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  "title": "Parsec Patrol Diaries: Why a Game?",
  "author": "lmorchard",
  "layout": "post",
  "permalink": "/2013/11/19/parsec-patrol-diaries-why-a-game",
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  "categories": [
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  "tags": [
    "html5",
    "parsecpatrol",
    "webdev"
  ],
  "year": "2013",
  "month": "11",
  "day": "19",
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  "slug": "parsec-patrol-diaries-why-a-game",
  "type": "entry",
  "date": "2013-11-19T19:00:00.000Z",
  "postName": "2013-11-19-parsec-patrol-diaries-why-a-game",
  "html": "<p>I decided to start writing <a href=\"https://github.com/lmorchard/parsec-patrol\">a retro space game for the web</a>, because I thought it might be a good way to exercise a lot of interesting technologies and have fun to boot. You know, like how <a href=\"http://spinoff.nasa.gov/\">sending rockets into space yields astronaut ice cream &amp; anti-shock trousers back down on Earth</a>. But, I’ve also wanted to make games all the way back to my Atari 2600, Commodore 64, and Apple ][ days – because <a href=\"http://en.wikipedia.org/wiki/Warren_Robinett\">Warren Robinett</a> is my hero.</p>\n<!--more-->\n\n\n\n<div style=\"width: 310px\" class=\"wp-caption alignright\">\n  <a href=\"http://www.flickr.com/photos/35034355597@N01/8445963080\"><img class=\" \" alt=\"\" src=\"091e270e985a.jpg\" width=\"\" height=\"\"></a><p class=\"wp-caption-text\">\n    My nerd shrine, featuring a Commodore 64 &amp; Atari 800\n  </p>\n</div>\n\n\n\n<p>Warren Robinett is the very model of the programmer-hero: He single-handedly created <a href=\"http://en.wikipedia.org/wiki/Adventure_%28Atari_2600%29\">Adventure</a>, then signed his work with <a href=\"http://en.wikipedia.org/wiki/Adventure_%28Atari_2600%29#Easter_egg\">the gaming world’s first easter egg</a> when they wouldn’t give him credit.</p>\n<p>If that weren’t enough, this guy also <a href=\"http://en.wikipedia.org/wiki/The_Learning_Company\">started his own company</a> after Atari and made <a href=\"http://en.wikipedia.org/wiki/Rocky%27s_Boots\">Rocky’s Boots</a>.</p>\n<p>It was only very recently that <a href=\"https://twitter.com/lmorchard/status/393572056266051584\">I pieced things together and realized</a> that <a href=\"https://archive.org/stream/Rockys_Boots_1982_Learning_Company/Rockys_Boots_1982_Learning_Company.do?module=apple2c&amp;scale=2\">Rocky’s Boots</a> is basically Adventure 2, except the bats and dragons and skeletons were drafted into warping wee brains like mine to understand binary logic and digital circuitry. I spent hours in that game, wrapping my 7-year-old head around things that wouldn’t be on exams until about 12 years later in my college compsci courses.</p>\n<p>That’s not to say Mr. Robinett is the only game-programming hero from my youth.&nbsp;Back then, you didn’t need a full-on studio to produce something impressive, at least speaking relative to the state of the art at the time. I couldn’t name all my 8-bit heroes – but consider folks like <a href=\"http://paulemozplaysagameaday.blogspot.com/2011/05/andrew-braybrook-c64-history.html\">Andrew Braybrook</a>, <a href=\"http://en.wikipedia.org/wiki/Jeff_Minter\">Jeff Minter</a>, <a href=\"http://en.wikipedia.org/wiki/Elite_%28video_game%29\">David Braben &amp; Ian Bell</a>. Along with old-school music makers like <a href=\"http://www.youtube.com/watch?v=D9CwsOOjNAo\">Rob Hubbard</a> and <a href=\"http://www.youtube.com/watch?feature=player_detailpage&amp;v=Ymajs4GdeFI#t=252\">Martin Galway</a>, these were the rockstars of my pre-WWW youth.</p>\n<p>Today, you’d call these folks <em>indie game developers</em>. Sometimes you still see the solo heros, sometimes teams of under a dozen. Still, it looks more like rock &amp; roll than an orchestral production. The games are often somewhat constrained in tech, relying more on clever gameplay and the kind of character that never survives design-by-committee.</p>\n<p>Of course, a lot of that rock &amp; roll stands on giant shoulders these days, thanks to abstractions like <a href=\"en.wikipedia.org/wiki/Microsoft_XNA\">Microsoft XNA</a> (R.I.P.) and the <a href=\"http://www.unrealengine.com/\">Unreal Engine</a>. There are also a bazillion other little game engines, web-based and native. But, there’s still a sweet spot for these indie rockstars to carve out a game using mere human-sized brains.</p>\n<p>For my part, I feel like the web is my new Commodore 64. So, <a href=\"https://github.com/lmorchard/parsec-patrol\">Parsec Patrol</a> is my little project to play at being a game building rockstar. Hopefully, I’ll land somewhere on the scale between actual rockstar and playing Rock Band on Novice mode.</p>\n",
