Saturday, March 21, 2015

The Japanese Invasion : Japanese PC games on Western PCs

Japan has a fine tradition of its own home-grown computers.  In the United States, Apple, Atari, Commodore, Tandy and Texas Instruments all produced computers for the mass-market that were incompatible with each other and with the emerging IBM PC standard.  The United Kingdom had its own computer industry with Sinclair and Commodore and Amstrad churning out budget machines that were not going to replace serious IBM PCs.  In Japan, NEC, Fujitsu and Sharp were the big PC players in the 1980s and the MSX machines also had some popularity.

The first three companies produced machines more targeted to the business market.  Their machines emphasized resolution over graphics capability.  Because Japan used Kanji characters in written communication, high resolution support was necessary for business machines.  Kanji characters are difficult to decipher in less than 16x16 pixels, whereas the regular Latin alphabet and Katakana and Hiragana scripts can work with 8x8 pixels.  Typically, a Japanese computer had graphics modes that went to 640x400 at 8 or 16 colors.  They achieved this resolution at a cost of features and color depth.  Any machine that did not support high resolutions, like the MSX machines, were viewed mainly as game consoles like the Famicom and PC Engine.

If the MSX machines were like the Commodore 64 of the Japanese home computer market, then the NEC PC-8801 was the Apple II of that market.  Most computer game developers seemed to cut their teeth on this machine, of which there were many iterations.  In the beginning it used a Z-80A CPU running at 4MHz, but it was easy to port games from it to its more expensive brother, the 8086 based NEC-9801, and the similar Sharp X1 and Fujitsu FM-7 machines.

Each of these machines supported a 640x200 graphics mode with 8 colors and this is what games primarily used for most of the 1980s.  Those colors were often, but not always, the standard eight colors : black, white, red, green, blue, yellow, cyan and magenta.  However, the games described here could choose from a palette of 512 colors on the NEC PC-8801.  This was more impressive than CGA, PCjr. or Tandy machines using high resolution graphics modes, but EGA and VGA cards could do 640x200x16.  In the 640x200x16 mode, the PC ports usually look almost identical to the PC-8801 games, albeit with a somewhat darker color palette.  Eventually as the color depths and resolutions improved, they would still use the high resolution, lower color modes compared to imported western games that used lower resolution, higher color 320x200x256 VGA graphics.

However, when it came to sound support, these machines had the IBM PCs beat for most of the decade.  The Sharp X1, Fujitsu FM-7s and MSX machines had AY-3-8910s or YM-2149s which were slightly better than the TI SN 76496 used in the IBM PCjr. and Tandy 1000s.  By 1985, the PC-8801mkII SR had an internal Yamaha YM-2203 FM and PSG sound chip and the PC-9801s were using more advanced YM-2608s.  (The PC-8801s would get the YM-2608 with the PC-8801 FA).  Even with fewer sound channels, the YM-2203 had better capabilities than the Adlib YM-3812 and the people who composed for the PC-8801 like Yuzo Kojiro were far more skilled at FM synthesis composition than the Adlib composers.

While Japanese consoles were at the vanguard of the Japanese video game invasion, Japanese computer games also had a smaller, less celebrated role to play.  Western games like Ultima and especially Wizardry were extremely popular in Japan for a while, and other genres like adventure games had a niche.  Ken Williams of Sierra On-line went to Japan and was so impressed that he established a branch of Sierra over there and secured rights to port several popular Japanese PC titles to IBM PCs and some other Western home computers.  From 1987-1990, Sierra released Thexder, Silpheed, Fire Hawk : Thexder II - The Second Contact, Zeliard and Sorcerian.  The first four of these games were developed by Game Arts, and the last by Falcom.  Sierra was not the only company to get into the act, as Broderbund released Ys The Vanished Omens (also by Falcom),  Wibarm (by Arsys Software) and Cosmic Soldier : Psychic War (by Kogado).  All these games were originally developed for the NEC PC-8801, so the rest of this blog entry will discuss how the PC releases held up to the Japanese originals.

Thexder

Thexder PC-8801 Title
Thexder was Sierra's first release in 1987 and probably its best seller of all the Japanese games it released.  However, as far as conversions went, you could tell they were still finding their feet.  Thexder is not a very varied game, so the little things count.  The beam in NEC Thexder is thin, multi-colored, uses circles to indicate hits and explosions, and uses the sound chip for its sound effects.  The title screen has scrolling sky.

The PC version uses the Tandy/PCjr. sound chip for the background music and the PC speaker for the laser beam sound effect.  However, when played on a non-Tandy or PCjr., the PC speaker is used for background music, or if the music is turned off, for the beam sound effects.  The beam is a thick white line, and there are no contact explosions.  Undoubtedly, the PC Speaker does justice to neither the music nor the sound effects.  This game was too early for sound card support.

Thexder PC-8801 Game
However, one good thing Sierra did was to use the EGA 640x200x16 mode.  This allows the PC graphics to appear similar or identical to the Japanese graphics.   They would continue to support high resolution modes.for all their future releases.  There are also CGA and Tandy and even MCGA graphics, the last of which draws from an expanded range of colors.  These graphics were drawn in the lower resolution, 320x200, than any contemporary Japanese version outside the NES or MSX.  This made the graphics easy to port, but conversion work was required for players without a VGA or EGA card.  Oddly enough but only one of Sierra's releases supports Hercules Graphics (Zeliard), despite the high resolution mode of that card.

It does not appear that Thexder supports a joystick on the PC-8801, but the other games do.  The PC-8801 supports a standard Atari-style digital joystick port with two buttons using the MSX pinout.  Thexder, like all other PC-8801 games featured in this post, requires a PC-8801 with the V2 graphics mode.  This was first introduced with the PC-8801mkII SR in 1985, and all subsequent machines support this.  The 8801mkII SR and the later machines also support the joystick, which leads me to believe the lack of joystick support was intentional to make the game harder.  However, if that was not sufficiently challenging, the gameplay speed is much faster than Sierra's ports.  It plays at Warp Speed by comparison.  Even the other Japanese versions are more sedate.  Sierra's joystick support and sane speeds makes its version arguably more playable than the original.

Thexder - CGA
Thexder - Tandy
Thexder - MCGA
Thexder - EGA
In later games, using a digital gamepad is definitely the way to go, whether on a IBM PC compatible or a PC-8801. Of course, on a PC these games only support the standard analog gameport, but these games have simple joystick reading routines where above and below a certain threshold response equals movement on an axis and a reading in between those responses means no movement.  A Gravis Gamepad works perfectly with a three state axis reading routines, and is the best way to play these games on real hardware.  This stinks if you have a Tandy TX or earlier machine, which has a joystick port that does not function identically to a standard PC port and does not work with Gravis Gamepads, even with an adapter.  A Tandy TL can disable its built-in gameports in software, so you can use a standard gameport on an ISA card.

Silpheed

Silpheed PC-8801 Title
When Silpheed was released in 1988, there was nothing quite like it for western computers.  There were shmup like games on the home computers of the time, but they were mainly ports of arcade games and small independent works.  Silpheed used a very unusual perspective for its time and since.  It plays close to a top-down shooter, but the perspective was angled like a pinball machine.  Objects were given the appearance of depth and the original game developers used polygon ship designs.  Silpheed is very challenging.  The enemies came fast and furious and the difficulty in dodging constant attacks and the difficulty of keeping your ship's lifebar up could get very unforgiving.  The overall polish of the product cannot be denied.

Silpheed PC-8801 Game
Sierra had been transitioning from autodetecting graphical capabilities and supporting Tandy sound if run on a Tandy to fully selectable graphics support and support for popular sound cards.  It also introduced document-based copy protection to the Japanese games.  This was one of the initial games for which Sierra had included support for sound cards.  It supported the Tandy 3-voice sound chip, the Ad Lib Music Feature Card, the Roland MT-32 and the IBM Music Feature.  Game Blaster support could be added via a patch and version 2.x supported it out of the box and the Yamaha FB-01 (identical music to the IBM Music Feature).  Sierra did the music justice on the MT-32.

However, the rest of the sound presentation left something to be desired.  Sierra attempted to recreate Xacalite's speech at the beginning of the game, but failed so miserably that they added subtitles in version 2.0.  Sierra used PWM PC Speaker for the effect, but the sound chips could have done better.  The original PC-8801 version uses Composite Sine Mode to loosely approximate human speech.  Other speech samples, such as when the Silpheed fighter docks with the ship, were not included.  The sound effects for the laser gun only use the PC speaker, and there are no sounds when enemy ships are hit.  Although the sound effects were not particularly impressive on the original, it is better than silence and PC speaker warble.

Silpheed - CGA
Silpheed - Tandy & MCGA
Silpheed - EGA
However, in version 3.0, Sierra supported the IBM PS/1 Audio/Game Card, which had a DAC.  Now Xacalite's speech was clear, the voices when you dock the ship are restored, and the sound effects sound comparatively great.  IBM was so impressed with the game that they bundled it with the card.  Unfortunately, this version was apparently not released outside IBM's offering, came well after the game's original release in 1991, did not support a wide variety of hardware and was obscure for many years.

Fire Hawk : Thexder II The Second Contact

Fire Hawk PC-8801 Title
Fire Hawk continued the improvements to Sierra's releases.  One of the best features of Sierra's Japanese releases was that the box art showed some awesome mecha for Thexder and Silpheed, and Thexder's sequel was the best of all.  Fire Hawk improved on the original by having power ups in addition to the blaster, more varied enemies and environments and a full music track instead of the two tracks that Thexder used. There was also a substantial back-story and there were some attempts to develop the story during the game. While Fire Hawk could be cheap, it was not quite as unforgiving as Thexder.  This was the only other game in this Sierra series to support manual-based copy protection.

