About This Particular Macintosh 11.07

Total Page:16

File Type:pdf, Size:1020Kb

About This Particular Macintosh 11.07 ATPM 11.07 / July 2005 Volume 11, Number 7 About This Particular Macintosh: About the personal computing experience.TM ATPM 11.07 1 Cover Cover Art Copyright c 2005 Grant Osborne1. We need new cover art each month. Write2 to us! The ATPM Staff Publisher/Editor-in-Chief Michael Tsai3 Managing Editor Christopher Turner4 Associate Editor/Reviews Paul Fatula5 Copy Editors Raena Armitage6 Johann Campbell7 Chris Lawson8 Ellyn Ritterskamp9 Brooke Smith10 Vacant Web Editor Lee Bennett11 Publicity Manager Vacant Webmaster Michael Tsai12 Beta Testers The Staff13 Contributing Editors Eric Blair14 David Blumenstein15 Tom Bridge16 Matthew Glidden17 Ted Goranson18 Andrew Kator19 Robert Paul Leitao20 Wes Meltzer21 David Ozab22 Sylvester Roque23 1mailto:[email protected] 2mailto:[email protected] 3mailto:[email protected] 4mailto:[email protected] 5mailto:[email protected] 6mailto:[email protected] 7mailto:[email protected] 8mailto:[email protected] 9mailto:[email protected] 10mailto:[email protected] 11mailto:[email protected] 12mailto:[email protected] 13mailto:[email protected] 14mailto:[email protected] 15mailto:[email protected] 16mailto:[email protected] 17mailto:[email protected] 18mailto:[email protected] 19mailto:[email protected] 20mailto:[email protected] 21mailto:[email protected] 22mailto:[email protected] 23mailto:[email protected] ATPM 11.07 2 Cover Evan Trent24 How To Vacant Interviews Vacant Opinion Vacant Reviews Vacant Artwork & Design Graphics Director Vacant Layout and Design Michael Tsai25 Cartoonist Matt Johnson26 Blue Apple Icon Designs Mark Robinson Other Art RD Novo Emeritus Reprints RD Novo, Robert Madill, Belinda Wagner, Ja- Articles, original art, and desktop pictures may not mal Ghandour, Edward Goss, Tom Iovino, Daniel be reproduced without the express permission of the Chvatik, Grant Osborne, Gregory Tetrault. author or artist, unless otherwise noted. You may, however, print or distribute copies of this issue of Contributors atpm as a whole, provided that it is not modified in any way. Authors may be contacted through atpm’s Marcus J. Albers, Paul Blakeman, Paul Fatula, editorial staff, or at their e-mail addresses, when pro- Matthew Glidden, Ted Goranson Matt Johnson, An- vided. drew Kator, Chris Lawson, Robert Paul Leitao, Ellyn Ritterskamp, Charles Ross, Michael Tsai, Christo- Legal Stuff pher Turner, Angus Wong, David Zatz, Macintosh About This Particular Macintosh may be uploaded users like you. to any online area or included on a CD-ROM com- pilation, so long as the file remains intact and unal- Subscriptions tered, but all other rights are reserved. All informa- 27 Sign up for free subscriptions using the Web form . tion contained in this issue is correct to the best of our knowledge. The opinions expressed in atpm are Where to Find ATPM not necessarily those of the entire atpm staff. Prod- Online and downloadable issues are available at the uct and company names and logos may be registered atpm Web Site28. atpm is a product of atpm, Inc. trademarks of their respective companies. Thank you c 1995-2005. All Rights Reserved. ISSN: 1093-2909. for reading this far, and we hope that the rest of the magazine is more interesting than this. Production Tools Thanks for reading atpm. Apache, AppleScript, BBEdit, Cocoa, Docu- tils, DropDMG, FileMaker Pro, GraphicConverter, LATEX, Mesh, make, Mailman, Mojo Mail, MySQL, Perl, Photoshop Elements, PyObjC, Python, rsync, Snapz Pro X, ssh, Subversion, Super Get Info. 24mailto:[email protected] 25mailto:[email protected] 26http://www.cornstalker.com 27http://www.atpm.com/subscribe/ 28http://www.atpm.com ATPM 11.07 3 Cover Sponsors About This Particular Macintosh has been free since 1995, and we intend to keep it that way. Our editors and staff are volunteers with “real” jobs who believe in the Macintosh way of computing. We don’t make a profit, nor do we plan to. As such, we rely on advertisers and readers like you to help us pay for our Web site and other expenses. ••• This issue of atpm is sponsored by Bare Bones Software1: ••• We’ve partnered with CafePress.com to bring you high-quality atpm merchandise2. For each item you buy, $1 goes towards keeping the atpm.com server running. You can also help support atpm by buying from online retailers using our links3. If you’re going to buy from them anyway, why not help us at the same time? We also accept direct contributions using PayPal4 and Amazon’s Honor System5. We suggest $10 for students and $20 for individuals, but we greatly appreciate contributions of any size. Finally, we are accepting inquiries from interested sponsors and advertisers. We have a variety of programs available to tailor to your needs. Please contact us at [email protected] for more information. 