Volume 2, Number 10 October 26, 1996 [email protected]
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A Guide to the Josh Brandt Video Game Collection Worcester Polytechnic Institute
Worcester Polytechnic Institute DigitalCommons@WPI Collection Guides CPA Collections 2014 A guide to the Josh Brandt video game collection Worcester Polytechnic Institute Follow this and additional works at: http://digitalcommons.wpi.edu/cpa-guides Suggested Citation , (2014). A guide to the Josh Brandt video game collection. Retrieved from: http://digitalcommons.wpi.edu/cpa-guides/4 This Other is brought to you for free and open access by the CPA Collections at DigitalCommons@WPI. It has been accepted for inclusion in Collection Guides by an authorized administrator of DigitalCommons@WPI. Finding Aid Report Josh Brandt Video Game Collection MS 16 Records This collection contains over 100 PC games ranging from 1983 to 2002. The games have been kept in good condition and most are contained in the original box or case. The PC games span all genres and are playable on Macintosh, Windows, or both. There are also guides for some of the games, and game-related T-shirts. The collection was donated by Josh Brandt, a former WPI student. Container List Container Folder Date Title Box 1 1986 Tass Times in Tonestown Activision game in original box, 3 1/2" disk Box 1 1989 Advanced Dungeons & Dragons - Curse of the Azure Bonds 5 1/4" discs, form IBM PC, in orginal box Box 1 1988 Life & Death: You are the Surgeon 3 1/2" disk and related idtems, for IBM PC, in original box Box 1 1990 Spaceward Ho! 2 3 1/2" disks, for Apple Macintosh, in original box Box 1 1987 Nord and Bert Couldn't Make Heads or Tails of It Infocom, 3 1/2" discs, for Macintosh in original -
Openbsd Gaming Resource
OPENBSD GAMING RESOURCE A continually updated resource for playing video games on OpenBSD. Mr. Satterly Updated August 7, 2021 P11U17A3B8 III Title: OpenBSD Gaming Resource Author: Mr. Satterly Publisher: Mr. Satterly Date: Updated August 7, 2021 Copyright: Creative Commons Zero 1.0 Universal Email: [email protected] Website: https://MrSatterly.com/ Contents 1 Introduction1 2 Ways to play the games2 2.1 Base system........................ 2 2.2 Ports/Editors........................ 3 2.3 Ports/Emulators...................... 3 Arcade emulation..................... 4 Computer emulation................... 4 Game console emulation................. 4 Operating system emulation .............. 7 2.4 Ports/Games........................ 8 Game engines....................... 8 Interactive fiction..................... 9 2.5 Ports/Math......................... 10 2.6 Ports/Net.......................... 10 2.7 Ports/Shells ........................ 12 2.8 Ports/WWW ........................ 12 3 Notable games 14 3.1 Free games ........................ 14 A-I.............................. 14 J-R.............................. 22 S-Z.............................. 26 3.2 Non-free games...................... 31 4 Getting the games 33 4.1 Games............................ 33 5 Former ways to play games 37 6 What next? 38 Appendices 39 A Clones, models, and variants 39 Index 51 IV 1 Introduction I use this document to help organize my thoughts, files, and links on how to play games on OpenBSD. It helps me to remember what I have gone through while finding new games. The biggest reason to read or at least skim this document is because how can you search for something you do not know exists? I will show you ways to play games, what free and non-free games are available, and give links to help you get started on downloading them. -
Rights Reserved. Permission to Make Digital Or Hard Copies of All Or Part Of
