[IGDA Mobile-SIG List] Future of mobile games

William Volk bvolk at mynumo.com
Thu Mar 8 01:17:39 EST 2007


Did I plan the ports?

I wrote that game ... Let¹s see ... 1980/81 ... Over 25 years ago.

I started it on the Atari 800 and had access to the rest. It was written in
BASIC and in some cases ASM was used for the graphics routines. I wrote a
Z80 vector drawing routine for the TRS-80 and bought a 6502 vector drawing
routine (for the Commodore PET) from a famous PET programmer in Canada. I
knew what the machines could do.

Here¹s what I didn¹t have to worry about in 1980:

1. Crashes due to garbage collection not working.
2. Differences in the core of BASIC language functions, like what functions
would cause what errors (I¹ve seen inconsistent array exceptions in J2ME).
3. Unexplained crashes with no on-machine way of telling what really
happened.

The funny thing is the Tandy CoCo version would probably run faster than the
same game ported to many J2ME handsets.

I really doubt there were any game developers involved in the creation of
J2ME ;-)

William Volk
CEO, MyNuMo
858 692 1124
Create It, Show It, SELL IT!
http://www.mynumo.com


From: DrDon <don at sonaural.com>

William Volk wrote:

> Re: [IGDA Mobile-SIG List] Future of mobile games In 1981 I had to port my

> game (Avalon Hill, Voyager 1) to five different computers:

>

> TRS-80, Tandy CoCo, Apple II, Atari 800, and Commodore PET.

>

> http://i6.photobucket.com/albums/y247/bikingbill/voyager_one_k7_2.jpg

>

> That was easy compared to moving a J2ME title around.

>

Cool. Did you plan the ports while you were creating the game?


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