1http://www.barebones.com/1900 2http://www.cafeshops.com/cp/store.aspx?s=atpm 3http://www.atpm.com/about/support.shtml 4http://www.paypal.com/xclick/[email protected] 5http://s1.amazon.com/exec/varzea/pay/T18F4IYZD196OK ATPM 11.07 4 Sponsors Welcome by Robert Paul Leitao, [email protected] Welcome to the July edition of About This Particular the power. Using what’s called “universal binaries,” Macintosh! In just a few days, mission Deep Impact developers can prepare Mac OS X applications for may provide clues to the origins of the universe. The both PowerPC and Intel chips. project is one only NASA could design. Think about it: a man-made spacecraft is racing across the cos- The Big Lie? mos on a course to collide with a comet the size of Two years ago Steve Jobs promised the WWDC audi- Manhattan on Independence Day in order to create ence that Apple would soon release a 3 GHz G5. Un- a crater the size of the stadium that sits at One Pa- fortunately, IBM’s G5 chip development lagged be- triot Place. It’s a star-spangled kind of thing that hind expectations. It wasn’t that Steve Jobs lied; his may give July 4th fireworks a whole new meaning. plans for faster Macs ended up being denied. Apple NASA is looking for celestial clues to the beginnings will continue to release PowerPC-based G5 comput- of Earth. ers until the transition to Intel chips is complete. Deep Impact is scheduled to complete its fiery mission less than a month after Apple Computer Color My World set off some fireworks of its own. Think about it: Or at least color my iPod. Responding to several the renegades of the PC industry who inspired us to months of product speculation, in late June Apple an- Think Different may be creating a deep impact of nounced its first color-screen iPods that aren’t called their own by abandoning an 11-year chip partnership “iPod photo.” Of course, this product release hasn’t with their first nemesis, to set the company on a squelched more speculation. Mac users are a surly collision course with its one of its first developer lot! Many now speculate Apple will eventually re- partners and recent 11-year nemesis. The first battle lease a video iPod no matter the size of the iPod’s of the operating systems has long been over, but the small screen. In the meantime, the color iPods are second big battle may be about to begin. The switch ideal for viewing photos and will display album art- to Intel may come six months from now, but the work in their original hues. clues to Apple’s product planning may take several The new color iPods come in 20 and 60 GB va- more months to unearth. rieties and will carry as many as 25,000 photos. For those of us who use an iPod to color our world with The Intel on Intel music, the new iPods add a bit of visual panache to To the surprise of only a few people in the WWDC au- our songs. dience, Apple Computer CEO Steve Jobs announced in early June that Mac OS X has been compiled over Color My Radio the years for both the PowerPC and the Intel chip In announcing the color iPods, Apple also announced architectures. What surprised some people in the au- the release of iTunes 4.9. The newest version of dience is the announcement that Apple will be mi- iTunes supports podcasting, a word that has quickly grating the Macintosh to the Intel chip architecture entered the American vernacular. Podcasting has beginning in 2006 with the transition mostly com- been called “TiVo for radio.” It allows iPod users plete by the end of 2007. To the surprise of just to download pre-recorded content through iTunes to about everyone in the audience, the computer used their iPods and listen to the content at their conve- by Mr. Jobs during the keynote address was an Intel nience. iTunes supports subscription arrangements, computer running Mac OS X. allowing users to “subscribe” and automatically download new podcasts as they become available. The Big Why? With the new color iPods adding color to one’s Why would Apple transition from the PowerPC to music, the array of audio content available through Intel chips? In the words of Mr. Jobs, it comes down podcasts adds a bit of “color” to what’s available on to power consumption in relation to performance. In the “radio.” other words, future Intel chips offer more punch for ATPM 11.07 5 Welcome When Does a Leopard Get its Spots? Segments: Love at First iBook Actually, that should read “When does Leopard get Does technology push us apart or bring us together? its spot in the Apple product line?” The answer: late It all depends on how you use it and whether you are 2006 or early 2007.
