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The State of the TI Community

Posted on 14 April 1999

The following text was written by Justin Karneges:

Please excuse any bad writing and/or excessive commas. I'm a programmer, not an English major. =)

Ahh, the TI community. Just as everything gets corrupted given enough time, now it's the TI community's turn. I remember back in the days of the regular NES. I got it in 1988 and back then games were good. There were only a handful out there and they were well-crafted. The emphasis was gameplay and design. The NES set the stage for just about every type of genre out there. Then we reach the Super NES which was half-full of innovative games and then many clones. By the time we reach the days of the N64, Playstation, and high-end PC's, we don't have a whole lot. It's kind of sad really, that with all off the new technology, most of the new games suck bad. Doom comes out and then 30 Doom clones are released in the following month. Give me a break! What happened to the creativity? It's turned into money-madness, clones, and who can push the most polygons. Funny I play my SNES more than my N64 and Playstation. Now don't get me wrong, not every game is crap that comes out. It's just that only a few are truly good and show the inspiration of 1988. Metal Gear Solid (the third installment in the Metal Gear series) is about the only original and truly well-done game in the last year that I can think of. I guess you could call me a video game purist. I'm harsher than Roger Ebert panning movies when it comes to me rating video games. It used to be that just about every video game in a game magazine looked good. Now you pick up a GamePro and it's full of look-alike games. Every other month you *might* see a cool game. What ever happened to the good old days?

You're probably wondering how I'm going to compare this to the TI community. Well, I can tell you right now that I'm absolutely not going to bash the games. The games and programs from the TI community are its best part! What I am going to say though, is that just like the video game industry, the TI community is suffering.

When I wrote Joltima back in 1997 (released in '98), I was told that it was one of the better games in a long time. I didn't really get ANY negativity since it was one of the few RPG's even out there. Back when I worked on that, the TI community was a very positive place. Sure there were probably site wars and such, but the community was very tame and open to any contribution a programmer would make. But these days it's no longer like that. When Don Barnes released Super Mario Quest for the TI-89, I scratched my head when I saw that only a couple of the comments (thanks to ticalc.org's comment system) were praises about the game. The rest of the comments were negatives, port requests, or other game requests! Whatever happened to just being happy that you even have a game to play? Super Mario Quest is a programmer's work of art. It took skills to make that and I wouldn't have asked for anything beyond his first release. To the non-programmers out there: Assembly programming takes work. Days, weeks, months.. That's right, months! What were you doing while Bill Nagel was writing Penguins? Probably out having fun while Bill slaved away. Be thankful when these games come out! No offense to Dimension TI, but the description of Penguins should really be changed. It says something like "unfortunately you can't kill the enemies." Huh? When *could* we kill the enemies? When Nagel followed up with Super Mario 86 then we could, but not beforehand.

So not only do many users completely unappreciate what these programmers are doing, but there's also been some other problems with the community. If you look through the ticalc.org comment sections for the news posts (the ticalc.org comment system is just about the only place in the TI community where how all of us think and feel is seen), you'll see that most of them are completely off-topic. Others are hostile. Then there's advertising. And flames. Where did all of this come from? Everything is shown to get corrupted over time (as the books Brave New World, Lord of the Flies, and even Revelation tell us), but I didn't think this could be true for the TI community! I mean.. there's not that many of us. And come on people, these are graphing calculators! I can see that the TI community is taking a toll for the worst, and I don't know how/if it will turn around. I'm not knocking everybody of course. Thank ticalc.org for giving me a place to put this. Thank Dimension TI for an innovative archive index. Thank the TI-Files' friendly environment. Thank all the numerous programmers out there from before and now that have contributed.

I don't know if I really want comments to this article. The TI community doesn't need another 100k+ comment page to sift through. All I ask is that we clean up our act. I'd like to clean up the video game industry if I could, but I think I'd have more of a chance with this one.

-Justin Karneges [Infiniti]

  Reply to this item

Re: Article: The State of the TI Community
RaistlNT
(Web Page)

Justin, I've been wanting to write that for awhile. =) I agree, totaly. But, however, there are a few good companies/games out there for consoles now. Back to subject, I too am a 68k programmer. (Currently completing Zenith Saga) and I also feel that people are losing appreciation for the EXTREME amounts of time and work we put into these projects. As you said, SMQ is truly a work of art. (Mad props to Don!) And I would truly be upset to see someone make a negetive comment on that game. (Although it _is_ a beta) Also, keeping in mind that these _are_ graphing calcs, I think we're doing a damn good job in the gaming world. Really. And as for original games... some of us are still out there. Not to advertise, but ZS is something you guys have never seen before. But anywho, good article.

