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A+ Incider Magazine July 1993
"Quality Computers' System& System 6 Bonus Pack... the SlyleWrrtar printer support -· ···.. ... Macinlosh, Apple OOS 3 3, and most cost-effective way to ··.lit Apple Pascal disk support A completely redes1gned Finder add value and fun to laster. rrrendlier, and more power lullhan ever be lore, your Apple HGS." The Finder can be set to av01d grinding your s.2s· drive:; - Tfte AppleWork s Educator When Ihe ®rnPUier. askJI yp~ to - Insert a disk it needs. you no longer h~ve ID hit Re1urn-the computer delects it aufami!tically. Bonus Pack The screen no longer switches to FlashBoot. What is raster than a lexl mode and back ta graphics speeding disk drive? A RAM disk. when launchtng some Desktop AashBoollels you automatically set up programs a super-last. super-convenient RAM New mustc tools and applica disk. tions to allow nw. programs to sound even lletfe1 The Apple II Enhancement ......__ ~ Media-control toolset and des~ accessory to al- Guide. This handy filM book Is ~ :~ c::';'"' Desk low easter tnlegrntlor ol packed with inlormation to help ~ ~·"' • vtdeo with your multime- you upgrade your Apple II. II Accessories. Just to dia presentations give you more to choose covers RAM. hard drives. accel Universal Access fea erators. the Finder. and more. lrorn, we·re giving you tures for physically several handy desk acces handicapped users Clip Art. We're throwing In over sories including· Enhanced More 1oors tor pr~ 100 beauhlul clip art images, per Calculator, Scrapbook, Games. and grammcrs1o wr1te fect lor desktop publishing or hy more. great programs. permedia applications. -
John Carmack Archive - .Plan (1998)
John Carmack Archive - .plan (1998) http://www.team5150.com/~andrew/carmack March 18, 2007 Contents 1 January 5 1.1 Some of the things I have changed recently (Jan 01, 1998) . 5 1.2 Jan 02, 1998 ............................ 6 1.3 New stuff fixed (Jan 03, 1998) ................. 7 1.4 Version 3.10 patch is now out. (Jan 04, 1998) ......... 8 1.5 Jan 09, 1998 ............................ 9 1.6 I AM GOING OUT OF TOWN NEXT WEEK, DON’T SEND ME ANY MAIL! (Jan 11, 1998) ................. 10 2 February 12 2.1 Ok, I’m overdue for an update. (Feb 04, 1998) ........ 12 2.2 Just got back from the Q2 wrap party in vegas that Activi- sion threw for us. (Feb 09, 1998) ................ 14 2.3 Feb 12, 1998 ........................... 15 2.4 8 mb or 12 mb voodoo 2? (Feb 16, 1998) ........... 19 2.5 I just read the Wired article about all the Doom spawn. (Feb 17, 1998) .......................... 20 2.6 Feb 22, 1998 ........................... 21 1 John Carmack Archive 2 .plan 1998 3 March 22 3.1 American McGee has been let go from Id. (Mar 12, 1998) . 22 3.2 The Old Plan (Mar 13, 1998) .................. 22 3.3 Mar 20, 1998 ........................... 25 3.4 I just shut down the last of the NEXTSTEP systems running at id. (Mar 21, 1998) ....................... 26 3.5 Mar 26, 1998 ........................... 28 4 April 30 4.1 Drag strip day! (Apr 02, 1998) ................. 30 4.2 Things are progressing reasonably well on the Quake 3 en- gine. (Apr 08, 1998) ....................... 31 4.3 Apr 16, 1998 .......................... -
Download, Including1 17N REU, Ramlink Partition, Jimymon-64 (ML Monitor)