Copyright © 1994, by the author(s). All rights reserved. Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, to republish, to post on servers or to redistribute to lists, requires prior specific permission. MICROSOFT WINDOWS NT AND THE COMPETITION FOR DESKTOP COMPUTING by Brad Peters, William R. Bush, and A. Richard Newton Memorandum No. UCB/ERL M94/3 31 January 1994 MICROSOFT WINDOWS NT AND THE COMPETITION FOR DESKTOP COMPUTING by Brad Peters, William R. Bush, and A. Richard Newton Memorandum No. UCB/ERL M94/3 31 January 1994 MICROSOFT WINDOWS NT AND THE COMPETITION FOR DESKTOP COMPUTING by Brad Peters, William R. Bush, and A. Richard Newton Memorandum No. UCB/ERL M94/3 31 January 1994 ELECTRONICS RESEARCH LABORATORY College ofEngineering University ofCalifornia, Berkeley 94720 MICROSOFT WINDOWS NT AND THE COMPETITION FOR DESKTOP COMPUTING by Brad Peters, William R. Bush, and A. Richard Newton Memorandum No. UCB/ERL M94/3 31 January 1994 ELECTRONICS RESEARCH LABORATORY College ofEngineering University ofCalifornia, Berkeley 94720 Microsoft Windows NT And The Competition for Desktop Computing January 1994 Department ofElectrical Engineering and Computer Sciences University ofCalifornia Berkeley, California 94720 Abstract This report contains two papers, An Introduction to Microsoft Windows NT And Its Competitors, and The Status ofWindows NT and Its Competitors At The End of1993. The first paper, written in April 1993,presents an overview of the technology of Windows NT, and analyzes the competitors and competitive factors in the desktop operating system race. -
MSDN Magazine (ISSN 1528-4859) Is Published Monthly by 1105 Media, Inc., 9201 Oakdale Avenue, Infoworld Ste
Introducing There’s no better time to discover DevExpress. Visual Studio 11 beta is here and DevExpress tools are ready to run. DXv2 is the next generation of tools that will take your applications to a new level. Build stunning, touch enabled applications today. Download your free 30-day trial at www.DevExpress.com © 1998-2012 Developer Express Inc. ALL RIGHTS RESERVED. All trademarks or registered trademarks are property of their respective owners. Untitled-2 1 3/8/12 10:58 AM THE MICROSOFT JOURNAL FOR DEVELOPERS APRIL 2012 VOL 27 NO 4 Using CSS3 Media Queries to Build COLUMNS a More Responsive Web Brandon Satrom ....................................................................... 20 CUTTING EDGE Long Polling and SignalR A Code-Based Introduction to C++ AMP Dino Esposito, page 6 Daniel Moth ............................................................................ 28 DATA POINTS Let Power Users Create Their Introduction to Tiling in C++ AMP Own OData Feeds Daniel Moth ............................................................................ 40 Julie Lerman, page 14 Lowering the Barriers to Code Generation with T4 TEST RUN Peter Vogel .............................................................................. 48 Bacterial Foraging Optimization James McCaffrey, page 82 Integrating Windows Workfl ow Foundation CLIENT INSIGHT with the OpenXML SDK Using JsRender with JavaScript Rick Spiewak ............................................................................ 56 and HTML John Papa, page 86 Context-Aware Dialogue with Kinect -
Contemporary Software News, Fall 1989
BU LK RATE U.S. POSTAGE PAID • PERMIT NO. 612 SAN DIEGO, CA 7598 Fay Avenue Mon.-Fri. 9-7 p.m. La Jolla, CA 92037 Sat. 10-5 p.m. 'ir (619) 459-2302 Sun. 12-4 p.m. Contemporary Software News Vol. I No. 3 • Fall 1989 New Goodies for the Macintosh Hardware Goodies List Ours Mac Phone Book 59.95 45.95 1-Megabyte SIMMS 150.00 Call Mac T-Shirts 14.95 12.95 Apple Scanner 8-bit upgrade (Abaton) 795.00 Call MicroLeague Baseball II 59.95 54.95 Abaton 300/S to 300/GS upgrade 795.00 Call Microphone II 3.0 295.00 249.00 Gemini 020/030 Accelerator (Plus) Several options Moriarty's Revenge 59.97 44.95 Gemini 020/030 Accelerator (SE) Several options Net Trek 59.95 45.95 Gemini 020/030 Accelerator (II) Several options Nisus 2.0 395.00 259.95 Iomega Bernoulli Box (single) 1895.00 1595 .00 PictureBook 69.95 59.95 Iomega Bernoulli Box (double) 2799.00 2295.00 Pixel Paint Professional 595.00 499.00 RasterOps Clearvue SE 1995.00 1895.00 Prodigy Startup Kits 49.95 39.95 RasterOps ColorBoard 264 995.00 895.00 Sands of Fire 49.95 44.95 RasterOps ColorBoard 264 (SE/30) 1295.00 1095.00 Shanghai 2.0 39.95 34.95 Roller Mouse 169.95 139.95 SimCity Supreme 99.95 69.95 Rodime 70 megabyte int. (with Fastback) 895 .00 Smack-A-Mac Priceless 9.95 Rodime 70 megabyte ext. (with Fastback) 999.00 "Own an extra Macintosh for pocket change!" Rodime 100 megabyte ext. -
