The series' Mac developer, Alex Curylo, shared his experiences in a rec.games.programmer post:
One of my ongoing contracts is National Geographic's ZipZapMap! series (simple 2D sprite graphics, pretty much). The developers, Promark, have 4 DOS/Windows programmers fulltime, and for the Mac, well, I spend maybe 10 hours a month average. Mind you, they do most of the program design too, but my beta cycle is about three days and theirs is about six weeks. Mainly because once mine works with Color QuickDraw and without Color QuickDraw, well, it works, except for the odd System 7-only call I slip in carelessly. Theirs always needs a long list of patches for this video card, that sound card, etc.
And it's just amazing what they have to do for themselves. We had a conversation a couple weeks ago about the sound support libraries they have to write for the new ZZM language-teaching game:
Brady: "What kind of sound library do you use? I like the way you got the Mac version to do multi-channel sound."
Alex: "Uh, it's called the Sound Manager."
Brady: "We're going to write a DLL to manage all the different sounds we need and index them by an ID. Can you do something like that easily?"
Alex: "Uh, I am already, it's called the Resource Manager."
Brady: "And then we'll have an .SDB file to go with each .GDB file, and we'll keep the appropriate .SDB open and have a sound index stored with each piece in the .GDB, is that file management difficult for you?"
Alex: "Uh, no, I already have pretty much that available, it's called a resource fork, if I add one GetResource() call to GetPiece() then I'm done."
And they figured it would take six days to add this functionality to the Windows product. Ho ho.