Lesson 5 OVERVIEW Summarizing Informational Texts
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Finding Aid to the Atari Coin-Op Division Corporate Records, 1969-2002
Brian Sutton-Smith Library and Archives of Play Atari Coin-Op Division Corporate Records Finding Aid to the Atari Coin-Op Division Corporate Records, 1969-2002 Summary Information Title: Atari Coin-Op Division corporate records Creator: Atari, Inc. coin-operated games division (primary) ID: 114.6238 Date: 1969-2002 (inclusive); 1974-1998 (bulk) Extent: 600 linear feet (physical); 18.8 GB (digital) Language: The materials in this collection are primarily in English, although there a few instances of Japanese. Abstract: The Atari Coin-Op records comprise 600 linear feet of game design documents, memos, focus group reports, market research reports, marketing materials, arcade cabinet drawings, schematics, artwork, photographs, videos, and publication material. Much of the material is oversized. Repository: Brian Sutton-Smith Library and Archives of Play at The Strong One Manhattan Square Rochester, New York 14607 585.263.2700 [email protected] Administrative Information Conditions Governing Use: This collection is open for research use by staff of The Strong and by users of its library and archives. Though intellectual property rights (including, but not limited to any copyright, trademark, and associated rights therein) have not been transferred, The Strong has permission to make copies in all media for museum, educational, and research purposes. Conditions Governing Access: At this time, audiovisual and digital files in this collection are limited to on-site researchers only. It is possible that certain formats may be inaccessible or restricted. Custodial History: The Atari Coin-Op Division corporate records were acquired by The Strong in June 2014 from Scott Evans. The records were accessioned by The Strong under Object ID 114.6238. -
New Joysticks Available for Your Atari 2600
May Your Holiday Season Be a Classic One Classic Gamer Magazine Classic Gamer Magazine December 2000 3 The Xonox List 27 Teach Your Children Well 28 Games of Blame 29 Mit’s Revenge 31 The Odyssey Challenger Series 34 Interview With Bob Rosha 38 Atari Arcade Hits Review 41 Jaguar: Straight From the Cat’s 43 Mouth 6 Homebrew Review 44 24 Dear Santa 46 CGM Online Reset 5 22 So, what’s Happening with CGM Newswire 6 our website? Upcoming Releases 8 In the coming months we’ll Book Review: The First Quarter 9 be expanding our web pres- Classic Ad: “Fonz” from 1976 10 ence with more articles, games and classic gaming merchan- Lost Arcade Classic: Guzzler 11 dise. Right now we’re even The Games We Love to Hate 12 shilling Classic Gamer Maga- zine merchandise such as The X-Games 14 t-shirts and coffee mugs. Are These Games Unplayable? 16 So be sure to check online with us for all the latest and My Favorite Hedgehog 18 greatest in classic gaming news Ode to Arcade Art 20 and fun. Roland’s Rat Race for the C-64 22 www.classicgamer.com Survival Island 24 Head ‘em Off at the Past 48 Classic Ad: “K.C. Munchkin” 1982 49 My .025 50 Make it So, Mr. Borf! Dragon’s Lair 52 and Space Ace DVD Review How I Tapped Out on Tapper 54 Classifieds 55 Poetry Contest Winners 55 CVG 101: What I Learned Over 56 Summer Vacation Atari’s Misplays and Bogey’s 58 46 Deep Thaw 62 38 Classic Gamer Magazine December 2000 4 “Those who cannot remember the past are condemned to Issue 5 repeat it” - George Santayana December 2000 Editor-in-Chief “Unfortunately, those of us who do remember the past are Chris Cavanaugh condemned to repeat it with them." - unaccredited [email protected] Managing Editor -Box, Dreamcast, Play- and the X-Box? Well, much to Sarah Thomas [email protected] Station, PlayStation 2, the chagrin of Microsoft bashers Gamecube, Nintendo 64, everywhere, there is one rule of Contributing Writers Indrema, Nuon, Game business that should never be X Mark Androvich Boy Advance, and the home forgotten: Never bet against Bill. -
The Real Inventors of Arcade Videogames Copy