Fire Hawk PC-8801 Game 4MHz
Fire Hawk PC-8801 Game 8MHz
Fire Hawk PC-8801 Cinematic Sample & Heroine
Fire Hawk pushed the limit of the PC-8801 series.  With a 4MHz machine, there would be no backgrounds, just black space.  With an 8MHz machine, the game would draw the backgrounds and the gameplay would be significantly less choppy.  Sierra had an install option to instruct the game not to draw these backgrounds on slower systems, but gave the user the choice. Also, the game would take advantage of the more advanced YM-2608 chip found in the later machines to enhance the existing music.  The music is not radically different compared to the machines with the YM-2203.

Fire Hawk - Tandy & MCGA
Fire Hawk - EGA
Sierra was beginning to slide a bit by this time.  The music compositions are a bit hit and miss if you do not have an MT-32.  The MT-32 has its own unique sound which competes heavily with the YM-2608 original tunes.  In addition, the Japanese versions had the opening story told in game via Ninja Gaiden-like cinematics, but Sierra relegated it to a comic in the manual.  Also, the MCGA graphics option does not take any advantage of the larger color palette (unlike the same option in its predecessor) and looks identical to the Tandy graphics option.  There is no CGA option, so owners with that level of graphics capability were out of luck.

With Fire Hawk, Sierra finally allowed sound effects to be played through something other than the PC Speaker.  Fire Hawk supports both Tandy and Sound Blaster DACs for the sound effects, and they sound great.  Unfortunately, the drivers pair these DACs with their respective sound chips, so you will only be able to officially hear Tandy music with the Tandy DAC option and Ad Lib music with the Sound Blaster option.

Zeliard


Zeliard PC-8801 Title
Zeliard was the last Game Arts' game Sierra released.  The port of the game is excellent, the graphics are nearly identical to the original, the MCGA option is more colorful than the EGA or Tandy or CGA options.  The music is spot on, this time, with the Tandy 3-voice music a particuar highlight.  (Yes Sierra, you can use the noise channel for percussion!)

The game itself is a side-scrolling action adventure similar to Ys III : Wanderers from Ys.  The controls are rather loose, even with a game pad, and hit detection is very generous from the monster's perspective.  There are some enemies, like bats, that cannot be hit very easily because the overhead attack is tricky to pull off.  The environments are very maze like and virtually mandate the use of maps.  Fortunately Sierra included some in the box.  Caution is the rule of the day in these games.

Zeliard PC-8801 Game
Unfortunately, Sierra's marketing for the game seems to be virtually nil.  The box art is pretty bad, the manual is slim and only accompanied by a map poster.  Music support is limited to PC Speaker, Tandy, Ad Lib and MT-32.  However, there is support for CGA and unique among Sierra's ports, Hercules monochrome graphics.  Additionally, there is no copy protection in this game or Sorcerian (but the manual is kind of required for the latter).  Zeliard uses Composite Sine Mode to loosely approximate voices during the introduction.  The PC version does not support this, although the hardware of the YM-3812 in the Ad Lib did support Composite Sine Mode.  Instead it uses high to low pitched notes to give some aural expression to the text.

Zeliard - CGA
Zeliard - Hercules
Zeliard - Tandy
Zeliard - MCGA
Zeliard - EGA
Getting Zeliard to run in a PC-8801 is not obvious, unlike these other games.  You need to boot Disk 3 and let it format a user disk (use a copy of Disk 3 with an emulator or a blank formatted disk).  Despite what TOSEC says, there are only three game disks. Then start the game with Disk 1 and Disk 2 in drive 1 and 2, respectively, let it get past the intro and then insert the user disk you created.

Sorcerian


Sorcerian PC-8801 Title
Sorcerian was the last direct port from Japanese PC games Sierra released.  Sorcerian was originally released by Nihon Falcom in Japan, and is the fifth canonical game in its Dragon Slayer series.  Unlike the earlier games, this one only supports 640x200x16 graphics, requiring an EGA or VGA card.  It also appears to require a 286-class system, based on the box sticker that says "IBM AT VERSION".

Sorcerian PC-8801 Menu
Even though Sorcerian was a side-scrolling adventure like Zeliard and its predecessor, Dragon Slayer IV : Drasle Family (better known as Legacy of the Wizard on the NES), it was very ambitious.  It has a character select system like Ultima III that allowed you to create multiple characters and form parties with them.  Your characters had classes, occupations and could change as they aged.  Each character went into shops to buy his own equipment like Wizardry.  You don't control one character but four, which move and jump in unison.  The game gave you fifteen quests instead of a singular goal.  In Japan Falcom and other companies released expansion scenario disks to add new quests to the game, but Sierra only released Sorcerian with the basic 15 quests.

Sorcerian PC-8801 Game
Sorcerian's music support is limited to the Ad Lib, Game Blaster, MT-32 and the Yamaha FB-01. Unfortunately, Yamaha FB-01 music tends to crash in the gameplay screens, only in the option screens and the music guild.  The music guild option is not readily available in the PC-8801 version, but there are more sound effects in the PC-8801.  Unfortunately, Sierra went back to its lazy ways of using only the PC speaker for sound effects, regardless of music device chosen.

Sorcerian - EGA
Unfortunately, Zeliard and Sorcerian were not huge sellers, and Sierra turned from its partnership with Japanese companies.  Its next partnership was with the developer it bought, Dynamix.

Here is a list of the graphics and sound support for each of Sierra's releases :


Thexder Silpheed Fire Hawk Zeliard Sorcerian
CGA Y Y$ N Y N
Hercules N N N Y N
Tandy Y% Y%$ Y Y N
EGA Y Y Y Y Y
MCGA Y Y (16-Color)$ Y (16-Color) Y N






PC Speaker Y Y Y Y Y
Tandy 3-Voice Y Y Y Y N
Tandy DAC N N Y N N
Ad Lib MSC N Y Y Y Y
Sound Blaster DAC N N Y N N
Game Blaster N Y^ Y N Y
Roland MT-32 N Y Y Y Y
IBM Music Feature N Y N N NW*
Yamaha FB-01 N Y^ N N NW
IBM PS/1 Audio Game N Y& N N N
Roland D-110 N Y N N Y*
Casio MT-540 N N N N Y*
Casio CT-460/CSM-1 N N N N Y*







^ - Version 1.x requires patch
$ - Not available in Version 3.x


& - Version 3.x only
% - PCjr Graphics Support (Version 2.x for Silpheed)


Ys the Vanished Omens, a.k.a. Ys : Ancient Ys Vanished (Omen), Ancient Land of Ys

Ancient Ys Vanished PC-8801 Title
This is the first Japanese PC game published by Broderbund.  This is unfortunate because Ys 1 is a very good game but Broderbund did it no favors.  The only graphics options are CGA, Tandy and EGA 320x200 graphics.  Hercules graphics are supported, but don't convey the original high resolution graphics of the original Japanese version.  As bad as the graphics are, and they make the main character look like a walking turd, this is nothing compared to the laziness of the sound engine.  Only PC speaker is supported, and there was no excuse for this in 1989.  The port was done by Unlimited Software, Inc., the porting arm of Distinctive Software, Inc.  While the company did have some experience with sound chips, their ports generally are rather middling in quality (TMNT U.S. version was impossible to finish, Castlevania with anything but the PC Speaker slows the game to a crawl on 286s), and Ys is no exception.

Ancient Ys Vanished Omen PC-8801 Game
On the plus side, the game plays like the Japanese original, even down to the keys used to bring up the menu screens.  One benefit to having the translated PC versions is that the menu options and other text in English are usually in the same places as in the PC-8801 versions, making games like Ys and Sorcerian much easier to play. But the glorious music, composed in part by the legendary Yuzo Koshiro, is done no justice here. It appears as though the PC speaker was assigned to one instrument, which would have given Tandy music a fuller sound had it been supported.  Broderbund also released an Apple IIgs port, and while the graphics are no better than the PC port, the music is done some justice due to the IIgs's synthesizer.  The PC port uses disk-based copy protection, which was already considered passe' by the time.

Ancient Land of Ys - CGA
Ancient Land of Ys - Hercules
Ancient Land of Ys - Tandy & EGA
Ys was also ported to the Sega Master System (which uses the same sound chip as the Tandy) and later to the Turbo Grafx 16 CD with its sequel, but these are the only forms which the West ever officially received until the release of Legacy of Ys: Books I and II for the Nintendo DS in 2009.  In the PC and Apple IIgs ports, names are changed.  Adol Christin becomes Arick andDark Fact becomes Malificus.

Wibarm

Wibarm PC-8801 Title
Broderbund's second Japanese PC game did improve slightly in the presentation from the first.  Wibarm was originally developed by Arsys Software.  While the graphics options and resolutions have not changed, this port at least supports Tandy 3-voice music.  Fortunately the music is rather good, with nice use of noise channel percussion.  It is not the same music as in the PC-8801 version.  There is not a lot of music in Wibarm, so what is there becomes repetitive.  Document based copy protection is used.

Wibarm - Game Overworld

Wibarm - Game Building
Wibarm - Game Battle
Unfortunately, Wibarm is an unfairly obscure game.  I do not believe there is a FAQ or even a full English copy of the manual available.  The similarities to Thexder are obvious, but the game uses a hub-like world, first person perspectives inside building, and an odd battle screen that you might fight any enemy you touch.  Unfortunately figuring out which enemies you can defeat and whether you can spare the energy is a trial and error process.