C 0 T E T S ISSUE Published June 1996 COMMODORE WORLD 6 Wheels-Laying More Than A Patch THE NEWS MAGAZINE FOR COMMODORE 64 » 1'■ I 1J',[ K1. Bruce Thonuu 14 GOFA-A Modulap- Pcogpamming System Fob The Coeimodore 64 http://wviw.cmiweb.am/cwhtme.hlml George Flanagan General Manager Chinks ft Christiansen ♦ Editor Review; Doug Cot Ion ♦ 24 Software: Centipede 126 E>r Gaelwe R. Gasson Advegtisinq Sales A Look ai ihe Newesi Commodore I2S BBS Program Charles A. Christiansen (413) 525-0023 ♦ Graphic Acts Doug Cotton .UMN! '♦ 26 Jusr Fob Starters by Jason Compton Electronic Pre-Press & Pointing Maiuir/Holden Helpful Hints for Handling Disk Drives ♦ 30 Graphic Interpretation by Bruce Thomas Cover Design by Doug Cotton GEOS: For ti Good lime... 32 Carrier Detect by Gaelyne B. Gasson Tclecommunicationi News & Updates 36 S16 Beat by Mark Fellows Things to Look Out For When Program/Hint- the 65X16 Commodore1" and [he respective Commodore producl names are trademarks or registered trademarks of Commodore, a 38 Over The Edge by Jeffrey L. Jones division of Tulip Compulers. Commodore World is in no way aftiliated wilrtthe owner n! ".he Commodore logo ana technology. Commodore Programming in a SuperCPU World Commodore Worla (ISSN 1078-2515) is published 8 limos annually by Creative Micro Designs. Inc.. 15 Benton Drive, Easl Longrneadow MA 01028-0646. Secono-Class Postage Paid at EasL Longmeaflow MA. (USPS «)n-801| Annual subscnpiion rale is USS29.95 fci U.S. addresses. USS35.95(orC3nada0'Maiico.USSJS.95!orallECCounlnB5. Department paymanlsmusl be provided in U S. Dollars. Mail subscriptions 2 From the Editor to CW Subscriptions, do Crestiva Micro Designs. -
Computer Demos—What Makes Them Tick?
AALTO UNIVERSITY School of Science and Technology Faculty of Information and Natural Sciences Department of Media Technology Markku Reunanen Computer Demos—What Makes Them Tick? Licentiate Thesis Helsinki, April 23, 2010 Supervisor: Professor Tapio Takala AALTO UNIVERSITY ABSTRACT OF LICENTIATE THESIS School of Science and Technology Faculty of Information and Natural Sciences Department of Media Technology Author Date Markku Reunanen April 23, 2010 Pages 134 Title of thesis Computer Demos—What Makes Them Tick? Professorship Professorship code Contents Production T013Z Supervisor Professor Tapio Takala Instructor - This licentiate thesis deals with a worldwide community of hobbyists called the demoscene. The activities of the community in question revolve around real-time multimedia demonstrations known as demos. The historical frame of the study spans from the late 1970s, and the advent of affordable home computers, up to 2009. So far little academic research has been conducted on the topic and the number of other publications is almost equally low. The work done by other researchers is discussed and additional connections are made to other related fields of study such as computer history and media research. The material of the study consists principally of demos, contemporary disk magazines and online sources such as community websites and archives. A general overview of the demoscene and its practices is provided to the reader as a foundation for understanding the more in-depth topics. One chapter is dedicated to the analysis of the artifacts produced by the community and another to the discussion of the computer hardware in relation to the creative aspirations of the community members. -
ABSTRACT LOHMEYER, EDWIN LLOYD. Unstable Aesthetics
ABSTRACT LOHMEYER, EDWIN LLOYD. Unstable Aesthetics: The Game Engine and Art Modifications (Under the direction of Dr. Andrew Johnston). This dissertation examines episodes in the history of video game modding between 1995 and 2010, situated around the introduction of the game engine as a software framework for developing three-dimensional gamespaces. These modifications made to existing software and hardware were an aesthetic practice used by programmers and artists to explore the relationship between abstraction, the materiality of game systems, and our phenomenal engagement with digital media. The contemporary artists that I highlight—JODI, Cory Arcangel, Orhan Kipcak, Julian Oliver, and Tom Betts—gravitated toward modding because it allowed them to unveil the technical processes of the engine underneath layers of the game’s familiar interface, in turn, recalibrating conventional play into