Recommended publications
  • Master List of Games This Is a List of Every Game on a Fully Loaded SKG Retro Box, and Which System(S) They Appear On
    Master List of Games This is a list of every game on a fully loaded SKG Retro Box, and which system(s) they appear on. Keep in mind that the same game on different systems may be vastly different in graphics and game play. In rare cases, such as Aladdin for the Sega Genesis and Super Nintendo, it may be a completely different game. System Abbreviations: • GB = Game Boy • GBC = Game Boy Color • GBA = Game Boy Advance • GG = Sega Game Gear • N64 = Nintendo 64 • NES = Nintendo Entertainment System • SMS = Sega Master System • SNES = Super Nintendo • TG16 = TurboGrafx16 1. '88 Games ( Arcade) 2. 007: Everything or Nothing (GBA) 3. 007: NightFire (GBA) 4. 007: The World Is Not Enough (N64, GBC) 5. 10 Pin Bowling (GBC) 6. 10-Yard Fight (NES) 7. 102 Dalmatians - Puppies to the Rescue (GBC) 8. 1080° Snowboarding (N64) 9. 1941: Counter Attack ( Arcade, TG16) 10. 1942 (NES, Arcade, GBC) 11. 1943: Kai (TG16) 12. 1943: The Battle of Midway (NES, Arcade) 13. 1944: The Loop Master ( Arcade) 14. 1999: Hore, Mitakotoka! Seikimatsu (NES) 15. 19XX: The War Against Destiny ( Arcade) 16. 2 on 2 Open Ice Challenge ( Arcade) 17. 2010: The Graphic Action Game (Colecovision) 18. 2020 Super Baseball ( Arcade, SNES) 19. 21-Emon (TG16) 20. 3 Choume no Tama: Tama and Friends: 3 Choume Obake Panic!! (GB) 21. 3 Count Bout ( Arcade) 22. 3 Ninjas Kick Back (SNES, Genesis, Sega CD) 23. 3-D Tic-Tac-Toe (Atari 2600) 24. 3-D Ultra Pinball: Thrillride (GBC) 25. 3-D WorldRunner (NES) 26. 3D Asteroids (Atari 7800) 27.