Wibarm - CGA
Wibarm - Hercules
Wibarm - Tandy & EGA
It obviously was and not a great seller for Broderbund, who obviously put little marketing behind the title. Considering how close it is to Thexder, which was a big seller, this is surprising.  Wibarm is also a small nightmare to get running on a PC without the original install disks and manual or reference card.  It does not like being installed on a hard drive other than C: or with more than 50-60 subdirectories in the root of the drive.  It needs both WIBARM and WIBARM.DAT as subdirectories in the root directory of the drive.

Cosmic Soldier : Psychic War


Cosmic Soldier 2: Psychic War PC-8801 Title
This game was known as Cosmic Soldier 2: Psychic War in Japan, and as its name implies, it is a sequel to Cosmic Soldier, both originally developed by Kogado.  The game, like Ys, was brought over from Japan by Kyodai Software Marketing, Inc., a joint venture of Japanese computer game developers created to introduce their games to the West.  Broderbund handled the distribution.

This game supports CGA, Hercules and Tandy/EGA, PC Speaker, Tandy and Ad Lib sound.  One can see the gradual improvement in sound support from Broderbund distributed products, but no high resolution support.  Nothing in terms of sound effects, but the original game was rather sparse.  The Tandy and Ad Lib music is surprisingly decent.


Cosmic Soldier 2: Psychic War PC-8801 Game

Cosmic Soldier 2: Psychic War PC-8801 Game Over
This is an futuristic RPG with a first person perspective like Wizardry and the Gold Box games.  You start as a single character with a female cyborg that acts like a guide.  Along the way, you can encounter enemies and sometimes you can bring them to the point of defeat, where they will offer to join your party.  You can have a maximum of four party members.  Attacking is done by a mental beam, and it like you and your opponent push beams against each other and whoever's beam touches will cause damage.

Cosmic War: Psychic Soldier - CGA
Cosmic War: Psychic Soldier - Hercules
Cosmic War: Psychic Soldier - EGA/Tandy

Koei

Koei released innumerable historical strategy games in the Romance of the Three Kingdoms and Nobunaga's Ambition series, as well as other strategy games detailing other time periods like Napoleon and Liberty or Death as well as fantasy settings in Gemfire.  While Koei is must better known for Dynasty Warriors today, in the 1980s and early 1990s it was solely known for its strategy games.  They were among the most detailed for their time and more than just simple wargames. You had to manage provinces, supply armies, recruit generals, employ spies and assassins, conduct diplomacy, set tax rates as well as wage war in Koei's turn-based strategy games.

Koei released English-language versions of many of their games for the NES, SNES and Genesis.  One might suppose that the slow pacing, intimidating interface and overwhelming number of options of most of their games would deter most people, but Koei kept on releasing games for consoles.  They also released sixteen of their games for DOS with full English translations.  Apparently people kept buying them, so they kept porting them.  Unfortunately, they have generally not aged well.

Koei games are pretty bare-bones hardware-wise.  All their earlier games support only 640x200x16 EGA graphics, although the earliest also support 640x200 CGA monochrome graphics (black and white).  Its final releases use 640x480x16 VGA graphics and look very nice due to the large number of colors available for the palette.  Sound support is usually just the PC speaker, although Adlib and Sound Blaster began to be supported in the 1990s.  Mobygames has screenshots for all these games.

Sunday, March 15, 2015

My Complete IBM Important Video Card Collection : The Bedrock of DOS Graphics























In the above photo you can see five graphics cards.   They are the five most important graphics cards ever made for the PC compatibles of the 1980s and early 1990s.  They are, from top left :

1.  IBM Color/Graphics Display Adapter (CGA)
2.  IBM Monochrome Display and Printer Adapter (MDA or sometimes MDPA)
3.  Hercules Graphics Card (Hercules or HGC)
4.  IBM Enhanced Graphics Adapter with Graphics Memory Expansion Card (EGA)
5.  IBM PS/2 Display Adapter (VGA)

These graphics cards defined the graphics standards which DOS programs, not limited to games, used.  They were the only graphics expansion cards that were generally available to any PC compatible with a standard expansion slot that had widespread support.  Other graphics adapters, like the PCjr. Graphics Adapter, the Tandy and Tandy Video II Graphics Adapters, the Multi-Color Graphics Array (MCGA), the Amstrad PC-1512 Graphics Adapter were never released as expansion cards.  Also, except for the original Tandy Graphics Adapter and MCGA, they did not gain widespread support in the market.  Other expansion video cards like the IBM Professional Graphics Adapter and the Hercules Graphics Card Plus and Hercules InColor Card, had some support but it was not nearly as widespread as the canonical five shown above.  There is virtually no support in games.

For the first 13 years of the IBM PC, there was scarcely a DOS program that would not run if you had one of these cards or clone.  They are all 8-bit cards, so they can work on any PC with an ISA slot.  Let me discuss them in order of release :

IBM Monochrome Display and Printer Adapter (MDA or sometimes MDPA)

The first full graphics standard IBM released was the MDA back in 1981 with the introduction of the IBM PC.  It only has 4KB of RAM, an 8KB character ROM (only 4KB used) and can only display 9x14 text in an 80-column mode.  It uses memory addresses B0000-B0FFF and I/O ports at 3B0-3BF

It connected to a special IBM Monitor, the 5151 IBM PC Display.  This was a green-phosphor monochrome monitor designed specifically for this card.  This is why I call it the first full graphics standard, since IBM fully standardized the display at the onset.  Jumpering J1 is not a good idea at all.  J2 will connect to a light pen, but IBM never released a light pen under its own branding.  

This card has an oversized black bracket that was intended for IBM PC Model 5150s with the wider spacing between ISA slots.  This makes it annoying to use in later systems because it can take up two slots.  The back of the board has several hand-soldered thin yellow wires glued down which are commonly seen in complex IBM PCBs to fix mistakes.  

The MDA and CGA cards can coexist in the same system, and this was very useful in older workstations to take advantage of each card's respective strengths.  IBM intentionally designed these cards so their resources do not conflict.  The MDA card must be designated as the primary display in the PC to prevent damage to the IBM 5151 Display.  This is accomplished in a PC or XT or Portable by setting SW1 block switches 5 and 6 to Off.  The On position on the dipswitch blocks for any of these motherboards is always toward the power connector, the Off position is toward the ISA slots.  

On an IBM AT, there is a single switch, SW1, which determines whether the MDA or CGA card is installed.  When set toward the rear of the system, the MDA card is the only adapter installed or the primary video adapter.  When set toward the front of the system, the CGA card is the only adapter installed or the primary video adapter.  The IBM XT/286 and generic AT-class motherboards autodetect the adapter.  

High quality photos of the IBM MDA, CGA and EGA cards are here : http://www.minuszerodegrees.net/5150_5160/cards/5150_5160_cards.htm

IBM Color/Graphics Display Adapter (CGA)

This card was also available when the IBM PC was first released on August 19, 1981, but unlike the MDA, it did not have a monitor from IBM to go with it.  There were monitors available that could connect to the 9-pin monitor port, but typically did not implement the intensity bit or display color #6 as brown.  The IBM 5153 display was released in 1983, providing the defined standard for the display from an digital RGB input computer monitor.  IBM never released a composite color monitor for the card, so it was connected to both color composite monitors and TVs.  

This card has three headers, P1 is for connecting an RF switch box for the composite signal to display correctly on a TV.  IBM never released one for the CGA, but there may have been third party boxes like the Sup'r II Mod for the Apple II.  P2 is for a light pen.  P3 has a pair of solder pads but no pins.  I soldered pins onto my card.  When the pins are jumpered together, you will see the alternate thin-pixel text font. 

The default font in the CGA's 40 column and 80 column text modes use text characters drawn with double pixels.  This is also the font pattern contained for the first 128 ASCII characters in the PC BIOS for use by programs in graphics modes.  All IBM CGA cards also have a thin font available for text modes only that use text characters drawn with single-pixels, similar to Apple II text.

The IBM CGA card has 16KB of RAM and an 8KB Character ROM (only 4KB used).  In fact, the same exact ROM chip is used for the MDA and CGA cards.  4KB of the chip is used for the MDA font, and the other 2KB is used for the two CGA fonts.  It uses memory addresses B8000-BBFFF and I/O ports at 3D0-3DF

All 100% compatible CGA and MDA cards use an MC6845 CRT Controller.  I have an Epson CGA card that does not and is not quite 100% CGA compatible.  

The CGA card came in two varieties, old and new.  I have one of each, but the one shown in the picture was originally a new card which I converted into an old card.

On a PC or XT or Portable, the default text mode can be set to 40x25 by setting SW1 switch 5 to Off and 6 to On.  This is appopriate to connecting the card to a composite monitor.  For an RGB monitor, you should set the 80x25 text mode to the default by setting SW1 switch 5 to On and 6 to Off.  

Hercules Graphics Card (HGC)

This is the only non-IBM card in this collection, but the graphics mode provided by this card was widely supported in programs and games.  The MDA's text font could not be redefined without burning a replacement character ROM.  Moreover, the pinout for the socket is somewhat different than those for common EPROMs.  Replacing the text font with something appropriate for a non-Latin alphabet was not an easy task until the Hercules Graphics Card came around.  This provided a 720x348 graphics mode in addition to being fully compatible with IBM's MDA card.  The original Hercules card, found here, has a true 6845 CRTC : http://en.wikipedia.org/wiki/Hercules_Graphics_Card#/media/File:KL_Hercules_HGC.png

J1 is the header for a light pen, but is strangely missing on my card.  My card does have the plated holes, so I may add it back at some point.  