[Amok] S/N: 1299275 a Smaller Note 99 2.08 Firstname
LETRA A A Real Validator 1.01 Name: ubique.daemon [AmoK] s/n: 1299275 A Smaller Note 99 2.08 FirstName: ViKiNG LastName: Crackz Company: private Street: ViKiNG Zip: 11111 City: Crackz Code: 19147950 Order: 97234397 A.I.D 2.1 s/n: AD6778-A2G0 A.I.D. 2.0.2 s/n: AD6778-A2G0T A+ Math 1.0 Name: (Anything) s/n: 8826829 A+ MathMAT 1.0.0 Name: TEAM ElilA s/n: 8826829 A-1 Image Screen Saver 4.1 s/n: B5K7ij49p2 A1 Text Finder 4.02 s/n: PCSLT3248034 ABCPager 1.6.4 Name: Sara s/n: 1DQDSSSSSSSS ABCPager Plus 5.0.5 Name: Sara s/n: M5N5SSSSSSSS Ability Office 2000 2.0.007 Name: Ben Hooks s/n: 12878044-01034-40997 Ability Office 2000 2.0.005 Name:Nemesis] Organization:TNT s/n: 15155445-37898- 08511 Ablaze Quick Viewer 1.6 Name: Hazard s/n: 81261184XXXXXXX Abritus Business 2000 3.02 Name/Company: (Anything) s/n: 1034-314-102 Abritus Business 2000 3.02 Name/Company: (Anything) s/n: 1034-314-102 Absolute Fast Taskbar 1.01 Name: (Anything) s/n: nxpwvy Absolute Security 3.6 Name: Evil Ernie 2K [SCB] s/n: GMKKRAPZBJRRXQP Absolute Security Pro 3.3 Name: C0ke2000 s/n: GPBKTCNKYZKWQPJ Absolute Security Standard 3.4 Name: Hazard 2000 s/n: ECHVNZQRCYEHHBB or Name: PhatAzz [e!] s/n: RBFXPLUMBPGDFYW Absolute Security Standard 3.5 Name: embla of phrozen crew s/n: LTPDTDMAEHNKNTR AbsoluteFTP 1.0 beta 6 Name: CORE/JES Company: CORE s/n: 00-00-000000 Exp: never Key: 1074 2875 9697 3324 3564 AbsoluteFTP 1.0 Final Name: CORE/JES Company: CORE s/n: 00-00-000000 Exp: Never Key: 1074 2875 9697 3324 3564 AbsoluteFTP 1.0 RC 11 Name: _RudeBoy_ Company: Phrozen Crew s/n: 02-01- -
Exploiting the Clang AST for Analysis of C++ Applications
Submitted to The 52nd Annual ACM Southeast Conference, March 28{29, 2014 Exploiting the Clang AST for Analysis of C++ Applications Edward B. Duffy, Brian A. Malloy, and Stephen Schaub School of Computing Clemson University Clemson, SC 29634, USA {eduffy,malloy,sschaub}@clemson.edu ABSTRACT the corresponding difficulty in building parser and front-end analysis tools for C++ [16, 21, 27, 28, 31]. There have been In this paper, we describe our methodology for leveraging considerable research efforts expended in attempts to de- the Clang parser front-end to address the problem of tool de- velop a full parser for the C++ language, including the use velopment. We describe our approach and demonstrate its of the GNU compiler collection, but these efforts have been utility by computing some common metrics for three version daunted by the difficulty in parsing C++, or the difficulty in releases of a popular, open source video game, Aleph One, a accessing the gcc parser internals [1, 10, 11, 18, 19, 28]. The continuation of Marathon, a game produced by Bungie Soft- main difficulty with gcc is that the parser front-end is not ware. We describe our results for applying two commonly amenable to extension or modification, and its integration used metrics to the three version releases and we describe into new or existing projects has been described by one gcc an interesting contradiction in the two metrics when applied developer as \Trying to make the hippo dance [14]." to successive version releases of Aleph One. In this paper, we describe an approach to exploiting the Clang parser and front-end for developing tools to facilitate 1. -
Marathon Trilogy Manual