C'mon TI community! We can do it!

Raist

Reply to this comment    14 April 1999, 18:06 GMT

Re: Article: The State of the TI Community
Anon

It's ticalc's fault that they have these comment boards to post bad things.

Reply to this comment    14 April 1999, 19:18 GMT

Re: Re: Article: The State of the TI Community
Crashnbur
(Web Page)

It's not ticalc.org's fault. Sure, because of them, we can publically display our negative thoughts. But doesn't that make it our fault for posting them? I believe it does. It is no single person's or site's fault, though we are all responsible, even if very little, for what has happened. We can overcome it though.

If President Clinton can overcome his trial and take down the rest of the world with him (WWIII on the brink?), then we can easily overcome this and take out the entire internet. (haha. joke. laugh.) Well let's just say we could if we reeeeeally wanted to...

Reply to this comment    14 April 1999, 22:42 GMT


Re: Re: Article: The State of the TI Community
aKromix
(Web Page)

quiet you. quiet. These comments are the ones screwing up the TI community.

Reply to this comment    14 April 1999, 23:00 GMT


Re: Re: Re: Article: The State of the TI Community
Rob Smith

well, not to be negitive, but if someone says something that offends someone or if they flame someone or something like that, just posting a reply sets a snowball rolling down a huge hill. i'm not saying if i think your post is in the wrong or that the post you replyed to is in the wrong. i'm just saying that if people just stop makeing things a big deal, that we wouldn't have this problem.
Well, that's my 2 cents.
Thanks for taking the time to read this.
Rob Smith

Reply to this comment    15 April 1999, 01:29 GMT

Re: Article: The State of the TI Community
VirusCOM

One thing I don't like about the TI community is that everyone thinks ASM games are better than BASIC games. I agree that some of the BASIC games are bad, but also quite a lot of the ASM games are rubbish. If I knew how to program well in ASM, i would make really cool strategy games, but because I only know BASIC, I can't do all the features I would like to...
I also like programming. I like making a game and releasing it, and a few days later someone emailing me saying it is a good, and they enjoyed it. At my school, not many people program on anything, so they don't know just how much effort we all put into these games.

Sorry if I've droned on, but I just wanted to talk to someone...
HELLO?

- VirusCOM (don't ask!)

Reply to this comment    14 April 1999, 19:49 GMT

Re: Article: The State of the TI Community
yeoua

Wow... you said what we were all thinking of in a whole.

Anyway, despite my lack of programming knowledge (i know TIBASIC for the 86, enough to do math progs) i do know the extreme amounts of time necessary to complete projects of this undertaking. I do a lot of 3d graphics and stuff, and when it takes 8 weeks (yes 8 weeks, but not the total 8 weeks...) to make a, get this, 30 second animation (30 seconds after 8 weeks would mean about 27 years to make a 1.5 hour movie...hmm, guess i need to do things quicker). Now 8 weeks isn't that bad, but considering its only 30 seconds long, its quite long. I know about how long i put into making it, so i think that one factor to put into the readme of all games should be the length of time taken to make the game (i know some readme's already of that), just to show us the hard work used to acheive the game/prog.

And Joltima is insane... took me a good 2 weeks to take care of it (of course having both calculus and physics with boring teachers and both being block classes helped...).

And can people stop asking for ports? Its not just annoying to us, it annoys the programmers as well...


yeoua

Reply to this comment    14 April 1999, 20:49 GMT


Re: Re: Article: The State of the TI Community
Jon

Especially those brainless twits who can't understand why no one wants to to a cross- language port. And then they keep asking, even after having been explained to, 'no, it is written in a different kind of assembly.'