It has 64KB of RAM and a font that is identical in appearance to IBM's MDA font.  It uses memory addresses B0000-BFFFF and I/O ports at 3B0-3BF.  It functions exactly like an MDA card unless the program uses Hercules features.  There may be programs that operate differently depending on whether they detect Hercules or pure MDA, so the MDA above is not wholly redundant.

Some Hercules clones have a jumper or dipswitch to disable the upper 32KB of RAM in hardware to make it more compatible with CGA in a dual monitor system, but true Hercules cards do not.  A true Hercules card can disable the upper 32KB in software.  

IBM Enhanced Graphics Adapter (EGA) with Graphics Memory Expansion Card

This is the only modular card in this set, and it is very, very complex when it comes to options.  The base card has a 16KB ROM and 64KB of RAM.  This allows it to display 350-line text modes and 320x200x16 and 640x200x16 graphics.  Some later programs, however, expect the full 256KB that the EGA can support.  640x350x16/64 graphics require at least 128KB of RAM.  

To install the extra 192KB of RAM onto this card requires the Graphics Memory Expansion Card, shown to the left of the EGA.  It requires twenty-four standard 16K x 4bit chips (150ns or better response time) to fully upgrade the EGA.  The EGA will autodetect the extra RAM, and some later BIOSes will generate beeps if it is not present but will eventually work.  Each row can be populated independently to add 64KB or 128KB or 192KB to the EGA.  The card should be populated with RAM at U18-U25, then U10-U17 and finally U1-U8.  Most third party EGA cards either came with 256KB or could be upgraded to 256KB without a daughterboard.  

It always uses memory addresses at A0000-AFFFF and C0000-C3FFF.  Other EGA cards may use C0000-C7FFF.  It will use B0000-B7FFF if connected to a 5151 Display or B8000-BFFFF to a 5153 or 5154 display.  It always uses I/O ports at 3C0-3CF and will also use 3B0-3BF if connected to a 5151 Display or 3D0-3DF if connected to a 5153 or 5154 Display.  It can use IRQ2 for a vertical retrace interrupt, but few programs used this functionality.  

This card has three jumpers.  P1 determines the type of monitor connected.  If a CGA 5153 monitor is connected, then P1 should be covering pins 2 and 3.  This grounds pin 2 on the DE-9 video connector.  If an EGA 5154 monitor is connected, then P1 should be covering pins 1 and 2.  This allows the secondary red signal to appear on pin 2 of the DE-9 video connector.  P1 is irrelevant when a 5151 MDA monitor is connected.  

P2 is the light pen header, and is wired just like it is on a MDA or CGA card.  P3 changes the default address range of the EGA card.  When connected to pins 1 & 2, the EGA card will be at I/O addresses 3xx, which is the default and required if the EGA is going to be the primary video card in the system.  If the EGA card is going to be the secondary card in the system, P2 must be jumpered to connect pins 2 and 3.  This sets the card to use the hex I/O addresses at 2xx.

J1 and J2 are RCA connectors that do nothing unless something is plugged into the 34-pin header at J4, the EGA feature connector.  IBM never released anything that used the EGA feature connector.  J5 is the connector for the Graphics Memory Expansion Card, the card is supported by the 64 pin header and two plastic stakes on the other end of the card.  

This card can be connected to a 5151 PC Monochrome Display, a 5153 PC Color Display or a 5154 PC Enhanced Color Display.  When connected to a 5151, it emulates the MDA text mode and also provides a 640x350 graphics mode.  When connected to a 5153, it emulates a CGA (not with 100% compatibility) and provides 320x200x16 and 640x200x16 graphics modes.  When connected to a 5154 Enhanced Color Display, 350-line color text modes can be displayed as can the 640x350x16/64 graphics mode.  

In addition to P1 and P2, there is a 4-pin dipswitch accessible from the card's bracket that control its configuration.  The EGA card can work alongside an MDA or CGA card.  It can be the primary or secondary card in the system.  

Here are the settings when the EGA card is set to be the primary card :

SW1 SW2 SW3 SW4 EGA MDA CGA Notes
On Off Off On 40x25 Color Display Secondary None
Off Off Off On 80x25 Color Display Secondary None Best Option for 5153 Display
On On On Off Enhanced Display Emulation Mode Secondary None
Off On On Off Enhanced Display Hi-Res Mode Secondary None Best Option for 5154 Display
On Off On Off Monochrome Emulation None 40x25 Secondary
Off Off On Off Monochrome Emulation None 80x25 Secondary Best Option for 5151 Display

Here are the settings when the EGA card is set to be the secondary card :

SW1 SW2 SW3 SW4 EGA MDA CGA Notes
On On On On 40x25 Color Display Primary None
Off On On On 80x25 Color Display Primary None Best Option for 5153 Display
On Off On On Enhanced Display Emulation Mode Primary None
Off Off On On Enhanced Display Hi-Res Mode Primary None Best Option for 5154 Display
On On Off On Monochrome Emulation None 40x25 Primary
Off On Off On Monochrome Emulation None 80x25 Primary Best Option for 5151 Display

The Notes give the best option when the EGA card is connected to the monitor.  For the IBM card, the On position is when the switch is closest to the PCB and the Off position is when the switch is furthest away from the PCB.  

On a PC, XT or Portable, you must set SW1 switches 5 and 6 to On with an EGA, VGA or any other graphics adapter with a BIOS expansion ROM (including IBM's Professional Graphics Adapter).  AT class machines do not need have or need any switches for these cards to function.

IBM PS/2 Display Adapter (VGA)



This card, as its name implies, was released after the discontinuance of the PC line on April 2, 1987.  It was originally intended to upgrade the IBM PS/2 Model 30's MCGA graphics to VGA graphics.  However, it works fine in an IBM PC, XT, AT or XT/286.  Newer motherboards may throw a few beeps at you before deciding to work with the card.  

This VGA card is a card version of the integrated VGA adapter found in the PS/2 Models 50, 60 and 80. The original VGA was designed around an 8-bit bus and this is the last mainstream graphics card IBM designed for the ISA bus.  When IBM began releasing PC-like (non-MCA) systems again with the PS/1, the video would be integrated onto the motherboard or a third-party 16-bit or 32-bit (S)VGA card would be used.  The VGA card is 100% backwards compatible with MCGA and almost 100% backwards compatible with EGA and MDA.  With CGA backwards compatibility is pretty basic.  

IBM's VGA card has a HD-15 connector, but there is no hole for pin 9.  Your VGA monitor must have no pin 9.  The original IBM monitors which it could connect to are the 8512 (14"/13" viewable) and 8513 (13"/12" viewable) color monitors.  These only support VGA refresh rates and the maximum resolution is 640x480x256 (because of 8514/A, XGA and XGA-2).  It also supports monochrome VGA monitors like the IBM 8503 or 8504 (both 13"/12" viewable) and will autodetect the monitor type.

It has 256KB of RAM and a 32KB EPROM which only uses 24KB.  It has two sets of 44-pin headers at J1 and J2, I have no idea what they were meant for.  I can only suggest that it was intended to upgrade the video memory, similar to the IBM 8154/A Display Adapter's and IBM Image Adapter/A memory expansion boards.  The 26-pin card edge connector on the top of the board is for the VGA feature connector.  I do not believe IBM ever released anything for it.  

This card always uses memory addresses at A0000-AFFFF and C0000-C5FFF.  It also uses 6KB at C6800-C7FFF and 2KB at CA000-CA800.  Other VGA cards just use C0000-C7FFF.  It will use B0000-B7FFF if emulating an MDA or B8000-BFFFF if emulating a CGA.  It always uses I/O ports at 3C0-3CF and will also use 3B0-3BF if emulating an MDA card or 3D0-3DF if emulating a CGA adapter.  It cannot use IRQ2 for a vertical retrace interrupt, IBM removed that functionality for this card compared to the implementations of the same chipset on the PS/2 systems. CGA emulation is the default for text modes and the B0000-B7FFF address range can be reclaimed for an Upper Memory Block by an Expanded Memory Manager.  

Wednesday, March 11, 2015

Cajoling Sierra and LucasArts Games to Play Tandy Sound on a Non-Tandy System

Sierra's AGI engine games, which formed the bulk of their mid 80s PC offerings, supported Tandy graphics and sound.  LucasArts' early SCUMM engine games also supported Tandy graphics and sound.  As far as sound went, the Tandy 3-voice chip was the only alternative to the PC Speaker.  However, Tandy sound chips were almost exclusively found in Tandy 1000s and PCjrs.  They were not generally available in PCs and never available to the general public as a sound card.

The main reason why no one put the 3-voice TI SN76496 sound chip inside their PCs was because it utilized the same address space (C0-C7) as the 2nd DMA controller in the IBM PC AT and clones.  The blame for this was on IBM, which had designed both the PCjr. and AT.  Although the 2nd DMA controller was not really important until the mid 90s, PC clones that wanted to manufacture AT compatibles had to include it.  While this was not the only reason why the sound chip was not generally available, it was a daunting hurdle when every game that used it had to write directly to the registers located at the contested I/O location(s).

Games cannot detect the Tandy sound chip because it can be written to but not read.  They can detect a Tandy 1000 or an IBM PCjr. by reading identifier bytes in the BIOS area of these machines.  For the PCjr. it is FD at F000:FFFE and 21 for the Tandy 1000s at FC00:0000.  When the programmers have their programs search for these bytes, then they know that Tandy or PCjr. graphics and sound are present in the machine.  However, Tandy allowed its machines, starting with the SX, to use other graphics cards, complicating matters.