    [Show full text]
  • Video Game Archive: Nintendo 64
    Video Game Archive: Nintendo 64 An Interactive Qualifying Project submitted to the Faculty of WORCESTER POLYTECHNIC INSTITUTE in partial fulfilment of the requirements for the degree of Bachelor of Science by James R. McAleese Janelle Knight Edward Matava Matthew Hurlbut-Coke Date: 22nd March 2021 Report Submitted to: Professor Dean O’Donnell Worcester Polytechnic Institute This report represents work of one or more WPI undergraduate students submitted to the faculty as evidence of a degree requirement. WPI routinely publishes these reports on its web site without editorial or peer review. Abstract This project was an attempt to expand and document the Gordon Library’s Video Game Archive more specifically, the Nintendo 64 (N64) collection. We made the N64 and related accessories and games more accessible to the WPI community and created an exhibition on The History of 3D Games and Twitch Plays Paper Mario, featuring the N64. 2 Table of Contents Abstract…………………………………………………………………………………………………… 2 ​ Table of Contents…………………………………………………………………………………………. 3 ​ Table of Figures……………………………………………………………………………………………5 ​ Acknowledgements……………………………………………………………………………………….. 7 ​ Executive Summary………………………………………………………………………………………. 8 ​ 1-Introduction…………………………………………………………………………………………….. 9 ​ 2-Background………………………………………………………………………………………… . 11 ​ ​ ​ 2.1 - A Brief of History of Nintendo Co., Ltd. Prior to the Release of the N64 in 1996:……………. 11 ​ 2.2 - The Console and its Competitors:………………………………………………………………. 16 ​ ​ Development of the Console……………………………………………………………………...16
    [Show full text]
  • [Japan] SALA GIOCHI ARCADE 1000 Miglia
    SCHEDA NEW PLATINUM PI4 EDITION La seguente lista elenca la maggior parte dei titoli emulati dalla scheda NEW PLATINUM Pi4 (20.000). - I giochi per computer (Amiga, Commodore, Pc, etc) richiedono una tastiera per computer e talvolta un mouse USB da collegare alla console (in quanto tali sistemi funzionavano con mouse e tastiera). - I giochi che richiedono spinner (es. Arkanoid), volanti (giochi di corse), pistole (es. Duck Hunt) potrebbero non essere controllabili con joystick, ma richiedono periferiche ad hoc, al momento non configurabili. - I giochi che richiedono controller analogici (Playstation, Nintendo 64, etc etc) potrebbero non essere controllabili con plance a levetta singola, ma richiedono, appunto, un joypad con analogici (venduto separatamente). - Questo elenco è relativo alla scheda NEW PLATINUM EDITION basata su Raspberry Pi4. - Gli emulatori di sistemi 3D (Playstation, Nintendo64, Dreamcast) e PC (Amiga, Commodore) sono presenti SOLO nella NEW PLATINUM Pi4 e non sulle versioni Pi3 Plus e Gold. - Gli emulatori Atomiswave, Sega Naomi (Virtua Tennis, Virtua Striker, etc.) sono presenti SOLO nelle schede Pi4. - La versione PLUS Pi3B+ emula solo 550 titoli ARCADE, generati casualmente al momento dell'acquisto e non modificabile. Ultimo aggiornamento 2 Settembre 2020 NOME GIOCO EMULATORE 005 SALA GIOCHI ARCADE 1 On 1 Government [Japan] SALA GIOCHI ARCADE 1000 Miglia: Great 1000 Miles Rally SALA GIOCHI ARCADE 10-Yard Fight SALA GIOCHI ARCADE 18 Holes Pro Golf SALA GIOCHI ARCADE 1941: Counter Attack SALA GIOCHI ARCADE 1942 SALA GIOCHI ARCADE 1943 Kai: Midway Kaisen SALA GIOCHI ARCADE 1943: The Battle of Midway [Europe] SALA GIOCHI ARCADE 1944 : The Loop Master [USA] SALA GIOCHI ARCADE 1945k III SALA GIOCHI ARCADE 19XX : The War Against Destiny [USA] SALA GIOCHI ARCADE 2 On 2 Open Ice Challenge SALA GIOCHI ARCADE 4-D Warriors SALA GIOCHI ARCADE 64th.
    [Show full text]
  • THE ART of Puzzle Game Design
    THE ART OF Puzzle Design Scott Kim & Alexey Pajitnov with Bob Bates, Gary Rosenzweig, Michael Wyman March 8, 2000 Game Developers Conference These are presentation slides from an all-day tutorial given at the 2000 Game Developers Conference in San Jose, California (www.gdconf.com). After the conference, the slides will be available at www.scottkim.com. Puzzles Part of many games. Adventure, education, action, web But how do you create them? Puzzles are an important part of many computer games. Cartridge-based action puzzle gamse, CD-ROM puzzle anthologies, adventure game, and educational game all need good puzzles. Good News / Bad News Mental challenge Marketable? Nonviolent Dramatic? Easy to program Hard to invent? Growing market Small market? The good news is that puzzles appeal widely to both males and females of all ages. Although the market is small, it is rapidly expanding, as computers become a mass market commodity and the internet shifts computer games toward familiar, quick, easy-to-learn games. Outline MORNING AFTERNOON What is a puzzle? Guest Speakers Examples Exercise Case studies Question & Design process Answer We’ll start by discussing genres of puzzle games. We’ll study some classic puzzle games, and current projects. We’ll cover the eight steps of the puzzle design process. We’ll hear from guest speakers. Finally we’ll do hands-on projects, with time for question and answer. What is a Puzzle? Five ways of defining puzzle games First, let’s map out the basic genres of puzzle games. Scott Kim 1. Definition of “Puzzle” A puzzle is fun and has a right answer.
