out of your stuff in the apple community... now if it was hardware you couldn't make enough boards!
Anthony Ortiz
2017-09-26 14:55:53 UTC
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I would think hardware has the same issue... I doubt anyone has made 100+ boards, or have they? When I see hardware come out they usually do a batch of 20, then it's sold out and people are asking for more, but I would think, based on software demand, that it would quickly peter out after another couple of batches. The community is simply way too small...
Anthony Ortiz
2017-09-26 15:37:48 UTC
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I see almost 5000 followers on the Facebook apple ii enthusiasts page... perhaps they should advertise the game there?
Polymorph
2017-09-27 04:44:32 UTC
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Post by Anthony Ortiz
I would think hardware has the same issue... I doubt anyone has made 100+ boards, or have they? When I see hardware come out they usually do a batch of 20, then it's sold out and people are asking for more, but I would think, based on software demand, that it would quickly peter out after another couple of batches. The community is simply way too small...
Well, I don't know the exact numbers, but I'm pretty sure Rich Dreher would have sold well into the hundreds (maybe over 1000??) of CFFA 3000's over the number of runs he has done (he is quite open about the number or boards made available per run). Then combine those sales with the original CFFA design and you've got a large number or boards indeed.

I'm not sure what the average run size for other hardware developers is though?

Cheers,
Mike
Michael J. Mahon
2017-09-27 06:12:35 UTC
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Post by Polymorph
Post by Anthony Ortiz
I would think hardware has the same issue... I doubt anyone has made
100+ boards, or have they? When I see hardware come out they usually do
a batch of 20, then it's sold out and people are asking for more, but I
would think, based on software demand, that it would quickly peter out
after another couple of batches. The community is simply way too small...
Well, I don't know the exact numbers, but I'm pretty sure Rich Dreher
would have sold well into the hundreds (maybe over 1000??) of CFFA 3000's
over the number of runs he has done (he is quite open about the number or
boards made available per run). Then combine those sales with the
original CFFA design and you've got a large number or boards indeed.
I'm not sure what the average run size for other hardware developers is though?
Cheers,
Mike
..and you need to factor in the utility of multiple hardware units per
user, versus one software unit per user.

For example, I have three CFFAs and one CFFA 3000.
--
-michael - NadaNet 3.1 and AppleCrate II: http://michaeljmahon.com
Matthew Power
2017-09-28 00:19:50 UTC
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Has anyone gotten this onto the Facebook Apple II Enthusiasts page? Nox Archaist is the game I've been waiting for, can't believe there are only 120+ backers so far...
Anthony Ortiz
2017-09-28 00:25:52 UTC
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Post by Matthew Power
Has anyone gotten this onto the Facebook Apple II Enthusiasts page? Nox Archaist is the game I've been waiting for, can't believe there are only 120+ backers so far...
I don't think so, I suggested it here but nobody said anything. I'll email 6502 and see what they say.
6***@gmail.com
2017-09-30 21:52:03 UTC
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Hey guys,

Thanks for all the insights into the relative sales distribution of the Apple II and Commodore 64 as well as the greater prevalence use of the C64 for game playing.

At the initial launch, I posted the Nox Archaist Kickstarter announcement to Apple II Facebook group and all the Apple II forums I'm aware of: this forum, Applefritter, VCFED.ORG, the Apple II section of the atariage.com, and Reddit.

I also contacted Vintageisthenewold.com, Call-APPLE, and Ultima Codex, and have provided content for several podcasts.

Thanks much for any other suggestions, and many thanks to Anthony for making a follow-up post in Apple II Enthusiast!


-Mark
Post by Anthony Ortiz
Post by Matthew Power
Has anyone gotten this onto the Facebook Apple II Enthusiasts page? Nox Archaist is the game I've been waiting for, can't believe there are only 120+ backers so far...
I don't think so, I suggested it here but nobody said anything. I'll email 6502 and see what they say.
Todd Holcomb
2017-10-01 14:41:50 UTC
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Post by 6***@gmail.com
Hey guys,
At the initial launch, I posted the Nox Archaist Kickstarter announcement to Apple II Facebook group and all the Apple II forums I'm aware of: this forum, Applefritter, VCFED.ORG, the Apple II section of the atariage.com, and Reddit.
-Mark
I think you should post regular updates on Facebook - things get buried there so quickly because there are so many posts...
6***@gmail.com
2017-09-30 22:16:47 UTC
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Matthew,

Thanks for your support, I really appreciate it!

-Mark
Post by Matthew Power
Has anyone gotten this onto the Facebook Apple II Enthusiasts page? Nox Archaist is the game I've been waiting for, can't believe there are only 120+ backers so far...
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