I find it saddening

Reply to this comment    16 April 1999, 21:30 GMT


Re: Re: Re: Article: The State of the TI Community
sam

I find it challenging

Reply to this comment    18 April 1999, 01:40 GMT

Re: Article: The State of the TI Community
Matthieu Boyer

You are absolutely right, Justin. The fact is that, nowadays, the people who use computers (and calculators) are not the same as in earliest years. I mean : in the 80's, people who had computers at home were somehow interested by these devices. Computers had a few mem space, "small" microprocessors and a BASIC programming language in their ROM (just like TI's calcs ;)). So these computer users, I like to call them "informaticians", knew what was and IS programming : spending so much time, and thinking it is wasted, to try learning a language, especially Assembly. I believe the kernel of the TI-Communauty is made of people like these, who know how hard it is to code a good program and who were completely astonished when they saw Bill Nagel's work on Penguins. Today's informaticians were born with GUI's (I mean PC's GUI's; I respect Amiga, Atari and the early Macs), million-colored games and the feeling that a computer is just mouse. Consider all the people using some kind of computer at this precise moment and ask them what is the stack in a processor; you'll see I am right (if not e-mail me)...
As a consequence video-games companies make games designed to please these people with more and more incredible graphics and... no new concept at all. Think about games like Midwinter, the first Space Quest game or even Lemmings. These were really entertaining with a maximum of 16 colors !
When I showed CLEM's Maze3D to my friends at the lycée (no U.S. equivalent) they just thought it was worst than a GameBoy game ! I thought the TI-Communauty was one of the last place where computer purists lived and I hope they will continue.
Long live Programmers !
Long live Coders !
(I am french and don't know english very well. Please excuse my bad writing.)

Reply to this comment    14 April 1999, 22:30 GMT

Re: Re: Article: The State of the TI Community
Filja Maddok

Bravo!

Reply to this comment    14 April 1999, 23:02 GMT

Re: Re: Article: The State of the TI Community
Jake

I couldn't agree with you more. The very first Space Quest game is probably the most influential game I have ever played. This game, with its "terrible" graphics and "ridiculous" text-parser interface is still my number one choice to people interested in playing a "good" game. Even now, if you search around the internet, people are using the space-quest interface to create their own games. When they have the choice to play Zelda64 or Metal Gear Solid or some pumped-up action shooter on their computer, they choose this old "dinosaur" game and it boggles some peoples mind. They just don't understand that a "good" game is one where creativity and originality are the only reasons people play them.

Justin, your article is exactly what I have been thinking these past couple of months. It seems that people are more concerned about turning this community into an online version of Jerry Springer. Thank you for speaking honestly. Hopefully this is the first step towards turning this community around.

Jake

Reply to this comment    14 April 1999, 23:40 GMT

Re: Re: Article: The State of the TI Community
Paul

I agree with you. Personally, today's games and programs have mostly disuaded me from looking into programming. Everything is so complex, it takes years and years of experience to even be able to create a program anyone would appreciate. Back in the haydays of computers, people could start up in there own homes, programming what we would today consider simple but entertaining games. In fact that is how many of today's big game companies and game developers started out (sid meier, maxis, ect...). Unfortunately, today things are different. One can hardly just go to his/her pc and teach themselves to program fantastic programs. The ti programming however, continues this early trend now long gone on cpus, allowing people with an interest in programming, just starting out, to create programs that people will enjoy. Ti basic and assembly revives an era long gone.

Reply to this comment    15 April 1999, 00:05 GMT

Re: Re: Article: The State of the TI Community
Jeremy Wazny

I absolutely agree with your statements. I feel that the TI-Community today is overly influenced by the standard of programs they see in the "real world". Hence, flawed (in terms of gameplay) programs are churned out quite frequently. The other issue is that a great majority of users have no understanding whatsoever of asm, which serves only to compact the problem. Rather than aiming to produce tight, elegant code, programmers are writing inefficiently, since their source is not likely to be scrutinised.
This is one reason why the TI programming community has developed along contrasting lines to that of the early 80's hobbyists. There is no "scene" as such in the TI community. Nobody writes exceptional demos, showcasing new approaches and algorithms they've been working on because they know their work will go unappreciated.
What I propose is a new category of TI "program" for some of these archive sites; demo code. Basically anybody who feels that they have produced an exceptional piece of code should not feel alienated when uploading it to a site, just because it's not a full game. I think this sort of approach to expanding the TI community would be helpful in a number of ways. Firstly, those whose hard work would otherwise go unnoticed get some form of recognition or validation; a reason to take the code further and, perhaps produce something worthwhile with it. Secondly, the notion of creativity would be promoted by such a scheme. Thirdly, I think it would a great way to share these new ideas with the rest of the community. More than this, though, I feel the level of friendly competition this would introduce would be beneficial in increasing the overall quality of code released.
I know, personally, that I get a lot more satisfaction from writing fast, original code than merely repeating what has been done many times before.
If anybody has any ideas regarding this, I'd appreciate some email.
Thanks