    [Show full text]
  • Master List of Games This Is a List of Every Game on a Fully Loaded SKG Retro Box, and Which System(S) They Appear On
    Master List of Games This is a list of every game on a fully loaded SKG Retro Box, and which system(s) they appear on. Keep in mind that the same game on different systems may be vastly different in graphics and game play. In rare cases, such as Aladdin for the Sega Genesis and Super Nintendo, it may be a completely different game. System Abbreviations: • GB = Game Boy • GBC = Game Boy Color • GBA = Game Boy Advance • GG = Sega Game Gear • N64 = Nintendo 64 • NES = Nintendo Entertainment System • SMS = Sega Master System • SNES = Super Nintendo • TG16 = TurboGrafx16 1. '88 Games (Arcade) 2. 007: Everything or Nothing (GBA) 3. 007: NightFire (GBA) 4. 007: The World Is Not Enough (N64, GBC) 5. 10 Pin Bowling (GBC) 6. 10-Yard Fight (NES) 7. 102 Dalmatians - Puppies to the Rescue (GBC) 8. 1080° Snowboarding (N64) 9. 1941: Counter Attack (TG16, Arcade) 10. 1942 (NES, Arcade, GBC) 11. 1942 (Revision B) (Arcade) 12. 1943 Kai: Midway Kaisen (Japan) (Arcade) 13. 1943: Kai (TG16) 14. 1943: The Battle of Midway (NES, Arcade) 15. 1944: The Loop Master (Arcade) 16. 1999: Hore, Mitakotoka! Seikimatsu (NES) 17. 19XX: The War Against Destiny (Arcade) 18. 2 on 2 Open Ice Challenge (Arcade) 19. 2010: The Graphic Action Game (Colecovision) 20. 2020 Super Baseball (SNES, Arcade) 21. 21-Emon (TG16) 22. 3 Choume no Tama: Tama and Friends: 3 Choume Obake Panic!! (GB) 23. 3 Count Bout (Arcade) 24. 3 Ninjas Kick Back (SNES, Genesis, Sega CD) 25. 3-D Tic-Tac-Toe (Atari 2600) 26. 3-D Ultra Pinball: Thrillride (GBC) 27.
    [Show full text]
  • 007: the World Is Not Enough 1080 Teneighty Snowboarding a Bug's
    007: The World Is Not Enough 1080 TenEighty Snowboarding A Bug's Life Aerofighter Assault AeroGauge Aidyn Chronicles : The First Mage All Star Tennis 99 All-Star Baseball 2000 All-Star Baseball 2001 All-Star Baseball 99 Armorines - Project S.W.A.R.M. Army Men : Air Combat Army Men : Sarge's Heroes Army Men : Sarge's Heroes 2 Asteroids Hyper 64 Automobili Lamborghini Banjo-Kazooie Banjo-Tooie Bassmasters 2000 Batman Beyond : Return of the Joker BattleTanx BattleTanx - Global Assault Battlezone : Rise of the Black Dogs Beetle Adventure Racing! Big Mountain 2000 Bio F.R.E.A.K.S. Blast Corps Blues Brothers 2000 Body Harvest Bomberman 64 Bomberman 64 : The Second Attack! Bomberman Hero Bottom of the 9th Brunswick Circuit Pro Bowling Buck Bumble Bust-A-Move '99 Bust-A-Move 2: Arcade Edition California Speed Carmageddon 64 Castlevania Castlevania : Legacy of Darkness Chameleon Twist Chameleon Twist 2 Charlie Blast's Territory Chopper Attack Clay Fighter : Sculptor's Cut Clay Fighter 63 1-3 Command & Conquer Conker's Bad Fur Day Cruis'n Exotica Cruis'n USA Cruis'n World CyberTiger Daikatana Dark Rift Deadly Arts Destruction Derby 64 Diddy Kong Racing Donald Duck : Goin' Qu@ckers*! Donkey Kong 64 Doom 64 Dr. Mario 64 Dual Heroes Duck Dodgers Starring Daffy Duck Duke Nukem : Zero Hour Duke Nukem 64 Earthworm Jim 3D ECW Hardcore Revolution Elmo's Letter Adventure Elmo's Number Journey Excitebike 64 Extreme-G Extreme-G 2 F-1 World Grand Prix F-Zero X F1 Pole Position 64 FIFA 99 FIFA Soccer 64 FIFA: Road to World Cup 98 Fighter Destiny 2 Fighters