Graphics cards can be detected by software.  A MDA adapter can be identified by reading from a status port at 3BA and a CGA by a status port at 3DA.  Hercules cards can be detected by some unused (by IBM) bits in the status port.  An EGA, MCGA or VGA can be detected via BIOS extensions and readable registers, particularly at 3C0-3CF.  MGCA can additionally be assumed if the system returns the ID byte for an IBM PS/2 Model 25 or 30, FA at F000:FFFE

Distinguishing CGA from Tandy video is tricky because Tandy video (almost) perfectly emulates the latter from a hardware perspective.  There are generally two ways a programmer can distinguish CGA from Tandy video.  First, Tandys use IRQ5 for vertical retrace, CGAs do not.  However, often this functionality is disabled because hard drive adapters also tend to use IRQ5 in 8-bit slots.  The other way is through the amount of video memory available.  Tandy video can use 32KB while CGA video only uses 16KB, so if a program writes a value to a memory location in the lower 16KB and a different value to the memory location exactly 16KB above the first memory location written, if the first memory location is the same as the second memory location, you have a CGA, and if the locations are different, you have Tandy.  This only works for CGA cards with access only to 16KB of RAM.

Despite these issues, an ISA card is being developed that will put Tandy sound on a non-Tandy PC.  If it is completed, you will be able to run virtually any DOS game that allows you to specify the audio in an install or setup program of via the command line.  Some games are a bit difficult when asked to do this, and here are instructions on how to coerce some games to work in this (for now) hypothetical scenario.

Sierra's Adventure Game Interpreter

Games affected :

King's Quest I, II, III, Space Quest I, II, Mixed Up Mother Goose, Police Quest, Leisure Suit Larry, The Black Cauldron, Donald Duck's Playground

Solution :

Any of these games released with an AGI Interpreter version of 2.917 or later can support Tandy sound with an EGA or VGA adapter present.  The latest interpreters are also required to avoid having graphical garbage be left on the screen from animation due to some self-modifying code in the graphics card drivers the game uses in earlier interpreters.  You will need the command line argument -t if you are not running the game on a Tandy 1000.  This tells the executable to use Tandy graphics and sound, but the program conducts checks for an EGA or VGA adapter and will use them if present.  It will still give you Tandy sound.

However, if you have a version of the game that uses an AGI Interpreter below 2.917, you will need to copy over the interpreter files from another game with that interpreter.  Here are the interpreter files :

AGI or SIERRA.EXE
AGIDATA.OVL
CGA_GRAF.OVL
EGA_GRAF.OVL
HGC_FONT
HGC_GRAF.OVL
HGC_OBJS.OVL
IBM_OBJS.OVL
JR_GRAF.OVL
SIERRA.COM or KQ[1].COM, KQ2.COM, KQ3.COM, LL[LSL1].COM, PQ[1].COM, SQ[1].COM, SQ2.COM, BC.COM
VG_GRAF.OVL

The real executable is the AGI file, the .COM file is a loader which implemented the key disk copy protection.  (The .COM file is also necessary to set up these games to work correctly on the PCjr., otherwise it is not needed).  To keep people from using these files interchangeably, Sierra included the initials of the game in the encrypted AGI file.  If that name does not match the game files, then the program will refuse to run.  You will need a cracked .COM file and a program called AGI Decryptor to decrypt the AGI file into an executable AGI.EXE.  Then you must hex edit the AGI.EXE file to change the name of the game.  Then it will run.

Games using AGI Interpreters with 3.xx work without any intervention required.

This will not work with any booter game, as Tandy video is the best video adapter they support, without major hacking.

LucasArts SCUMM

Games Affected :

Maniac Mansion (both non-Enhanced and Enhanced), Zak McKracken and the Alien Mindbenders (both non-Enhanced and Enhanced), Indiana Jones and the Last Crusade : The Adventure Game (both 16-color and 256-color versions).

Solution :

These games autodetect Tandy 1000s and will use Tandy graphics and sound.  If they are not being run in a Tandy 1000, they will use PC Speaker sound.  They support an EGA or VGA card in a Tandy 1000.  With a little bit of hex editing, you can force the executable to always use Tandy sound (but nothing else).  The instructions can be found here : http://www.vogons.org/viewtopic.php?t=31657#p260253

It is not impossible that the executable may be compressed because it was necessary to fit it on the floppy disks.  In that case, you will need an EXE unpacker like UNP or LZEXE before you can hex edit the files.

Indy 3 will always use Adlib sound if an Adlib or Sound Blaster is in the system, even in a Tandy 1000. If you use the above method, you will need to remove the sound card to hear Tandy music.  It will never autodetect a Game Blaster, which is supported in the 256-color versions and 16-color version 3.14.

While typically DOSBox's Tandy mode obviates the need for these patches, in the non-Enhanced versions of Maniac and Zak, you will be able to enjoy the crisper text of the EGA and VGA modes with this patch.

Notes :

Neither series of games will show the correct graphics with a CGA or Hercules card when these methods to force Tandy sound are used.

Digital Sales of DOS Games

DOS games were no longer generally being sold commercially, with certain exceptions, at retail after the 1990s.  Occasionally you could find some games in bargain bins or on a compilation CD, but generally speaking, if you wanted to purchase a DOS game, you went on ebay or a similar site.  There were also sites like Game Trading Zone, which I used to make a few trades and purchases before it went to a subscriber only format.

Getting DOS games to run in the first half of year 2000 decade was often an exercise in frustration.  Windows XP was generally less compatible than Windows 98SE with DOS games.  The ability to play DOS games with a sound card was often unsuccessful.  While there were narrowly-focused projects to emulate game engines like Exult, Frotz and SCUMMVM, there was no easy to use general solution for playing DOS games.  DOSBox had been in development since 2002, but for the first few years the software was still improving to the point where it could be counted on to run most games.

While companies like id Software and Apogee and 3D Realms were happy to sell from their back catalogs online, their combined output was only a very small portion of games available for DOS.  However, companies like Activision discovered that the open source nature of DOSBox freely allowed them to make their older catalog titles available again.  Vivendi/Universal did just that when it released The King's Quest Collection in 2006.  In 2008, the site GoodOldGames began to sell DOS games.  GoodOldGames, now just GoG, would bundle the game files with a preconfigured version of DOSBox to launch the game.

Selling old games to run on systems which they were never intended to be played on is not new and has been around as long as emulation has been around.  Actually, since early "authentic" releases like Microsoft's Return of the Arcade series simulated arcade games, the concept goes back even further.  Mostly these were limited to arcade and console games. When the Nintendo Wii was introduced in 2006, it introduced the Virtual Console which allowed players to buy select console games, which were emulated on the current system.  Sony has a Playstation and Playstation 2 classic line for the Playstation 3.

I have been generally indifferent to GoG on this blog.  GoG is emblematic about getting DOS games to run on modern hardware with a minimum of fuss.  This was the original intent of the VOGONS forum, as VOGONS stands for Very Old Games on New Systems.  In the beginning of the VOGONS forum, less ambitious emulators like VDMSound GliDOS, and OpenGLide also had a great deal of traffic on their forums.  GliDOS and Munt and SoftMPU still have a reasonable amount of traffic, but the site was much more oriented to emulation previous than it is now.  However, the focus became centered more and more around DOSBox.

Another development was in the movement to real hardware.  Retro computing, where the intent is to actually use old computers to run DOS games instead of simply emulating the operating system and enough hardware to get the games to run began to take shape in 2005.  Much of the early focus was on the MT-32, which was a difficult and demanding synthesizer to emulate.  However, eventually people started to understand that emulators cannot replicate the experience of playing games on the hardware they were intended to be played on.  Now, retrocomputing and hardware is undoubtedly the busiest part of the VOGONS forum.

Still, real hardware enthusiasts are a niche, the general game playing public are ignorant.  GoG and other digital download services like Steam and Origin cater to the general public and try to make the games as easy as possible to run.  You will find and be able to purchase DOS games from these sites, and I would like to discuss what is available generally and what to expect from each site.

GoG vs. Steam and Origin

GoG is the pioneer of selling DOS games bundled with DOSBox to get them running in modern versions of Windows.  Thanks to the portability of DOSBox, GoG can also make (some of) these games available on Mac OS X.  They were so successful that they were able to eventually offer Windows 9x era games and Windows XP era games, right up to new releases.  In this sense, they are a competitor to Steam.

While Steam does have some DOS games on offer, GoG is almost always the best choice.  GoG takes the original game files and tweaks DOSBox to run each game appropriately.  They will use reasonably current versions of DOSBox, 0.72-0.74 and they bear responsibility for getting every game they sell running.  By contrast with Steam, one producer may be very good about squashing bugs and making sure DOSBox is updated to the latest version, while others are not.  The aforementioned The King's Quest Collection is also available on Steam, but officially it only supports Windows 2000 and XP.  Support for Vista, 7 or 8 requires an unofficial fan patch.

Additionally, GoG releases are DRM free.  You do not need to connect to a GoG server after downloading the game.  You don't have to have a Steam client verify your account to play any game.  You can play your DOS games offline, as most were meant to be played.

Still, all is not perfect with GoG.  Games with CD Audio tracks may come with them in lossy mp3 format.  Don't expect anything like floppy images, most of GoG's games came off CD versions of CD compilations. Getting GoG games to run on retro hardware without DOSBox can be a challenge.  The GoG releases may be missing crucial install or executable files which are necessary to get the game running on a PC or to change the settings to match the hardware on the retro machine.   This is undoubtedly the case with any GoG game running via SCUMMVM instead of DOSBox.