Reply to this comment    15 April 1999, 14:17 GMT


Re: Re: Article: The State of the TI Community
Jon

It's the same with Tetris (the original, of course!). It's a game so intuitive, you pick it up and just know how to do it. Even with my million color N64 and Goldeneye and whatever, it seems I play my Game Boy more. Are there really so few games that can compare, with their high-tech 64-bit cards and Pentium processors, to a simple old z80 chip with a grayscale screen?

It really is sad.

Reply to this comment    16 April 1999, 21:35 GMT

Re: Article: The State of the TI Community
Ben Fuhrman

I completely agree, espically about your references to Huxley's view of corruption. But now the question remains... What to do to ensure that new innovations occur in the Ti community?

Reply to this comment    14 April 1999, 23:00 GMT


Re: Re: Article: The State of the TI Community
Paul

Yep, the ole high school reading list there.

Reply to this comment    15 April 1999, 03:58 GMT

Re: Article: The State of the TI Community
Dan Weiss
(Web Page)

I've beaten Joltima 3 times (twice on an 82, once on an 83) and this game rules! It's the best RPG, with its simple plot and excellent graphics use on the limited hardware. It even uses the same efficient type of compression used in Dragon Warrior 1's overworld map, (I made a ROMhacking tool that does this) RLE.

There have been too many crappy games in magazines, I agree on that. I play on a NES emulator more often than a SNES or N64, but emulation is a gray-shaded legality scene. TI gaming is like emulation in that the games are great and the hardware is limited in abilities.

I am an experienced Basic programmer, I made Stratego 82/83 and am currently programming DragonQuest on my 82. I think that harassing programmers is wrong, even lowly 82 TI-Basic programmers. I would like to see ASM libs for TI-Basic progs, high speed scrolling, no 10-second wait for redraws, and sprites! (7up rules too!)

I think the scene is deteriorating, but many other scenes are too.

Negetivity and 300+ comments pages full of flames are bad, jerky postings should be deleted, legitimate replys should be moved to different threads.

The Home Page link is to my DW editor page.

Reply to this comment    14 April 1999, 23:18 GMT

Dimension-TI''s Penguins Description.
Adam Berlinsky-Schine
(Web Page)

Just to be picky... "You can't kill the enemies, but it's still pretty fun anyway" isn't anything like "unfortunately you can't kill the enemies." I went to go change it.. but there was nothing to change.

Reply to this comment    14 April 1999, 23:35 GMT


Re: Dimension-TI''s Penguins Description.
brentes
(Web Page)

Adam was just stating the facts about that review. It is pretty unfortunate that you can't kill the enemies.. he was just telling that to people before they got it... and, did you see what the mario review was?

"A very nice Mario clone by Bill Nagel, enemy killing, level compression, and more. Pretty cool!"

There, he appreciates the new Mario with killing too. Don't criticize people when they don't deserve it.

Reply to this comment    8 September 1999, 00:34 GMT

Excite Bike
Chris Darigo

I realize this really off topic, but i dont know where to go with this. well here is the question.
What if some one made an excite bike game?
Iknow this would be a long project but it would be the best for the TI-89 or TI-92. Sorry is this bugs anyone.
Now to the subject,
Justin is totally right. I have just started to program and its hard, everyone should give congrats to all the authors out there.

Reply to this comment    15 April 1999, 00:07 GMT


Re: Excite Bike
Chris Fazio  Account Info

Excite bike is my all time favorite NES game! I LOVE IT! it has a level editor also! and even though the graphics are not Zelda 64 and the music isn't mozart, it was a really fun game. sometimes lack graphics are over powered by the quality of the game.
look at QUEST for the 89. its in BASIC, the graphics are all text, but it's a fun game. we ned more of those.

Reply to this comment    2 February 2000, 17:10 GMT

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