sensual experiences of difference, uncertainty, and the new. From an engagement with abstract forms, they employed modding techniques to articulate new modes of aesthetic participation through an affective encounter with altered game systems. Furthermore, they used abstraction, the very strangeness of the mod’s formal elements, to reveal our habitual interactions with video games by destabilizing conventional gamespaces through sensory modalities of apperception and proprioception. In considering the imbrication of technics and aesthetics in game engines, this work aims to resituate modding practices within a dynamic and more inclusive understanding -
Computer Gaming World Issue
VOL. 3 NO. 3 MAY -JUN 1983 FEATURES CLOSE ASSAULT 6 Review and Analysis Bob Proctor FillADVENTURE GAME CONTEST 7 in the Crossword Puzzle COMPUTER AMBUSH 10 Review and Analysis David Long PINBALL CONSTRUCTION SET 12 A Toy for AH Ages John Besnard WHEN SUPERPOWERS COLLIDE 14 Part 1 Germany 1985 Maj Mike Chamberlain GALACTIC ATTACK! 19 Sir-tech's Space Combat Game Dick Richards TELE-GAMING 20 A New Column Patricia Fitzgibbons THE NAME OF THE GAME 22 A New Column by Jon Freeman TWO COMPUTER BASEBALL LEAGUES 23 Two leagues for SSI's Computer Baseball Stanley Greenlaw CHESS 7.0 33 Odesta's Program Evaluated Floyd Mathews Departments Inside the Industry 2 Hobby and Industry News 3 Taking a peek 4 Silicon Cerebrum 13 Atari Arena 28 The Learning Game 30 Microcomputer Mathemagic 34 Route 80 35 Micro-Reviews 36 Reader Input Device 47 INSIDE THE INDUSTRY by Dana Lombardy, Associate Publisher Game Merchandising This issue we're going to look at the order them in the quantities they can with one of his new games, when another nearly thirty computer games that have handle. publisher may be selling twice as many been on the best-sellers lists for months. of his slowest-selling game! Because they As you can see, wholesalers are im- There was a time when a new game really are in the "middle" of things, portant to the software industry. And program came out, sold out, and then wholesalers can provide a much more because of their unique position, they the next new program came along to accurate picture of the overall software have a perspective on what's happening replace it and repeat the cycle. -
Chapter 18 Magazines and Newsletters
Chapter 18 Magazines and Newsletters 18.1 ... The Beginning Publication of personal computing articles was initially in electronic magazines such as Popular Electronics, QST and Radio-Electronics. Then came the magazines and newsletters devoted to personal computing and microcomputers. Most of these initial publications were not specific to a particular microprocessor or type of microcomputer. The following are some of the more significant publications. The first publication devoted to personal computing was the Amateur Computer Society ACS Newsletter. The editor was Stephen B. Gray who was also the founder of ACS. The first issue was published in August 1966 and the last in December 1976. It was a bi- monthly directed at anyone interested in building and operating a personal computer. The newsletter was a significant source of information on the design and construction of a computer during the time period it was published. The PCC Newsletter was published by Robert L. Albrecht of the People's Computer Company in California. The first issue was published in October 1972. The first issue cover stated it “is a newspaper... about having fun with computers, learning how to use computers, how to buy a minicomputer for yourself your school and books films and tools of the future.” The newspaper name changed to the People’s Computers with a magazine type of format in May-June 1977. Hal Singer started the Micro-8 Newsletter in September 1974. This was a newsletter published by the Micro-8 Computer Users Group, originally the Mark-8 Group for Mark-8 computer users. Another publication started in 1974, was The Computer Hobbyist newsletter. -
