Archive for April, 2004
Brian points me to an engrossing speech about Zelda given at the Game Developer’s Conference last month, by Eiji Aonuma, the producer of the franchise. The transcript is full of tasty little making-of anecdotes:
In Ocarina of Time I also took on the challenge of incorporating Adventure Elements into dungeon design, by which I mean giving each dungeon some type of theme, such as rescuing the trapped Gorons, or hunting down and defeating the Poe Sisters.
But what’s most captivating is the serious treatment of the guiding principles behind all Zelda games, namely Zelda Reality. I was also surprised—and yet, not really surprised—at the mention of interactive fiction as an influence (informing the relationship between player, puzzle, and narrative).
In today’s NY Times, Pogue eventually writes about palmOne’s new handhelds, but first takes the opportunity to explain the complicated corporate history of (what was once) Palm Computing by way of a lava lamp metaphor.
Palm, the company whose ingenious 1996 Pilot organizer spawned the current age of palmtops and smart phones, has a long and complicated history. But if you want the general idea, go look at a lava lamp.
Inside, you’ll see blobs of melted wax, colorfully separating and rejoining, splitting and recombining, as they float through illuminated liquid. Palm’s founder, Jeff Hawkins, and his team were one globule, breaking free of Palm in 1998 to found Handspring, only to be reabsorbed into Palm last October. Palm itself was another bubble, absorbed first into U.S. Robotics and then into 3Com in the 1990’s, spat out as an independent company in 2000, and then splitting itself in half last year along hardware-software lines. (The two resulting companies are called PalmOne and PalmSource. Confused yet?)
John Calhoun is the author of my favorite game ever for the Macintosh, Glider, the first version of which appeared in 1988. Other games he wrote include Glypha, Stella Obscura, MacTuberling, Pararena, Spaceway 2000 (co-authored with Jeff Robbin), and Silicon Casino. Ten bucks says you didn’t know he now works on Apple Computer’s graphics team. Among other things, he was responsible for the rewrite of Preview in OS X 10.3 that, in my humble opinion, kicks Adobe Reader’s ass.
I recently talked to him over email about the genesis of Glider and his career as game author.
iTunes 4.5 is out, and it includes two features that I know Chris has been dying for:
- Lossless compression codec, with a 50% filesize reduction. (Chris is an audio-quality snob—I know he can’t hear the difference between 220k VBR and CD-quality, but whatever.)
- Track joining. I seem to recall Chris having developed a mockup for this exact feature; now it’s built into the app.
In a little less than fourteen hours we’ll be having our first open house.
The place looks amazing—in many ways, it’s better than when we moved in (I even went around fixing those annoying scuffs and marks on the walls that have been annoying us all year). The garage looks great: organized, swept, and hosed down. Washed out the front porch too—even with the rain we’ve been having, it doesn’t tend to get a thorough cleaning by itself. Closets straightened, bathrooms scrubbed (again). Our secret arsenal, in raw form, ready for weaponization tomorrow morning: lemonade mix and a tube of cookie dough.
Looking for a place in Houston? Stop by. (Need directions?)
<ctate> i totally fail to comprehend your latest blog entry