™ © 1997 Bungie Software Products Corporation. All Rights Reserved. Thanks! Thank you for purchasing the Marathon Trilogy Box Set. It is because of your support, as our customer, that we are able to continue to develop cutting-edge products. Please Don’t Pirate! Please don’t give copies of the Marathon Trilogy to any of your friends. We could really use the cash! Customer Support As our customer, you are our most important asset. If you have any questions about how to use or install this software, please get in touch with us through one of the channels listed below. We are more than happy to help you out. Please keep in mind, though, that we do not offer hints by phone. Many questions (especially hints) can be answered on our web site at (www.bungie.com). Bungie Software Products Corporation Customer Support PO Box 7877 Chicago, IL 60680-7877 Telephone: (312) 563-6200 Facsimile: (312) 563-0545 Internet: [email protected] WWW: http://www.bungie.com America Online: Bungie1 If you need to buy stuff from us call 1 800 295 0060 or visit our web site! Marathon Trilogy ➤ table.of.contents To Be A vidmaster .............................................................................................3 Getting Started ...............................................................................................4 Main Screen .....................................................................................................5 Preferences .....................................................................................................6 Controls -
Trilogy Manual(J)
™ © 1997 Bungie Software Products Corporation. All Rights Reserved. 感謝! Marathon Infinityを買ってくれてありがとう。皆からのサポートのお陰で画期的な製品の開発をこれか らも続けることができるよ。Marathonのシリーズを全て買ってくれた君は非常にナイスな奴だと思って いる。 違法コピーはやめよう!! 絶対に、Marathon Trilogyのコピーを友達に渡さないでくれ。我々はこれで生活していることを忘れな いで欲しい。 カスタマーサポート 君たちは我々にとって大変貴重な財産だ。このプログラムのインストール方法、使用方法について質 問がある場合は、国内販売元まで問い合わせて欲しい。だが、ゲームのヒント、プレーに関する情報 を渡すことはできないので注意して貰いたい。 国内販売元: アテイン株式会社 〒101 東京都千代田区神田須田町2-19-8 Tel: 03-3255-4722 Fax: 03-3255-5680 http://www.attainj.com お問い合わせの際には質問とご一緒に住所、氏名、Tel / Fax、お買い求めの販売店、ご使用 の機種などお書き添えください。 Marathon Triloy ➤ 目次 ヴィドマスターとなるために ............................................................................................................................... 3 序説 ........................................................................................................................................................................... 4 初めの一歩 ............................................................................................................................................................... 6 メインスクリーン ...........................................................................................................................................................5 環境設定 ................................................................................................................................................................... 6 コントロール ........................................................................................................................................................... 8 Marathonのインターフェイス -
The System Software Museum
Chapter 6 The System Software Museum IN THIS CHAPTER: I Every system version Apple ever released I The differences between System 7.1 and 7.0.1 I The differences between 7.5, 7.5.1, 7.5.2, 7.5.3, 7.5.5, 7.6, and so on I The SECRETS time line I Mac OS 8 — what’s left of it — explained I Guide to AppleSpeak In a little more than a decade, Apple has served up no fewer than 32 different versions of the Mac operating system. We will attempt in this chapter to guide you on a never-before-attempted journey: We will describe virtually all these permutations of the Mac’s system software, from the short-lived System 1.0 to the sprawling, sophisticated System 7.6. Beyond that we’ll show you exactly what to expect from Apple’s as-yet-unreleased system updates and the still- evolving Mac