[Coco] Another Radio Shack Article

Bill Loguidice bill at armchairarcade.com
Sun Jan 5 13:09:33 EST 2014


I think historically we can look at backwards compatibility measures as not
really being a big help in the vast majority of cases. It's arguable that
the Apple IIGS, for instance, was as much hurt by being backwards
compatible with the Apple II, as it helped. Same thing for the Commodore
128 being backwards compatible with the Commodore 64. Why support a new
platform with few users, when you can just keep creating software for the
old platform (that still works on the new platform) with far more users.

===================================================
Bill Loguidice, Managing Director; Armchair Arcade,
Inc.<http://www.armchairarcade.com>
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Authored Books<http://www.amazon.com/Bill-Loguidice/e/B001U7W3YS/ref=ntt_dp_epwbk_1>and
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On Sun, Jan 5, 2014 at 12:30 PM, Mathieu Bouchard <matju at artengine.ca>wrote:

> Le 2014-01-04 à 09:50:00, Nick Marentes a écrit :
>
>  This way, Tandy had a better chance of encouraging CoCo users to switch
>> to the Tandy PC range while not abandoning their CoCo. Late 80's/ early
>> 90's was still too early for a capable software emulator so a card would
>> have been the way to go. It should have been cheaper to create than a full
>> CoCo (no case/power supply/keyboard).
>>
>
> That wasn't possible with a PCjr-style graphics card : it did 16-colour
> pixel graphics at only 160x200. I can think of two intermediate steps
> between CGA and EGA graphics : first PCjr, then CoCo. That's just in terms
> of combinations of video modes. Did you expect that card to have its own
> video output ?
>
> (I don't know whether Tandy's graphics were any different from PCjr, but I
> remember using a PCjr a lot, with BASICA and some ML games such as Jumpman)
>
>  ______________________________________________________________________
> | Mathieu BOUCHARD ----- téléphone : +1.514.383.3801 ----- Montréal, QC
>
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