    [Show full text]
  • Putting Tactility Back Into Touch Controls Zach Gage
    Controls You Can Feel Putting Tactility Back Into Touch Controls Zach Gage - @helvetica - STFJ.net Tuesday, March 6, 12 so this is a talk on why tactility matters and how to bring that to touch games I am not a scientist Tuesday, March 6, 12 I need to say off the bat that I'm not a scientist. I am an artist Tuesday, March 6, 12 I'm an artist who has spent a lot of time thinking and working with interaction. Tuesday, March 6, 12 From large scale interactive artworks Tuesday, March 6, 12 to small scale critically acclaimed iPhone and iPad games Tuesday, March 6, 12 to weird art games, Tuesday, March 6, 12 to chat software Tuesday, March 6, 12 to interactive sculpture Tuesday, March 6, 12 to aggressive books, I’ve designed or thought about interaction in dozens different digital and non-digital contexts. In my experience, if you know what to think about, designing quality interaction is easy, and on touch systems, quality interaction often means designing for tactility. Tactility Tuesday, March 6, 12 When I talk about tactility, I’m not just referring to what you feel with your finger tips, I’m talking about the entire experience of physically interacting with a game. This presentation is an attempt to break my process down into rules that you can use to design your own games either for touch screens or ideally, any unfamiliar system of interaction. Interaction possibility dictates game possibility. Tuesday, March 6, 12 As far as I can tell, the root of many unsuccessful iPhone control schemes comes from designers not realizing that when you make a game for a touch screen you have to design controls.
    [Show full text]
  • Nintedo 64 Diddy Kong Racing Mario Party 3 Pokémon
    Nintedo 64 Diddy Kong Racing Mario Party 3 Pokémon Snap Banjo-Tooie A Bug's Life Pokémon Stadium Super Mario 64 Castlevania : Legacy of Darkness Gex 3 : Deep Cover Gecko Dr. Mario 64 Mario Party Donkey Kong 64 Bomberman 64 : The Second Attack! Mario Party 2 Mario Tennis 1080 TenEighty Snowboarding Pokémon Stadium 2 Donald Duck: Cou@k Att@ck ?*! The Legend of Zelda : Ocarina of Time Mega Man 64 Legend of Zelda : Majora's Mask, The F-Zero X Mario Golf Mario Kart 64 Jeopardy! NBA Hangtime Turok 3 - Shadow of Oblivion Mischief Makers Virtual Chess 64 Lylat Wars San Francisco Rush 2049 BattleTanx Rugrats : Treasure Hunt Transformers : Beast Wars Transmetals Buck Bumble Chopper Attack Star Wars - Episode I - Racer Mystical Ninja Starring Goemon GoldenEye 007 Turok : Dinosaur Hunter Daikatana Earthworm Jim 3D Cruis'n USA NBA In The Zone '98 Armorines - Project S.W.A.R.M. NFL Blitz Conker's Bad Fur Day NBA Live 99 Road Rash 64 South Park Excitebike 64 Doom 64 Resident Evil 2 Wave Race 64 CyberTiger Ms. Pac-Man : Maze Madness Nagano Winter Olympics '98 Rakuga Kids NFL Blitz : Special Edition Bomberman Hero NBA Jam 2000 RR64 : Ridge Racer 64 Stunt Racer 64 Rocket : Robot On Wheels A Bug's Life Batman Beyond : Return of the Joker Elmo's Number Journey Monaco Grand Prix BattleTanx - Global Assault FIFA Soccer 64 Midway's Greatest Arcade Hits : Volume 1 NASCAR 99 Micro Machines 64 Turbo Bust-A-Move '99 Command & Conquer Lode Runner 3-D Star Wars : Rogue Squadron Top Gear Overdrive The New Tetris Top Gear Rally Super Smash Bros.