A History of the Personal Computer Index/11
A History of the Personal Computer 6100 CPU. See Intersil Index 6501 and 6502 microprocessor. See MOS Legend: Chap.#/Page# of Chap. 6502 BASIC. See Microsoft/Prog. Languages -- Numerals -- 7000 copier. See Xerox/Misc. 3 E-Z Pieces software, 13/20 8000 microprocessors. See 3-Plus-1 software. See Intel/Microprocessors Commodore 8010 “Star” Information 3Com Corporation, 12/15, System. See Xerox/Comp. 12/27, 16/17, 17/18, 17/20 8080 and 8086 BASIC. See 3M company, 17/5, 17/22 Microsoft/Prog. Languages 3P+S board. See Processor 8514/A standard, 20/6 Technology 9700 laser printing system. 4K BASIC. See Microsoft/Prog. See Xerox/Misc. Languages 16032 and 32032 micro/p. See 4th Dimension. See ACI National Semiconductor 8/16 magazine, 18/5 65802 and 65816 micro/p. See 8/16-Central, 18/5 Western Design Center 8K BASIC. See Microsoft/Prog. 68000 series of micro/p. See Languages Motorola 20SC hard drive. See Apple 80000 series of micro/p. See Computer/Accessories Intel/Microprocessors 64 computer. See Commodore 88000 micro/p. See Motorola 80 Microcomputing magazine, 18/4 --A-- 80-103A modem. See Hayes A Programming lang. See APL 86-DOS. See Seattle Computer A+ magazine, 18/5 128EX/2 computer. See Video A.P.P.L.E. (Apple Pugetsound Technology Program Library Exchange) 386i personal computer. See user group, 18/4, 19/17 Sun Microsystems Call-A.P.P.L.E. magazine, 432 microprocessor. See 18/4 Intel/Microprocessors A2-Central newsletter, 18/5 603/4 Electronic Multiplier. Abacus magazine, 18/8 See IBM/Computer (mainframe) ABC (Atanasoff-Berry 660 computer. -
20년 간의 변천사: Scott Miller와 3D Realms (20 Years of Evolution
※ 본 아티클은 CMP MEDIA LLC와의 라이선스 계약에 의해 국문으로 제공됩 니다 20년 간의 변천사: Scott Miller와 3D Realms (20 Years Of Evolution Scott Miller And 3D) Benj Edwards 2009. 8. 21 http://www.gamasutra.com/view/feature/4169/kill_polygon_kill_violence_.php Scott Miller 는 PC 게임 업계의 역사에서 당대에 제대로 평가 받지 못한 인물이다. 그의 소프트웨어 출판에 대한 혁신적인 아이디어로 인해 셰어웨어 PC 게임 비즈니스가 장래성 없는 일에서 높은 수익을 올릴 수 있는 사업을 급격히 전환되었다. 이러한 와중에 그의 회사는 해당 분야에서 다양한 개혁을 추진했다. Scott Miller 는 아직까지 PC 게임의 선조 중의 하나로 거론되고 있지는 않으나 일반 대중들 사이에서는 가장 인기 있는 인물로 자리매김하고 있다. 1980 년 초반 새로운 부류의 게임 제작자가 등장했다. 그들은 제품을 셰어웨어로 무료로 유통시키며 전체 게임의 복사를 허용하고 그 대신 플레이 한 게임이 마음에 드는 경우 비용을 지불하도록 했다. 유감스럽게도, 이러한 용기 있는 제작자를 위하여 게임료를 지불하는 사람은 거의 없었다. Miller 는 이 시스템의 주요 결함을 발견했고 그의 셰어웨어 회사명에 따라 이름을 붙인 "Apogee Model"을 만들었다(게임을 다양한 부분으로 나눔). Apogee 는 각 게임의 첫 번째 에피소드를 무료 데모버전으로 배포하였으며, 게임이 마음에 드는 경우 회사에서 추가적으로 에피소드를 구입할 수 있도록 했다. 이 모델은 상당히 성공적인 것으로 입증되었고 Epic MegaGames(현재 Epic Games로 개칭)와 같은 유통업체는 이 모델을 자체 비즈니스에 적용하기 시작했다(자세한 내용은 Epic 설립자인 Tim Sweeney와의 초기 인터뷰에 나와 있음). 밀러는 인터넷이 주류를 이루기 전 디지털 유통 방식을 활용하여 성공적으로 게임을 배포하게 되었다. 일단 Miller 가 게임을 배포하면 Apogee 타이틀은 열광적인 팬이나 다름 없는 플레이어들의 성원에 힘입어 CompuServe 등의 온라인 서비스와 BBS 를 통해 바이러스처럼 급속히 퍼져 나갔다. 현재의 웹 중심 세계에서는 이러한 상황이 별로 대단해 보이지는 않겠지만 그 당시로서는 상당히 혁신적인 것이었다. -
CONTENTS As Promised Last Month, This Issue Contains Quite a Lot Page Item Downloaded from the Internet
geoNEWSthe Journal of geoCLUB Issue 72 August 1997 EDITOR’S COMMENTS CONTENTS As promised last month, this issue contains quite a lot Page Item downloaded from the Internet. I am reproducing 2 Library Review these for two main reasons ; Firstly : so that Terry& Sharon anyone who is interested can see just how much 3 Printer Cable information is out there for their out of date 8- Colin J Thomson bit machine. Secondly ; for those who, for one 4 8-Bit Server reason or another are unable to access the Marko Makela Internet will have a chance to see and read some of what is there. On pages 4 to 6 is a whole list 5 Other Users Marko Makela of other C64 orientated WWW sites, these all Home Page have a box (□) in front of them, this