From David Karam, author of To Preserve Quandic. May 29th, 2012 I started working on To Preserve Quandic in 1982, about a year or so after I got my TRS-80 Color Computer. I was 13 years old. I subscribed Rainbow Magazine. It provided source code to a variety of programs which I dutifully keyed in until they worked. The magazine also advertised commercial software from Tom Mix, Mark Data, Prickly Pear Software and others. I became hooked on adventure games and played as many as I could "find". To Preserve Quandic went through many variations. I don't remember when it changed from a hobby to a commercial endeavor. Initially it was a simple text based game. The player had to escape from the house, but there wasn't much of a story. My friends and I came up with the story at computer camp in the summer of 1983. After completing my homework (my sophomore year of high school) I would work on the game. Much of the game is written in BASIC, and some in Assembly Language. In order to bring my game to a professional level, I had to overcome two major issues. The first was in creating a drawing application. There was no commercial program at the time that provided what I needed to create the illustrations for each room. I wrote a keyboard based drawing program with fill routines that exploited the "artifact" colors produced in high resolution. My second problem was that there was no official graphics mode that included text. The unofficial solution was unattractive and provided no lower case character set. I based my final solution on a Rainbow magazine article that published the (Assembly) source code for a character display routine that worked in graphics mode. It allowed me to develop my own typeface which I integrated with the drawing program. Prickly Pear Software accepted the game and advertised it in Rainbow in 1984 and distributed it for about 3 years. The game was featured as a suggested Christmas gift by Rainbow in 1985. In 1993 I founded Post Tool design which has developed many graphic games and applications. Of note is the installation, Variations, which was exhibited at the San Francisco Museum of Modern Art in 1999. Post Tool has developed games and interactive media for Nokia, Warner Records, Sony, and others. In 2009 I founded Postera, a web based service that provides a web site (portfolio) builder for artists, photographers and other visual people. In 2010 I became CTO of Sparkwise, a web based data aggregation dashboard. We are currently working on a music based game which will be released for iOS in 2012... Some links: http://posttool.com http://posttool.com/variations http://postera.com http://sparkwi.se