SCUMMVM is a jack of all trades and a master of none.  It functions like a reverse engineered interpreter as well as an emulator.  When you run the game with its original executable in DOSBox, you are using the original interpreter and taking one very significant variable out of the equation.  Moreover, DOSBox has more robust graphics and sound support than SCUMMVM.  Finally, SCUMMVM only requires the data files, the executable and game driver files are not needed and are generally not included in distributions intended for SCUMMVM.  This includes GoG releases, which is one reason why I prefer to track down original discs.  That way, I can enjoy my games on real hardware.

Some GoG releases of large games give you a huge folder with all the files and a hacked executable allowing the game to load from the hard drive instead of a CD.  This may make it impossible to play the game on real hardware because the installation directory is so large or it is not obvious what the contents of each CD should be.  This is ultimately the reason why I seldom mention or have anything to do with digital downloads of DOS games.

I have created a list of all DOS games on sale at GoG's website as of the date of this post.  GoG sells games individually or in a bundle, but not both. This list shows what they are selling at the present time :

11th Hour, The
Akalabeth : World of Doom (needs replacement DOS extender)
Alien Breed (including Tower Assault)
Alone in the Dark
Battle Chess 1, 2 4000
Beneath A Steel Sky#
BioForge
Blake Stone Aliens of Gold
Blake Stone Planet Strike
Blood
Bloodnet
Cannon Fodder
Cannon Fodder 2
Capitalism Plus
Carmageddon
Castles 1-2
Catacomb 1, The Catacomb, Catacomb 3D, Catacomb Abyss 3D, Catacomb Armageddon, Catacomb Apocalypse
Challenge of the Five Realms
Cosmo's Cosmic Adventure: Forbidden Planet
Crusader: No Regret
Crusader: No Remorse
Crystal Caves
Cyberia
Dangerous Dave in the Haunted Mansion, Dangerous Dave's Risky Rescue, Dave Goez Nutz!
Darklands
Daryl F. Gates' Police Quest: SWAT
Defender of the Crown (CGA & EGA, Amiga Emulation)
Descent 1 & 2
Dragon Lore: The Legend Begins
Dragonsphere
Duke Nukem 1-2
Duke Nukem 3D Atomic Edition
Dungeon Keeper
F-117A Nighthawk Stealth Fighter 2.0
Flight of the Amazon Queen#
Gabriel Knight 2
Gabriel Knight: Sins of the Fathers
Gobliiins 1,2 & Goblins Quest 3#
Heroes of Might and Magic 1 & 2
Hocus Pocus
Hugo 1-2-3#
I Have no Mouth and I Must Scream
Indiana Jones and the Fate of Atlantis#
Inherit the Earth
Ishar 1-3 & Crystals of Arborea
Jagged Alliance
King's Quest 1-2-3
King's Quest 4-5-6
King's Quest VII
Labyrinth of Time
Lands of Lore 1 & 2
Last Express, The
Legend of Kyrandia 3
Legend of Kyrandia Book One#
Legend of Kyrandia Book Two#
Leisure Suit Larry 7
Leisure Suit Larry's Greates Hits and Misses (1, 2, 3, 5, 6, 1 Remake)#
Litil Devil
Little Big Adventure
Loom CD-ROM#
Lure Of The Temptress
Magic Carpet (including Hidden Worlds)
Magic Carpet 2
Manhole : Masterpiece Edition
Master of Magic
Master of Orion
MDK
Megarace 1-2
Might and Magic 1-5
Monkey Island 2 – LeChuck's Revenge – Special Edition
Monster Bash
Mortal Kombat 1-2-3
Oddworld: Abe's Oddysee
Personal Nightmare
Phantasmagoria 1-2
Pinball Illusions
Pinball Mania
Pinball World
Police Quest Collection (1 Remake, 2, 3 Open Season)
Populous
Populous 2
Pro Pinball: The Web
Pro Pinball: Timeshock!
Quest for Glory 1-5
Raptor Call of the Shadows
Rayman
Realms of Arkania 1-2
Realms of Chaos
Redneck Rampage
Return of the Incredible Machine: Contraptions
Return to Zork
Rex Nebular and the Cosmic Gender Bender
Rise of the Triad (including Extreme Rise of the Triad)
Robinson's Requiem & Deus
Sam and Max Hit the Road#
Screamer
Screamer 2
Secret Agent
Secret of Monkey Island, The – Special Edition
Sensible World of Soccer '96/'97
Seven Cities of Gold: Commemorative Edition
Shattered Steel
Sid Meier's Colonization
Sid Meier's Covert Action
Sid Meiers Pirates! & Pirates Gold
Silent Service 1-2
SimCity 2000: CD Collection
Simon the Sorcerer II
Simon the Sorceror#
Space Quest 1-2-3
Space Quest 4-5-6
Spycraft: The Great Game
Star Control 1-2
Star Trek: 25th Anniversary
Star Trek: Judgement Rites
Star Trek: Starfleet Academy
Star Wars TIE Fighter Collectors CD-ROM
Star Wars X-Wing Collectors CD-ROM
Star Wars: Dark Forces
Starflight 1-2
Stargunner
Stonekeep
Strike Commander
Sumbwar 2050 (including The Plot Deepens)
Superfrog
Sword of the Samurai
Syndicate Plus (Syndicate & American Revolt)
Syndicate Wars
TEENAGENT
Terminal Velocity
Tex Murphy : The Pandora Directive
Tex Murphy: Mean Streets & Martian Memorandum
Tex Murphy: Under a Killing Moon
The 7th Guest#
The Dig#
Theme Hospital
Theme Park
Time Commando
Tomb Raider
Tomb Raider
Toonstruck
Torin's Passage
Tyrian 2000
Ultima 4-5-6 (4 available for free separately)
Ultima 7 Complete (Black Gate & Forge of Virtue, Serpent Isle & Silver Seed)
Ultima 8 (including Speech Pack)
Ultima Underworld 1 & 2
Ultimate Body Blows
VR Soccer '96
Wacky Wheels
Wasteland
WaxWorks#
Wing Commander 1 & 2 (including both Secret Missions and Special Operations)
Wing Commander 3
Wing Commander Academy
Wing Commander Armada
Wing Commander Privateer
Wings (Amiga Emulation)
Wizardry 6-7
World of Aden: Entomorph - Plague of the Darkfall
Worlds of Ultima: Martian Dreams
Worlds of Ultima: Savage Empire
Zak McKracken and the Alien Mindbenders@
Zork Anthology ( Zork I, Zork II, Zork III, Beyond Zork, Zork Zero, and Planetfall)

Some games like King's Quest VII and Tomb Raider come bundled with their Windows sequels.  I have included any DOS games available, even if they are only available in a bundle with a Windows-only game like the Might and Magic games.  Games with an # next to them use SCUMMVM.  While there are 155 individual purchasing options on this list, GoG's total number of games run to 967.
From this list, I can discern what genres of DOS games are sufficiently popular that GoG would go to the trouble to secure the rights for sale.  Classic adventure games and role playing games constitute a fair proportion of this list.  Apogee's shareware catalog is mostly present, and strategy games like Castles and Populous and SimCity 2000 are represented.

When it comes to racing and flight simulators, the available games are mostly very narrowly tailored to specific series like Wing Commander and Star Wars.  These games tend to age poorly and usually have to find some other hook to be remembered in the long term.  For this reason, sports games, fighting games and more casual games have very few spaces on this list.

There are definitely some odd choices on this list.  Wacky Wheels and Ultimate Body Blows are definitely games people tend to look back on with rose tinted glasses.  Even in their time they were thoroughly trounced by Super Mario Kart and F-Zero and console ports of Street Fighter II and were sort of the console-less man's substitute. I have played many of these games and have at least heard of most of them, but Litil Divil is a new one for me.  This apparently was much more popular on the Amiga than on DOS.

Steam

It is harder to search for DOS games on Steam because Steam allows you to search by labels but not by year of original release.  Here are the DOS games currently available for purchase on Steam :

11th Hour
Across The Rhine
Blake Stone: Aliens of Gold & Planet Strike, Rise of the Triad (including Extreme Rise of the Triad)
Carmageddon Max Pack
Command H.Q.
Commander Keen 1-5
Darklands
Descent
Descent 2
DOOM II
Duke Nukem
Duke Nukem 2
Duke Nukem 3D Megaton Edition (includes Atomic Edition)
Eradicator
Fallout
Final DOOM
Harvester
Heretic: Shadow of the Serpent Riders
HeXen: Beyond Heretic
HeXen: Deathkings of the Dark Citadel
I Have no Mouth and I Must Scream
Indiana Jones and the Fate of Atlantis
King's Quest 1 Remake, 2, 3, 4, 5, 6, 7
Loom
MDK
Monkey Island 2 Special Edition (includes DOS version)
Nam
One Unit Whole Blood
Raptor: Call of The Shadows
Realms of Arkania
Realms of Arkania 2
Realms of Arkania 3
Realms of the Haunting
Secret of Monkey Island Special Edition (includes DOS CD version)
Shadow Warrior
Silent Service
Silent Service 2
Spear of Destiny
Star Wars: Dark Forces
The 7th Guest
The Dig
Tomb Raider
Ultimate DOOM
Wasteland
Wizardry 6-7
Wolfenstein 3D
X-COM: Apocalypse
X-COM: UFO Defense

You will note that there are several games available on both GoG and Steam.  While the 47 games available on Steam is only a fraction of those available on GoG, there are several exclusives.  Much of the id Software collection is available and it is exclusive.  There are more choices for LucasArts adventures.  X-COM and the all-mighty Fallout (previously available on GoG) can only be found here.  

