Path: utzoo!attcan!uunet!lll-winken!lll-tis!ames!ncar!tank!mimsy!eneevax!haven!adm!smoke!gwyn From: gwyn@smoke.BRL.MIL (Doug Gwyn ) Newsgroups: comp.sys.apple Subject: Re: Apple II manuals Message-ID: <9168@smoke.BRL.MIL> Date: 14 Dec 88 06:48:50 GMT References: <8812112236.AA17022@crash.cts.com> <18236@agate.BERKELEY.EDU> Reply-To: gwyn@brl.arpa (Doug Gwyn (VLD/VMB) ) Organization: Ballistic Research Lab (BRL), APG, MD. Lines: 25 In article <18236@agate.BERKELEY.EDU> c60c-3aw@e260-3d.berkeley.edu (Andy McFadden) writes: >Why not throw all the manuals in? Well, for one thing they weren't ready when the IIGS came to market. For another, they would occupy a box about as big as the CPU box and add immensely to the base price. The IIGS documentation, when it finally became ready, was pretty thorough; note that the IIGS is incredibly more complex than the original Apple II, and it really does take many volumes to cover all its technical details. >A side note... there were some rumors that Apple had decreased the speed of >the //gs+ because of pressure from 3rd party developers making accelerator >boards (hello, AE?) I hope this isn't true... a faster speed made somewhat >standard would at least double the software market; most developers really >can't develop some products (esp games) because they are just too slow... I rather think Apple isn't likely to cripple their own products in order to help other companies sell theirs! There are many possible reasons for limiting system speed; for example, it may cut the cost of cache or main memory substantially. I don't believe the comment about games. I've compared King's Quest IV on an IBM PC clone and my IIGS; animation speed was comparable. Also consider games like Alien Mind, which is quite fast. Certainly we can use more speed, but it isn't all that horrible.