I
created Hexadec years ago — 1986
to be exact. I got the idea from a
science fiction short story by R.A.
Lafferty, in which he wrote of the
origins of the playing card deck,
which are based on the calendar (4
seasons; 13 lunar months; 52 cards;
364 points in total). I was musing on
that, started thinking about how a
design might be based on the clock,
then bounced to computers and got
stuck there. I friend unstuck me,
while we were walking through Briones
Park, by suggesting hexadecimal, or
base-sixteen. It clicked, and I was
off and running.
I
partnered with an artist friend and
computer whiz, Donald White, and we
spend more than a year designing and
creating the art. It was he who
suggested, for instance, Job Control
Language, resulting in the six JCL
cards. His expertise lent a great
deal to much of the detail and
language that went into Hexadec.
Meanwhile,
I’d cobbled together a prototype,
using two regular decks and white-out,
and, having adapted traditional games
and invented several of my own, using
the cards unique to Hexadec, got
together with a friend, Paul Goeway,
whom I’d met at a gig of mine, and
proceeded to test all the games to
make sure they were playable.
I
should note two individuals who made
major contributions. One is a fellow
whose name I cannot recall and only
hope to discover in my notes
somewhere, sometime. He lived in
Hercules and was listed in the phone
book as Ira Corn, an in-joke I’ll
explain some time if you’re curious.
Anyway, he is a Life Master at
contract bridge, and spent an evening
with me adapting a sixteen-card deck,
no small feat if you’ve any idea of
the complexity of bridge. He even,
when it was done, called up a friend
of his in the City at two in the
morning, described the adaptation and
asked his friend if he thought it
would work. His friend ran it through
his mind and said he thought it would.
My
friend, Andy Baltzo taught me cribbage
so that I could adapt it to Hexadec,
bless his little heart (not so little,
but truly great!)
Then
I drove myself close to bankruptcy
getting a prototype manufactured, and
here we are today.
Some
of the most fun I’ve had with Hexadec
has been the lexicon, all the card
names and the adaptation of computer
terms. For instance, there is a Punch Card with a
big punch bowl as a graphic; an Access Key card;
a Viper
(“Snakes for the memory”, croons Bob
Hope) a Worm
(Peanuts’ “Happiness is a warm puppy”
becomes “Happiness is a worm program”
– though as a 60s guy, I’m
particuloarly partial to the one that
goes, “hippiness is a warm poppy”) and
a Bug (as
the Bud commercial goes, “This Bug’s
for you!”) Of course, the picture on
the Bug is a VW Bug and what do you
get when you put a Viper, a
Worm and
a BUG
together? Don called them our ‘critter
cards’. So I guess that assembling
them all together would create a
crittercal mass.
Sorry,
but I can’t resist just one more. As
we were naming the files, and there
were two each of the “critter” cards,
one got named Bug1.jpg. Anyone
remember the name Bhagwan? Well, my
nickname for that card was Bugone Rashneesh.
Only
it just gets worse from there. If an
eight card is a Byte, then a 9 is an
over-Byte and a 7 is an under-Byte.
Old-time programmers will remember
when 4 bytes was called a ‘nibble’, so
that’s the four card. Regular cards
have two jokers? Hexadec has two
hackers, each with a big, honking ax
in his hands and a maniacal grin.
Welcome to my
world!
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