OS 8. THE SYSTEM SOFTWARE MUSEUM Why create a museum of the Mac’s system software? For one thing, exploring the nitty-gritty of system compatibility may prove valuable to Mac trou- bleshooters. It can be pretty handy to know, for example, that in a pinch you can run an LC II with System 6.0.8, but not 6.0.7. Or that a Quadra 630 can 215 216 Part I: System Software Revealed run System 7.1.2P,but not the nearly identical System 7.1.2. Furthermore, the rash of System 7 varieties has boggled even us. Quick, without looking: What’s the difference between versions 7.1.1, 7.1.2, 7.1.3, and 7.5? And what on Earth was System 7.5.3 Revision 2.1? On a more philosophical level, this retrospective provides a stunning overview of just how far the Mac has come since its introduction. -
AES Pacific NW Section Home Page
AES Pacific NW Section Home Page Around the Puget Sound, Seattle, Washington, U.S.A. Single-page poster version Audio Production and Integration into X-Box games. Presented by Marty O'Donnell and Jay Weinland Bungie Studios / Microsoft Monday, January 30, 2006, 7:30pm Art Institute of Seattle Click for directions The Art Institute of Seattle and the Pacific Northwest Section of the Audio Engineering Society present an evening with two members of the Bungie Audio Team, Audio Director Marty O'Donnell and Audio Lead Jay Weinland. Bungie's Halo 2 is the best-selling Xbox game to date and its audio has won many industry awards from the Gaming Audio Network Guild, the 5th annual Game Developers Choice Awards and the Game Critics Awards. There are a multitude of resources for the production of audio - composing, recording, directing actors; this can be found anywhere. In contrast, there aren't many resources on the implementation of audio into video games. Join us for a special evening with Marty O'Donnell and Jay Weinland who will provide us with the unique opportunity to witness their innovative approach to the implementation of music, voice and sound effects for Halo 2. They will look at how they organized and managed the over 30,000 (!) separate audio files for the game, including over 15,000 lines of narration. About Bungie Bungie is a game development company committed to making the greatest single and multiplayer experiences possible, building incredible technologies - all with the single driving purpose of telling great stories. Bungie was formed by Alex Seropian and Jason Jones in 1991. -
Theescapist 045.Pdf
I’ve been in the industry for 12 years The last thing I would like to say to the and am profoundly and nastily cynical as ESA regarding E3 is this: Please get over the next developer, but you achieve a The return to sanity. Los Angeles; I have. That is all. neat and thought-provoking balance between enthusiasm and reality. The Escapist team arrived home from E3 Those who are interested in news and To The Editor: Just a quick note to say well into the morning hours of Saturday, reviews from the largest, most widely thank you - I hope and trust you receive -Kim after a long, sleepless night of air travel. attended gaming industry conference in many of these, because you deserve Many are still recuperating. Some are the world can find write-ups and them. I really enjoy your magazine; it’s In Respose to “Whither Sony” from ailing from the excesses of one too many impressions from The Escapist staff at well-written, intelligent and thoughtful. The Escapist Lounge: If you look at long LA nights; others from what is The Escapist Lounge. We’ll also be Even when - perhaps especially when - I the historical pattern of how many cycles being called “The E3 Virus.” This editor bringing you our special Escape From don’t think I’m especially interested in it takes between a console makers entry suspects the two afflictions may be one E3 Issue of The Escapist next week the theme, I always find something to to market and their eventual squeezing in the same.