  "body": "I decided to start writing [a retro space game for the web][1], because I thought it might be a good way to exercise a lot of interesting technologies and have fun to boot. You know, like how [sending rockets into space yields astronaut ice cream & anti-shock trousers back down on Earth][2]. But, I&#8217;ve also wanted to make games all the way back to my Atari 2600, Commodore 64, and Apple ][ days &#8211; because [Warren Robinett][3] is my hero.\r\n\r\n<!--more-->\r\n\r\n<div style=\"width: 310px\" class=\"wp-caption alignright\">\r\n  <a href=\"http://www.flickr.com/photos/35034355597@N01/8445963080\"><img class=\" \" alt=\"\" src=\"091e270e985a.jpg\" width=\"300\" height=\"400\" /></a><p class=\"wp-caption-text\">\r\n    My nerd shrine, featuring a Commodore 64 & Atari 800\r\n  </p>\r\n</div>\r\n\r\nWarren Robinett is the very model of the programmer-hero: He single-handedly created [Adventure][4], then signed his work with [the gaming world&#8217;s first easter egg][5] when they wouldn&#8217;t give him credit.\r\n\r\nIf that weren&#8217;t enough, this guy also [started his own company][6] after Atari and made [Rocky&#8217;s Boots][7].\r\n\r\nIt was only very recently that [I pieced things together and realized][8] that [Rocky&#8217;s Boots][9] is basically Adventure 2, except the bats and dragons and skeletons were drafted into warping wee brains like mine to understand binary logic and digital circuitry. I spent hours in that game, wrapping my 7-year-old head around things that wouldn&#8217;t be on exams until about 12 years later in my college compsci courses.\r\n\r\nThat&#8217;s not to say Mr. Robinett is the only game-programming hero from my youth. Back then, you didn&#8217;t need a full-on studio to produce something impressive, at least speaking relative to the state of the art at the time. I couldn&#8217;t name all my 8-bit heroes &#8211; but consider folks like [Andrew Braybrook][10], [Jeff Minter][11], [David Braben & Ian Bell][12]. Along with old-school music makers like [Rob Hubbard][13] and [Martin Galway][14], these were the rockstars of my pre-WWW youth.\r\n\r\nToday, you&#8217;d call these folks *indie game developers*. Sometimes you still see the solo heros, sometimes teams of under a dozen. Still, it looks more like rock & roll than an orchestral production. The games are often somewhat constrained in tech, relying more on clever gameplay and the kind of character that never survives design-by-committee.\r\n\r\nOf course, a lot of that rock & roll stands on giant shoulders these days, thanks to abstractions like [Microsoft XNA][15] (R.I.P.) and the [Unreal Engine][16]. There are also a bazillion other little game engines, web-based and native. But, there&#8217;s still a sweet spot for these indie rockstars to carve out a game using mere human-sized brains.\r\n\r\nFor my part, I feel like the web is my new Commodore 64. So, [Parsec Patrol][1] is my little project to play at being a game building rockstar. Hopefully, I&#8217;ll land somewhere on the scale between actual rockstar and playing Rock Band on Novice mode.\r\n\r\n [1]: https://github.com/lmorchard/parsec-patrol\r\n [2]: http://spinoff.nasa.gov/\r\n [3]: http://en.wikipedia.org/wiki/Warren_Robinett\r\n [4]: http://en.wikipedia.org/wiki/Adventure_%28Atari_2600%29\r\n [5]: http://en.wikipedia.org/wiki/Adventure_%28Atari_2600%29#Easter_egg\r\n [6]: http://en.wikipedia.org/wiki/The_Learning_Company\r\n [7]: http://en.wikipedia.org/wiki/Rocky%27s_Boots\r\n [8]: https://twitter.com/lmorchard/status/393572056266051584\r\n [9]: https://archive.org/stream/Rockys_Boots_1982_Learning_Company/Rockys_Boots_1982_Learning_Company.do?module=apple2c&scale=2\r\n [10]: http://paulemozplaysagameaday.blogspot.com/2011/05/andrew-braybrook-c64-history.html\r\n [11]: http://en.wikipedia.org/wiki/Jeff_Minter\r\n [12]: http://en.wikipedia.org/wiki/Elite_%28video_game%29\r\n [13]: http://www.youtube.com/watch?v=D9CwsOOjNAo\r\n [14]: http://www.youtube.com/watch?feature=player_detailpage&v=Ymajs4GdeFI#t=252\r\n [15]: en.wikipedia.org/wiki/Microsoft_XNA\r\n [16]: http://www.unrealengine.com/",
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  "summary": "I decided to start writing a retro space game for the web, because I thought it might be a good way to exercise a lot of interesting technologies and have fun to boot. You know, like how sending rockets into space yields astronaut ice cream & anti-shock trousers back down on Earth. But, I’ve also wanted to make games all the way back to my Atari 2600, Commodore 64, and Apple ][ days – because Warren Robinett is my hero.",
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  "prevPostPath": "2013/06/11/behemoth-part-1",
  "prevPostTitle": "Behemoth, Part 1",
  "nextPostPath": "2013/11/19/parsec-patrol-diaries-hello-world",
  "nextPostTitle": "Parsec Patrol Diaries: Hello World"
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