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Re: WarGames for Apple II?



Mike Maginnis wrote:
On 2012-02-15 10:12:24 +0000, Michael J. Mahon said:

David Schmidt <schmidtd@my-deja.com> wrote:

On 2/14/2012 10:00 AM, Michael Black wrote:

[...]
But I don't see what great new development happened with the III that
helped the II line along. It was a separate branch, the never went
further. Unless the failure of the III meant Apple went back to
extending the II line in a more logical fashion.


The 80-column firmware was transplanted from the III to the IIe.  As
Brendan pointed out, ProDOS is a direct descendant of SOS.


Yes, but these are both natural evolutionary developments that would have
occurred on any Apple II follow-on.

Apple tried to design a new machine for the business market and discovered
that what the market really wanted (besides IBM PCs) was an Apple II with
additional business features--like a lower-case-capable keyboard, an
80-column display, a clock-calendar, and a DOS with mass-storage
capabilities. (All of which had been delivered (suboptimally) by the Apple
II aftermarket!)

In 1981, I used to attend an Apple user group in Austin, TX, and several
members had Apple ///'s. I found it ironic that they were almost all used
in ][+ emulation mode (except when running the /// demo software)!

-michael - NadaNet 3.1 and AppleCrate II: http://home.comcast.net/~mjmahon


Interesting, considering how crippled the emulation mode was. The /// didn't catch on in the market due to the well-documented technical issues and lack of usable software resulting from a stupidly shortened QA cycle, not because is wasn't a II.

I certainly don't disagree that the /// was permanently hobbled by
poor design and execution issues.

But by the time that the /// was released into the wild, the II already
had developed a pretty robust infrastructure and following.  Lots of
great programs, lots of workable hardware extensions, and lots of users
anxious to make it do anything that people wanted to do.

Introducing a new computer architecture into this environment was a
serious matter, and Apple chose to play the "proprietary" and "chosen
developers" game instead of letting the market do whatever it wanted,
as happened with the II.

The result was a slower growth of software, hardware, and market
share, just as the II was accelerating like crazy.

Even if the hardware of the /// had been perfect, I think it would have
been a "one trick pony", and would never have garnered enough market
share to be a successful product against the IBM juggernaut.

-michael

NadaNet 3.1 for Apple II parallel computing!
Home page:  http://home.comcast.net/~mjmahon/

"The wastebasket is our most important design
tool--and it's seriously underused."