signifies 7 CUCUG C.U.C.U.G. that this is also a LINK, which means if you click on here with your mouse button the address is 8 CBM 1084 Spec. Internet Download automatically loaded into the URL address line and you are transported there with no more 9 Ramdom Access Dale Lutes effort than this.If anyone sees a link that they would like to see more of then please drop me a 11 Jerry’s Comer Jerry Shook line I will try to reproduce that page in a future issue. On Page 7 is a sample Club Web Site, I 12 August Dates chose this at random purely as a sample. I also downloaded the transcript of a meeting held in 1995 of an Amiga forum, regrading an auction for the purchase of CBM which as we all now know was ‘won’ by ESCOMM. -
Lifting the Lid on Video Games
ALL FORMATS LIFTING THE LID ON VIDEO GAMES Issue 16 £3 wfmag.cc The Full Monty Paintings come to Pythonesque life in The Procession to Calvary Out of the box Going indie Point-and- click The escape room From triple-A Exploring the handmade genre returns to startup duo world of LUNA UPGRADE TO LEGENDARY AG273QCX 2560x1440 Beyond Designed Experiences ver a chill autumn weekend in 1997, play, whether it’s by exposing the limits of the game my best friend and I crushed Castlevania: and exploiting them, imposing our own additional Symphony of the Night. We took turns, constraints, or outright cheating. O staying awake, fuelled by Pizza Hut and I’m also thinking of Walker’s permadeath streams of Tahitian Treat, for as long as we could. One of us would Breath of the Wild. Speedrunners. Or the innumerable sleep while the other kept playing. It’s not exactly what DIA LACINA games I’ve modded, made myself immortal in, granted people think of when they think of couch co-op. At each myself the powers of flight or to walk through walls. Dia Lacina is a hand-off, we’d have to recount the adventure up to that Or how we’ve all seen just how many cheese wheels queer indigenous point. Detailing plot beats, boss encounters, zones that trans woman writer, our computers can send rolling down the side of a had been traversed. We’d forget things. Doorways to photographer and mountain in Skyrim. come back to. What was really going on with Maria founding editor of None of which is intended, but which extend our , and Richter. -
Computer Gaming World Issue
r Vol. 3 No. 6 December 1983 FEATURES ROBOTWAR: 12 Third Annual Tournament ULTIMA III 18 Review & Tips Scorpia OPERATION WHIRLWIND 25 Review Mark Bausman REACH FOR THE STARS 27 Review Ed Curtis LEGACY OF LLYLGAMYN 28 An Intro Robert Reams BROADSIDES 30 Review David Long NORTH ATLANTIC ' 86 34 Review & Strategies Jay Selover Departments Inside the Industry 6 Taking a Peek 8 Letters 14 Dispatches 16 Scorpion's Tale 17 Name of the Game 20 Tele-Gaming 32 Atari Arena 37 The Commodore Key 38 Micro Reviews (Flying Tigers, Space Station Zulu, The Enchanter, Fortress, Secret Agent) 42 Game Ratings 52 Reader Input Device 54 garners represent almost all the money they make when INSIDE THE INDUSTRY they offer a new title. We're not saying these things just to make you feel im- portant. These are facts that market-wise software publishers consider when they decide to release a new game or expand their line. by Dana Lombardy And what are you telling the industry? Your answers to our survey confirm trends reported by stores and distributors over the past months: computer game sales are still good, but overall game sales have slowed, and the average customer is being more careful with his money. Results of the Readers Survey from the July/August 73 percent of you are spending less on software now 1983 issue of CGW. that you have in the past. For whatever reasons-whether Percent it's too many titles to choose from, or too many bad of games- you're cutting back on the number of items you Question Readers buy and the amount you spend.