I have included some remakes like the two Monkey Island games and Duke Nukem 3D Megaton edition because they allow you to play the original DOS games, upon which they are based, in the program.  Steam allows you to purchase most of these games individually or in bundles to save money.  

Origin

Electronic Arts' digital distribution service is especially aptly named Origin when it comes to releases of older games.  Here is the list of games available through its service :

Crusader: No Regret
Crusader: No Remorse
Dungeon Keeper
Lands of Lore
Lands of Lore 2
Magic Carpet
Populous
Populous 2
SimCity 2000 CD Collection
Starflight
Starflight 2
Syndicate
Tomb Raider
Ultima
Ultima 2
Ultima 3
Ultima 4
Ultima 5
Ultima 6
Ultima 7 Complete (Black Gate & Forge of Virtue, Serpent Isle & Silver Seed)
Ultima 8 (including Speech Pack)
Ultima Underworld
Ultima Underworld 2
Wing Commander
Wing Commander 2
Wing Commander 3
Wing Commander 4?
Wing Commander: Privateer

As you can see, most of these games were released by Origin Systems or under the Origin label after EA's purchase.  However, Bullfrog, Westwood Studios and Maxis, all of which EA purchased in the 1990s like Origin, are all represented.  I understand that Origin uses DOSBox, just like Steam and GoG.  Tomb Raider is owned by Square Enix, but apparently EA acquired rights to most games in the series.  Origin's descriptions for games are a little sparse, so I do not know which titles include their expansion packs.  I would almost guarantee that Wing Commander 1-2 do.  Origin does not bundle games and has no exclusive DOS titles, so I would suggest using GoG instead.  

Among the Missing

Even with all these choices, there are some substantial gaps where you would expect some games to be released.  None of the classic SSI AD&D Gold Box or Eye of the Beholder games are available.  Ubisoft bought SSI and does not offer classic games digitally.  Also, not only would Ubisoft but also Wizards of the Coast would have to be involved in licensing.

GoG offers Wing Commander 4 with DVD cutscenes.  Wing Commander 4 as it came on six CD-ROMs is a DOS game, Wing Commander 4 which came on a double-sided, single layer DVD is a Windows game, so it is not listed.  Origin does not give sufficient information to determine whether its version of WC4 is the DOS or the Windows version, but I suspect the latter.

Some of the original Sierra titles to their Quest series are missing either the AGI version or the SCI remake. GoG offers both with Quest for Glory and Leisure Suit Larry.  However, it does not offer the SCI remakes of King's Quest I or Space Quest I and does not offer the AGI release of Police Quest I.  The Steam release for the King's Quest Collection includes the SCI remake of King's Quest I but not the AGI release.
For some reason, Commander Keen in Aliens Ate My Babysitter! (a.k.a. Keen 6) is not available for purchase either on the Steam bundle or through id Software's site.  Nor is Wizardry 1-5 available; I would have expected GoG to offer it as they do 6-7.  

LucasArts' classics SCUMM engine games have seen a spotty release digitally so far.  Maniac Mansion, Indiana Jones and the Last Crusade, Day of the Tentacle and Full Throttle are all MIA.  The first two Monkey Island games are only available in their original form via the Special Additions, and even though they are windows games, the third and fourth games aren't available.  In my opinion, outside the voice acting, the Special Editions are pointless.  Double Fine is remastering Day of the Tentacle like they did with Grim Fandango, so it may include the original version as a playable extra like the Monkey Island Special Editions.  Zak McKracken and the Alien Mindbenders has recently been released on GoG, but it is the Japanese FM-Towns version, which I personally will give a pass because while it is not a true DOS game, it looks like one and acts like the actual DOS versions.  

Non IBM-PC compatible Games

So far, this article has focused on games that are available for purchase that originally ran on IBM PC and MS-DOS. The MS-DOS games released on Steam, GoG and Origin rely on emulation through DOSBox.  However, computer games for non-PC compatible systems have do not really have much of a presence through digital downloads.  GoG does offer the Amiga versions of Defender of the Crown and Wings, both Cinemaware games, via its custom emulator.  I have read its emulation does not hold a candle to WinUAE.  

Amiga Forever is the site where you can legally purchase the Kickstart ROMs required for Amiga emulation, and the package comes with games and demos.  Amiga.com sells 43 games for the Blackberry platform.  However, I am not aware of anything substantial being made available for purchase for other computing platforms like the Apple II, Atari 8-bit, Commodore VIC-20, 64 or 128, the Atari ST or the Apple IIgs.  

Tuesday, March 3, 2015

PC Keyboards I Have Known

IBM PC (Model 5150) Keyboard

While not the first keyboard I have ever used, the original 83-key IBM PC Model F keyboard is easily the most sturdy and well-constructed keyboard I have ever used.  Unlike the Model M, the 83-key uses a printed circuit board on which the keyboard traces are printed.  This circuit board is sandwiched between two pieces of steel.  The keyboard controller and circuitry is located at the top of the circuit board.

The 83-key keyboard can be completely separated and put back together though the use of steel tabs.  It is not something I advise, because once the back metal plate is removed, the key plates will go out of their places.  It is very tedious putting 83 of them back in their places, and the spacebar plate is especially tough to put back in place.  The top steel plate can show corrosion from any water or ill-usage.

The keys are easy to remove.  You can pop them out with a small, flat stiff object.  Once exposed, you will see the springs.  These should be treated with care, because if they get bent out of shape, the key will no longer work correctly.  The springs of a Model F may not be replaceable by those from a Model M.

The springs in the keys are stiffer than Model M springs and require more force to register a keystroke.  The spacebar is huge and also requires a lot more force to register its press.  The keyboard is extremely heavy but does have angle adjusting feet.  The feet require a good deal of strength to move their position.  It also has four cork pads to lie on and the keyboard can be disassembled with a slotted screwdriver.  The cork pads can fall off over time.

The PC Model F keyboard is not compatible with modern PCs, even with a 5-pin DIN to a 6-pin mini-DIN adapter. It is compatible with the IBM PC/XT, Tandy 1000 TL, SL and (with adapter) RL.  The IBM PC Portable uses the same keyboard but a different type of cable.

When you see the layout of the 83-key Model F, you can understand certain early conventions.  *.* makes perfect sense when you see the . and an * key where only two keys separate them.  Users of the IBM PC AT 84-key Model F keyboard lost out, because their . and * keys are not in a straight line horizontally or vertically from each other.  IBM rectified this in the Model M keyboard, the * key is three keys above the . key on the numberpad.  Ctrl Alt Del also made a great deal of sense when the keys were in an L shape.  Finally, when certain games use F1 as a fire key, it makes sense when the function keys are on one side of the keyboard and the directional keys are on the other side.

Even so, this keyboard is very difficult to get used to after using the standard 101/104 Windows key layout.  Ctrl is not in the place where you would expect, the shift keys are way too small and the vertical enter bar is difficult to hit.  The inverted T for the arrow keys is solely missed.

IBM Model M Keyboard

I have three Model M keyboards, one 1390120, one 1390131 and one 1391401.  These are the Model Ms intended for the IBM PC/XT, IBM PC AT and IBM PS/2 series, respectively.  The first two have the silver IBM badge in the upper right hand corner, the last has a oval gray IBM badge in the upper left corner.

The Model M uses two sheets of plastic for a keyboard matrix and they are sandwiched in between a plastic front and a steel rear.  This base is held together by plastic rivets that were melted and flattened during assembly.  They have a tendency to break off after rough usage, but there are so many that it will take many hard drops before enough break off so that the structural integrity of the keyboard is compromised.  Some people have removed them and drilled screw holes in their place.  The PCB containing the keyboard controller is connected to the plastic sheets and LEDs by plastic ribbons that are easily detachable.  The keyboard also has a metal cable that screws into the back plate (presumably to prevent ground loops) and can also be detached with a flathead screwdriver.

These Model Ms use four non-slotted hex screws.  These can be removed via a long-barrel 7/32" bit.  The keyboard cable on all three is detachable and uses a type of connector called an SDL connector.  It looks like an RJ-45 plug but is wider and has plastic clips on the side that lock it in place.  Even without the plastic clips, the friction between the plug and connector is sufficient for ordinary connections.

My 1390120 was made in 1989, after the IBM PC line was discontinued.  My 1390131 is from 1986 and my 1391401 is from 1989, but made earlier than the 1390120.   It has no status LEDs, which is only occasionally irksome.  Unlike my other two Model Ms, its uses a light gray plastic for the top half of the keyboard assembly.  My other Model Ms use black, which makes the keyboard seem much dirtier if looking down into it.  It also loses the stabilizer bars for the numberpad Enter and + keys.  This is a welcome thing, since removing the stabilizer bars (for cleaning) can often break the small plastic tabs keeping them connected in the first place.  The keyboard also had a tendency to shift a little in its chassis, but a little electrical tape solved that problem.

The Model M has the innovation of using removable key caps over the key stems.  This allows the user to customize his keyboard to a much more advanced degree than the Model F keyboards.  If you want a DVORAK layout, you can make it with a minimum of fuss, assuming the operating system supports it. Removing a keycap is pretty easy.  Unfortunately, this is the reason why you often see keyboards for sale with missing keycaps.

