{"id":"55360792319927938","game_id":"55360792322698732","platform_id":"gog","external_id":"1450856677","dlcs_ids":[],"dlcs":[],"parent_id":null,"supported_operating_systems":[],"available_languages":[{"code":"en-US"}],"first_release_date":null,"game":{"id":"55360792322698732","parent_id":null,"dlcs_ids":[],"mods_ids":[],"first_release_date":null,"releases":[{"id":"55360792319927938","platform_id":"gog","external_id":"1450856677","release_per_platform_id":"gog_1450856677","availability":0},{"id":"55360792322698732","platform_id":"generic","external_id":"55360792322698732","release_per_platform_id":"generic_55360792322698732","availability":1}],"title":{"*":"The Making of Nox Archaist","en-US":"The Making of Nox Archaist"},"sorting_title":{"*":"Making of Nox Archaist","en-US":"Making of Nox Archaist"},"type":"spam","developers_ids":[],"developers":[],"publishers_ids":[],"publishers":[],"genres_ids":[],"genres":[],"themes_ids":[],"themes":[],"screenshots":[],"videos":[],"artworks":[],"summary":{"*":"In 2020, for the first time in 30 years, a commercial role-playing game was released for the Apple II computer. The goal of Mark Lemmert and his team was to develop a retro role-playing game with a more modern user interface and compelling storyline, written in assembly language on real Apple II hardware and shipping in a deluxe boxed set.\n\u003Cbr\u003E\u003Cbr\u003E\nMark describes the challenges, including a decades-long quest to create the tile engine, a failed Kickstarter, the Apple\u2019s quirky graphics system, and getting decent audio out of a one-bit speaker. Along the way, the team received help from many sources, including Richard Garriott (Lord British), Dr. Cat, Burger Becky, and Steve Wozniak (Woz). Finally, after a wildly-successful Kickstarter and a year of non-stop coding, Mark details how an obscure floppy disk bug nearly derailed the entire project just weeks before release.\n\u003Cbr\u003E\u003Cbr\u003E\nWith a mix of personal anecdotes and technical details, The Making of Nox Archaist is the ultimate insider\u2019s account of the creation of a modern game on a classic computer platform. This is a 259 page full-color PDF.\n","en-US":"In 2020, for the first time in 30 years, a commercial role-playing game was released for the Apple II computer. The goal of Mark Lemmert and his team was to develop a retro role-playing game with a more modern user interface and compelling storyline, written in assembly language on real Apple II hardware and shipping in a deluxe boxed set.\n\u003Cbr\u003E\u003Cbr\u003E\nMark describes the challenges, including a decades-long quest to create the tile engine, a failed Kickstarter, the Apple\u2019s quirky graphics system, and getting decent audio out of a one-bit speaker. Along the way, the team received help from many sources, including Richard Garriott (Lord British), Dr. Cat, Burger Becky, and Steve Wozniak (Woz). Finally, after a wildly-successful Kickstarter and a year of non-stop coding, Mark details how an obscure floppy disk bug nearly derailed the entire project just weeks before release.\n\u003Cbr\u003E\u003Cbr\u003E\nWith a mix of personal anecdotes and technical details, The Making of Nox Archaist is the ultimate insider\u2019s account of the creation of a modern game on a classic computer platform. This is a 259 page full-color PDF.\n"},"visible_in_library":false,"aggregated_rating":null,"game_modes":[],"global_popularity_all_time":0,"global_popularity_current":0,"slug":"The-Making-of-Nox-Archaist"},"title":{"*":"The Making of Nox Archaist","en-US":"The Making of Nox Archaist"},"sorting_title":{"*":"Making of Nox Archaist","en-US":"Making of Nox Archaist"},"type":"spam","summary":{"*":"In 2020, for the first time in 30 years, a commercial role-playing game was released for the Apple II computer. The goal of Mark Lemmert and his team was to develop a retro role-playing game with a more modern user interface and compelling storyline, written in assembly language on real Apple II hardware and shipping in a deluxe boxed set.\n\u003Cbr\u003E\u003Cbr\u003E\nMark describes the challenges, including a decades-long quest to create the tile engine, a failed Kickstarter, the Apple\u2019s quirky graphics system, and getting decent audio out of a one-bit speaker. Along the way, the team received help from many sources, including Richard Garriott (Lord British), Dr. Cat, Burger Becky, and Steve Wozniak (Woz). Finally, after a wildly-successful Kickstarter and a year of non-stop coding, Mark details how an obscure floppy disk bug nearly derailed the entire project just weeks before release.\n\u003Cbr\u003E\u003Cbr\u003E\nWith a mix of personal anecdotes and technical details, The Making of Nox Archaist is the ultimate insider\u2019s account of the creation of a modern game on a classic computer platform. This is a 259 page full-color PDF.\n","en-US":"In 2020, for the first time in 30 years, a commercial role-playing game was released for the Apple II computer. The goal of Mark Lemmert and his team was to develop a retro role-playing game with a more modern user interface and compelling storyline, written in assembly language on real Apple II hardware and shipping in a deluxe boxed set.\n\u003Cbr\u003E\u003Cbr\u003E\nMark describes the challenges, including a decades-long quest to create the tile engine, a failed Kickstarter, the Apple\u2019s quirky graphics system, and getting decent audio out of a one-bit speaker. Along the way, the team received help from many sources, including Richard Garriott (Lord British), Dr. Cat, Burger Becky, and Steve Wozniak (Woz). Finally, after a wildly-successful Kickstarter and a year of non-stop coding, Mark details how an obscure floppy disk bug nearly derailed the entire project just weeks before release.\n\u003Cbr\u003E\u003Cbr\u003E\nWith a mix of personal anecdotes and technical details, The Making of Nox Archaist is the ultimate insider\u2019s account of the creation of a modern game on a classic computer platform. This is a 259 page full-color PDF.\n"},"videos":[],"game_modes":[]}