    [Show full text]
  • Premiere Issue Monkeying Around Game Reviews: Special Report
    Atari Coleco Intellivision Computers Vectrex Arcade ClassicClassic GamerGamer Premiere Issue MagazineMagazine Fall 1999 www.classicgamer.com U.S. “Because Newer Isn’t Necessarily Better!” Special Report: Classic Videogames at E3 Monkeying Around Revisiting Donkey Kong Game Reviews: Atari, Intellivision, etc... Lost Arcade Classic: Warp Warp Deep Thaw Chris Lion Rediscovers His Atari Plus! · Latest News · Guide to Halloween Games · Win the book, “Phoenix” “As long as you enjoy the system you own and the software made for it, there’s no reason to mothball your equipment just because its manufacturer’s stock dropped.” - Arnie Katz, Editor of Electronic Games Magazine, 1984 Classic Gamer Magazine Fall 1999 3 Volume 1, Version 1.2 Fall 1999 PUBLISHER/EDITOR-IN-CHIEF Chris Cavanaugh - [email protected] ASSOCIATE EDITOR Sarah Thomas - [email protected] STAFF WRITERS Kyle Snyder- [email protected] Reset! 5 Chris Lion - [email protected] Patrick Wong - [email protected] Raves ‘N Rants — Letters from our readers 6 Darryl Guenther - [email protected] Mike Genova - [email protected] Classic Gamer Newswire — All the latest news 8 Damien Quicksilver [email protected] Frank Traut - [email protected] Lee Seitz - [email protected] Book Bytes - Joystick Nation 12 LAYOUT/DESIGN Classic Advertisement — Arcadia Supercharger 14 Chris Cavanaugh PHOTO CREDITS Atari 5200 15 Sarah Thomas - Staff Photographer Pong Machine scan (page 3) courtesy The “New” Classic Gamer — Opinion Column 16 Sean Kelly - Digital Press CD-ROM BIRA BIRA Photos courtesy Robert Batina Lost Arcade Classics — ”Warp Warp” 17 CONTACT INFORMATION Classic Gamer Magazine Focus on Intellivision Cartridge Reviews 18 7770 Regents Road #113-293 San Diego, Ca 92122 Doin’ The Donkey Kong — A closer look at our 20 e-mail: [email protected] on the web: favorite monkey http://www.classicgamer.com Atari 2600 Cartridge Reviews 23 SPECIAL THANKS To Sarah.
    [Show full text]
  • Study of Multimedia Technology in Posture Training for the Elderly
    Engineering, 2013, 5, 47-52 http://dx.doi.org/10.4236/eng.2013.510B010 Published Online October 2013 (http://www.scirp.org/journal/eng) Study of Multimedia Technology in Posture Training for the Elderly Chih-Chen Chen1, De-Jou Hong2, Shih-Ching Chen3, Ying-Ying Shih4, Yu-Luen Chen2,5 1Department of Management Information System, Hwa Hsia Institute of Technology, Taipei, Chinese Taipei 2Department of Computer Science, National Taipei University of Education, Taipei, Chinese Taipei 3Department of Physical Medicine & Rehabilitation, Taipei Medical University Hospital, Taipei, Chinese Taipei 4Department Physical & Rehabilitation Medicine, Chang Gung Memorial Hospital, Tao-Yuan, Chinese Taipei 5Department of Information Management, St. Mary’s Medicine, Nursing and Management College, Yilan, Chinese Taipei Email: [email protected], [email protected], [email protected] Received October 2012 ABSTRACT Wrist diseases, also known as “mama hand”, “mouse hand” or “keyboard hand”, are commonly seen and easily over- looked symptoms in daily life. The diseases are mostly related to incorrect exercise or excessive force imposed on hands, leading to tenosynovitis or carpal tunnel syndrome. To alleviate the symptoms or even to recover, besides drug treatment, supplementary rehabilitation training is necessary. The rehabilitation process forces the affected wrist area to continually exercise in order to stimulate the self-repair signals sent to the affected area for partial restoration, if not all, of the supposed functions. In modern world, using information technology to improve the rehabilitation environment with better approaches has become a trend. In this study, software programs coded in C# and Flash are developed to work on the Bluetooth ball hardware to facilitate the rehabilitation.