Model Ms can be found for very reasonable prices, Model Fs command huge sums due to their relative rarity.  The Model M does not have quite the level of force required of the Model Fs, and the sound is made by the keyboards is slightly less objectionable to others.  

All three of my Model Ms are autoswitching XT/AT keyboards.  They can work in XTs or AT class PCs without any switches.  My Model Ms do not work in my IBM PC Model 5150, but it is hit and miss which Model M keyboards can do this.  Because they are PS/2 compatible keyboards, they will work in just about any PC, even ones released today, either natively or though a PS/2 to USB adapter.  They will also work in a Mac with a USB adapter.

The build-quality on true IBM Model Ms is fantastic.  IBM made Model Ms from 1986-1992 before they handed them over to Lexmark, which in turn sold the designs and the equipment to make buckling spring keyboards to Unicomp.  I highly recommend scoring an original IBM Model M.  

IBM PCjr. Keyboard 7257

My PCjr. has the second version of the PCjr. keyboard.  The 7257 uses molded keys instead of the chicklet-style keys of the original keyboard.  However, both use the same printed circuit board and the same 62 keys.    These keyboards are rubber dome keyboards, but use a capacitative based approach.  Underneath each rubber dome is a conductive carbon pad that will complete the circuit on the PCB underneath.  The PCB is really thin and the keyboard controller is attached to it.  

These keyboard connect via a wireless infrared transmitter or an optional keyboard cable,  The keyboard cable uses an RJ-11 jack on one end and a unique PCjr. connector on the other end.  Wireless operation requires 4xAA batteries and can last for a few months.  If you obtain one of these keyboards, you may be disappointed to find ancient, corroded batteries inside the battery compartment.  Possible damage to the keyboard may have been caused, but at the very least the corrosion needs to be cleaned out.  The battery contact leads will require special attention, preferably with alcohol, white vinegar and Deoxyit in that order.  Fortunately, the PCjr. keyboard is only held together with Phillips screws.  

The PCjr. keyboard is very light compared to other IBM keyboards and virtually silent because of the rubber domes.  The newer keyboard, with its keys practically touching each other and the key symbols printed directly on the face of the key is much more acceptable to people who value a traditionalist IBM keyboard.  The older keyboard had much more space over the keys and labeled the keys above the keys instead of on the keys to accommodate keyboard overlays.  

This is the only rubber dome keyboard I own, and not out of choice but it is the only keyboard that I have that will work with the PCjr.  Using a PC keyboard on a PCjr required a special adapter with circuitry to account for the low level differences between the keyboards. 

Because there are only 62 keys, the remaining keys required key combinations to activate.  The Fn key was included for this purpose, and this Fn key has been used in laptops starting with the IBM PC Convertible in 1986.  The function keys do not exist, thus the equivalent number key and the Fn key serves the same purpose.  Of course, when programs use combinations like Ctrl F5, this becomes more cumbersome.  Most of the numberpad keys were lost.  The arrow keys pulled double duty as cursor control keys.  Typing the \ key required the use of the Alt key, which DOS users probably did not appreciate.  

Using this keyboard, with its mushy keys, does not give a very good tactile experience.  Moreover, due to the slow processing of keys by the PCjr., you will often have to "race the keyboard buffer".  Fast typing or holding down keys can give you a warning beep from the system telling you that the buffer is full and your key press will not be processed.  Also, key presses are not processed during disk accesses and the keyboard is should be ignored during serial port transfers.  

Tandy 1000 Keyboard

I have two of these keyboards, one for my Tandy 1000SX and one for my Tandy 1000TX.  The 1000 keyboards are physically identical each other and to the MS-DOS compatible (but not really IBM PC compatible) Tandy 2000 computer.  Tandy saw that the 2000's keyboard was good enough for the PC compatible 1000s.  I do not know if the 1000 keyboard works in the 2000, but I know it only otherwise works in the 1000/A/HD/SX(AX)/TX.  The all-in-one Tandy EX and HX have keyboard that function and feel like the standalone 1000 keyboard and share the layout, except their status LEDs are not in the keys themselves. 

The 1000 keyboard, unlike the Model F PC/XT keyboard, has status LEDs for the Num Lock and Caps Lock keys.  It does not have a Scroll Lock key.  It is held together by Phillips screws and uses square cork feet that can fall off over time.  The keys are susceptible to plastic yellowing from UV rays.  IBM's keyboards never seemed to have this problem.  

The keyboard has 90 keys.  Its F11 and F12 and keys are unique and only generally supported in Tandy Deskmate software.  Its inverted-T cursor control keys are unique only via their low level scancodes, their translated scancodes make them appear like numberpad cursor keys.  Nonetheless, this could cause confusion, which is why some programs require you to put the Num Lock on when using a Tandy keyboard. 

The Function keys are arranged at the top of the keyboard instead of on the sides.  This makes many older PC programs more difficult to use because they were written with the function keys were on the side.  Also, there is no easy way to do *.* because there is no distinct * key, and the \ character requires that Num Lock be off (which it is by default).  Ctrl Alt Del is also awkward due to the position of these keys, but the standalone Tandy systems have a reset button.  

One extremely annoying key is the HOLD key.  The closest key on the Model M keyboard is the Pause/Break key, but on the Tandy keyboard, the HOLD key acts something like a universal pause key. Unfortunately, you may hit this key by accident and it appears like the computer has frozen or crashed.  You have to press it again to unfreeze your program.  The key is right next to the Enter key, making it easy to brush up against.

The Tandy 1000 keyboard was designed by Fujitsu.  The keys use 3rd Generation Fujitsu Leaf Switches and use a linear design.  There is a PCB for the keyboard matrix and a a black metal base for holding the key stems and sockets.  The key caps are high quality double shots, with beige over black.  You can remove them with a chip puller, but I am not sure how to remove the spacebar without damaging the two retention clips on the sides, which acts like a stabilizer bar.  None of the other keys have stabilizer bars.  

While the 1000 keyboard does not use rubber dome technology, the keys feel somewhat mushy to the touch.  There is no question, however, that the keyboard was much improved over the PCjr. keyboard.  However, the shift keys are still too small, the enter and backspace keys are also small and the layout is very cramped feeling.

Tandy Enhanced Keyboard

This Tandy keyboard was used for the Tandy 1000 TL and SL computers and the later computers in the line and its other PC compatible computers after 1987.  The Enhanced Keyboard uses the same layout as the Model M.  Like the Model M, it is an autoswitching XT/AT keyboard.  However, the Tandy Enhanced Keyboard did work in my IBM PC Model 5150, even more versatile.  They come with non-detachable cables with a 5-pin or a 6-pin connector.  Unlike the Model M, the status LEDs are underneath the keycaps of the Num Lock, Caps Lock and Scroll Lock keys.  

The keys on this keyboard feel much stiffer than a Model M keyboard.  The Shift keys and the long Enter and + keys feel like they have large dead areas which feel hard to the touch and will not register a keypress.  To be fair, my Model Ms' right shift key also has this issue to a lesser degree.  

This keyboard is a rebadged Fujitsu keyboard, and has removable keycaps like a Model M.  These keyboards use Type 2 Fujitsu Peerless switches.  The key caps pull off without too much difficulty and use dye sublimation like IBM's keyboards.

Also like a Model M, the key stems sit on top of a rubber dome membrane.  The key action is much simpler, there is a spring underneath the key stem that pushes the key back up once it has pushed the rubber dome down.  Not quite as complex as the switch over membrane technology of the Model M, which use the movement of a spring to shift a piece of plastic that makes the two membranes contact each other.  

Dell AT101W

I found this keyboard at a thrift store for $1.00 sitting on a shelf with half a dozen cheap rubber dome USB keyboards.  I was told there were no returns, but the keyboard looked in good enough shape that I felt the dollar was worth it.  The Dell AT101W is my only 104-key keyboard, and its Windows keys and Menu key are the same size as the Ctrl and Alt keys.  Unlike a 101 keyboard, all the keys on this row until the cursor keys, are convex instead of concave.  A Unicomp 104 keyboard has convex keys on this row, except for the space bar.  The Unicomp's space bar is smaller than the Dell's, consequently the other keys on this row are the same size as a Ctrl or Alt key on a Model M.  

This keyboard uses complicated black ALPS switches.  The keycaps required a tremendous amount of force to remove, and I eventually resorted to using a chip puller, which worked well.  All the large keys have stabilizer bars : both shift and enter keys, the plus key, the backspace key, the numberpad 0 key and the spacebar.  This is a bit of overkill in my opinion due to the longevity concerns, but it eliminates dead spots on the right shift key.

The keyboard is not quite as large or as heavy as a Model M, and the keycaps show signs of UV yellowing.  The PS/2 connector has a purple sheath.  Interestingly, the are three channels underneath the keyboard where you can thread the keyboard cable to the left, right or center of the keyboard.  The keyboard is held together by Phillips screws and plastic tabs that are easy to pry open.  The top of the keyboard assembly is a metal plate that showed corrosion from whatever moisture got into the keyboard, just like a Model F.  

I am using this keyboard to type this article.  Since I acquired it recently, it is the only serious experience I have had with it so far.  There is still a sound when the keys are pressed, but it does not have the same harshness of a buckling spring.  The concave of the Ctrl key has gotten some taking used to.  I do not find that I miss the Windows keys since owning a Unicomp 104 some years ago.  The Menu key has always been almost useless.  Even so, after about two days of typing on the keyboard, I find that it is a very good keyboard for the time.  I make more mistakes than with a Model M, but less than with a nasty cheap rubber dome keyboard.