Path: utzoo!utgpu!news-server.csri.toronto.edu!rpi!zaphod.mps.ohio-state.edu!mips!apple!motcsd!dms!rotberg From: rotberg@dms.UUCP (Ed Rotberg) Newsgroups: comp.sys.mac.games Subject: Re: Bane of the Cosmic Forge Message-ID: <1232@dms.UUCP> Date: 17 Apr 91 18:26:55 GMT References: <868@adimail.UUCP> Organization: Atari Games Inc., Milpitas, CA Lines: 115 From article <868@adimail.UUCP>, by tel@adimail.UUCP (Terry Monks): > In article , es2q+@andrew.cmu.edu (Erik Warren Selberg) writes: >> so Terry -- who DID have something to do with the port (I see a >> megabyte of mail coming here...) > > The program was not really ported. Since the base version was for a 68000 machine (Amiga) all > they did was to find the video buffer and stuff in their graphics. Hence the problems with > resolution and 24-bit boards. I understand there will be a fix for the 24-bit boards within > three weeks. > > The author, David Bradley, called me a couple of times to complain about Apple and the > "Macintosh way," and we had several nonsensical conversations about "video modes" > missing on the Mac, and the non-utility of MultiFinder. Those who are interested in > ResEditing the new progam will find to their possible amazement that there are no > resources apart from CODE and the SIZE resource that I suggested he added. > > As I have said elsewhere, the game has excellent content, if you are not troubled by its > non-Mac aspect. It is quite understandable that they decided to produce a Mac version with t ---------------------------------------------------------------------------- > the absolute minimum effort and cost. And, after all, it works. ----------------------------------------------------------------- > > > -- > Terry Monks Automata Design Inc (703) 472-9400 I have no reason to take exception with Terry most of the time, but the above cannot go without appropriate response. Terry, first of all, IT DOES NOT WORK! Not on an fx, and not with a 24-bit board. At least they warn you about the 24-bi board on the package. As you know, it really is not very much work to convert the graphics to PICT format and the display software to use Quickdraw to display them. This is probably the minimum that it would take to gain campatibility. Ratherthan go through the arguments twice tho, I'm including the text of a letter that I'm sending to Sir-tech today. April 17, 1991 Sir-tech Software, Inc. Ogdensburg Business Center, Suite 2E P.O. Box 245 Ogdensburg, NY 13669 Attention: Product Development Dear Sir or Madam: It is with great disappointment that I write this letter. I have been a Sir-tech customer since my purchase of the original Wizardry 1.0 for the Macintosh when it was first released (I believe in 1985). Since that time I have had a lot of respect for your company based largely upon the quality of the software and the care with which it was ported to the Macintosh platform from its original Apple II version. It was therefore quite a shock to discover your latest offering to the Macintosh market, BANE OF THE COSMIC FORGE. It was with much anticipation that I awaited this work upon learning of it from your direct mailing, especially in light of the many hours of enjoyment I had from Wizardry. When I first received the package I eagerly installed it onto my Mac II fx, undaunted by the fact that the application showed only the generic application icon. This should have been my first clue. As you are undoubtedly aware, the program will not run on a II fx. It will not run with a 24-bit video board. From reading the manual and comments I have since read on USENET, it appears that it doesn't even come close to following the Macintosh user interface guidelines. In short it is nothing more than a blatant attempt to rip off your loyal Macintosh customer base with a ridiculously minimal effort. I understand that the Mac market is not a large percentage of the entire market. It therefore makes sense that you would not want to add an exorbitant amount of time to the conversion of the game for minimal return. However we are not talking monumental effort here. By storing your graphics data in standard (and compressed I might add) PICT format, and using the built-in Quickdraw routines for rendering them to a window (or offscreen bitmap...) you would have added less than one week to the development time, and assured compatibility across all Macintosh display systems. If display speed were an issue (which would not seem to be the case in this game), a little more effort would have allowed custom routines to work at high speed when the monitor was set to the appropriate bit-depth (witness SOLARIAN - a shareware game - by Ben Haller). As for insuring that the program works on all Macintosh platforms as claimed in your documentation - this can only be attributed to pure sloppiness or blatant misrepresentation. Again, the effort necessary to make this product work on the fx is probably measurable in weeks, not months. Failing a willingness to even make this effort, your advertisements and packaging should indicate the incompatibility with the fx instead of claiming "Mac Plus or better". Realizing that this game is a conversion, I am more than willing to accept non-Mac graphics. I would even accept (although not without some remorse) a non-Mac interface if it worked properly (such as in POOL OF RADIANCE). But selling a product that simply does not work is inexcusable. Foisting this product off on the Mac community can only serve to greatly diminish your company's reputation - a reputation that was previously unblemished. This is precisely the type of product that separates legitimate software houses from the "fly-by-night" and "no warranties on quality expressed or implied" types. I'm afraid that you have made a dangerous step in the wrong direction with BANE OF THE COSMIC FORGE. Whoever made the decision to release this product has made a very grave error, and I would think that leaving him or her in a position to make other such decisions that can so adversely affect the reputation of your company should be seriously reconsidered. I have been in the video game business for over twelve years. As such I have had to deal with bad conversion of my software by others in that time. I am always deeply affronted by people and companies willing to sell vastly sub-standard software in order to make a quick buck. I am amazed that D.W. Bradley, if he had any say-so at all, allowed this product to go to market as is. While I would welcome the opportunity to purchase and play any reasonable version of this game, I am returning this program to the place of purchase along with a copy of this letter. It is really too bad that a product that has the potential that this one does is so miserably executed. I am also posting a copy of this letter to USENET in order to warn other potential customers. I would recommend that a public apology is in order. I have never, in all my years in computers and game design, ever felt that I had to speak out on a product in this fashion. It is most regrettable to me that I feel that I must do so now but I can only characterize the decision to market this product in its current state as a "money-grubbing at any cost" attitude, with no concern for the consumer. Sincerely, Ed Rotberg Designer of Atari Baseball, BattleZone, Snake Pit, Blasteroids, STUN Runner, Shuuz, and others