    [Show full text]
  • EA Launches New Tetris® Game on the App Store Today
    EA Launches New Tetris® Game on the App Store Today Tetris®, Re-imagined! Discover the All-New One Touch Revolution and Experience Visionary New Ways to Play! REDWOOD CITY, Calif.--(BUSINESS WIRE)-- EA Mobile™, a division ofElectronic Arts Inc., (NASDAQ: ERTS) and the world's leading mobile games publisher, along with The Tetris Company, LLC, today announced the launch of a re-imagined version of the globally popular puzzle game on the App StoreSM. The new Tetris® App gives fans access to new features that give them revolutionary ways to play on their iPad®, iPhone®, and iPod touch®, including: ● The fan-favorite Marathon Mode. ● A brand new level-based Galaxy Mode, where players can use game-changing power ups to dig down and shatter their scores. ● Innovative Marathon One Touch Mode, a simple and easy-to-use control scheme for Marathon mode that is specially designed for touch screen gameplay. ● New gameplay challenges delivered via the never-before-seen Tetris Log system. ● Tetris Rank functionality that tracks players' lifetime "lines cleared" to assign an overall rank. ● Ability to subscribe to the T-Club, the only Tetris fan club to give members exclusive access to new mobile challenges and content. "The Tetris App for iPad, iPhone and iPod touch was specifically designed to let players experience a re- imagined Tetris universe including the traditional Tetris gameplay they know and love," said Bernard Kim, Senior Vice President of Sales and Marketing for EA™ Interactive. "The innovative new features are sure to bring hours of frenzied fun for both newcomers and seasoned Tetris fans." In addition to the inclusion of Marathon One Touch and Galaxy modes, as well as the fan-favorite Marathon mode, EA's newest version of the Tetris game also delivers new in-game content for fans, including Tetris Log, an Origin-powered function that delivers fresh challenges and tracks lifetime accumulated "lines cleared" across multiple mobile devices to assign an official Tetris Rank.
    [Show full text]
  • Differential Effects of a Cognitive Interference Task After Encoding
    Journal of Experimental Psychology: General © 2019 The Author(s) 2019, Vol. 148, No. 12, 2154–2180 0096-3445/19/$12.00 http://dx.doi.org/10.1037/xge0000598 Intrusive Memories and Voluntary Memory of a Trauma Film: Differential Effects of a Cognitive Interference Task After Encoding Alex Lau-Zhu, Richard N. Henson, and Emily A. Holmes University of Cambridge, United Kingdom Methods to reduce intrusive memories (e.g., of traumatic events) should ideally spare voluntary memory for the same event (e.g., to report on the event in court). Single-trace memory accounts assume that interfering with a trace should impact both its involuntary and voluntary expressions, whereas separate- trace accounts assume these two can dissociate, allowing for selective interference. This possibility was investigated in 3 experiments. Nonclinical participants viewed a trauma film followed by an interference task (Tetris game-play after reminder cues). Next, memory for the film was assessed with various measures. The interference task reduced the number of intrusive memories (diary-based, Experiments 1 and 2), but spared performance on well-matched measures of voluntary retrieval—free recall (Experi- ment 1) and recognition (Experiments 1 and 2)—challenging single-trace accounts. The interference task did not affect other measures of involuntary retrieval—perceptual priming (Experiment 1) or attentional bias (Experiment 2). However, the interference task did reduce the number of intrusive memories in a laboratory-based vigilance-intrusion task (Experiments 2 and 3), irrespective of concurrent working memory load during intrusion retrieval (Experiment 3). Collectively, results reveal a robust dissociation between intrusive and voluntary memories, having ruled out key methodological differences between how these two memory expressions are assessed, namely cue overlap (Experiment 1), attentional capture (Experiment 2), and retrieval load (Experiment 3).
    [Show full text]