1. The “real” Inventors of Arcade Videogames? As more and more of the early history of videogames comes to light, perceptions of who did what and when keep changing. For example: In a recent paper written by Professor Henry Lowood (Curator for History of Science & Technology Collections; Germanic Collections; Film & Media Collections, Stanford University) entitled “Meditations about Pong from different perspectives”, he reminds us of the story of the summer project of a “recently” (1970) graduated SAIL (Stanford University) student, Bill Pitts, and his friend, Hugh Tuck, as follows: “ The Galaxy Game was a coin-operated computer game for the newly released PDP 11/20, DEC's first 16-bit computer. DEC had fit the PDP 11 into a relatively small box and listed it for a mere $20,000, hoping thereby to open "new markets and new applications." Pitts and Tuck formed a company called Computer Recreations, bought the low-end version of the PDP-11 for only $13,000 and converted the PDP-10 version Spacewar! for this machine, including a Hewlett-Packard vector display, wooden cabinet, and other parts, their expenses came to roughly $20,000. In September 1971, they installed it in Stanford’s student union, where a later version that supported up to four monitors (eight players) could be found until 1979. The Galaxy Game was faithful not only to Spacewar!, but also to the player community (university students and computer engineers) and technical configuration (software code, vector displays, timesharing, etc.) that produced it” Is this not still another story describing the invention of the arcade videogame? So who was really “first”...as if it mattered if they did it independently. -
Oral History of Ted Dabney; 2012-07-16
Oral History of Samuel F. (Ted) Dabney Interviewed by: Chris Garcia Recorded: July 16, 2012 Mountain View, California CHM Reference number: X6557.2013 © 2012 Computer History Museum Oral History of Ted Dabney Garcia: We are here on July 16, 2012 with Mr. Ted Dabney. Okay, so let’s just start with a little bit of early stuff. When and where were you born? Dabney: San Francisco. Garcia: Local boy. Dabney: Yes. Garcia: Oh, okay, and that was in the— Dabney: Year of 1937. I was born 12 days before the Golden Gate Bridge and I was in a baby buggy going across it. <laughs> Garcia: Wow, good call. Okay, and did you go to school in San Francisco? Did you grow up there? Dabney: I went to school— well, I went to a lot of schools. My first high school was Las Gatos and then when I moved back to San Francisco, I wasn’t very good academically so I went to a trade school at John O’Connell, took trade drafting because I didn’t know what I wanted to do, but I had had a course at Hunter’s Point. A friend of mine had gotten me into a course there where we studied analytic geometry. I didn’t know what it meant but I just loved the course, so when I got into John O’Connell, I took trade drafting because I didn’t know what I wanted to do but I knew I was going to have to draw it. <laughs> Then, in fact actually while I was at John O’Connell, I was 16 years old. -
F2FEC Unites Industry with Soul
EDUCATION F2FEC unites industry with soul Johnny “Joey” Jones tells his inspirational story. Photo by Tim Sealy before making that first step towards the gold medal of “service excellence,” employees need to come first over the customers. The Ritz-Carlton accomplishes its Ron White spills secrets to increasing gold standard by evaluating potential one’s memory capabilities. employees first on their passion and Photo by Tim Sealy second on their experience. “You can’t teach people to care,” she said. he Face 2 Face Entertainment a keynote address by Alexandra Valen- Moreover, Valentien quoted former Conference was held Feb. tin, corporate director of culture trans- Ritz-Carlton president, Horst Schulze’s 20-22 in Colorado Springs at formation at The Ritz-Carlton Leader- T service model: “Ladies and gentlemen the Broadmoor. The annual gathering ship Center. Valentin, who joined the serving ladies and gentlemen.” To was brought to fruition by its found- Ritz-Carlton family in 1997, spoke of explain how members of a company ers the Three Amigos: Ben Jones, the company’s strategies, which revolve should always behave no matter their general manager and FEC specialist around the concepts of “employee status or role. at Live Oak Bank; Rick Iceberg, pres- engagement” and “the essence of per- Once a company has assembled its ident of C.J. Barrymore’s; and George formance excellence.” team of Olympians, Valentin said the Smith, president of Family Entertain- According to Valentin, the main rea- next goal is to set guest expectations ment Group. sons as to what keeps a company from high, and maintain those expectations Soul was the theme of this year’s turning the aforementioned concepts going forward by creating profiles on F2FEC, and served as a hopeful cat- into reality are low talent pools, poor each guest, implementing lateral ser- alyst in igniting passion, camaraderie, consistency, and employment turnover. -
Finding Aid to Alexander Smith’S Nutting Associates Collection, 1967-1998
Brian Sutton-Smith Library and Archives of Play Alexander Smith’s Nutting Associates Collection Finding Aid to Alexander Smith’s Nutting Associates Collection, 1967-1998 Summary Information Title: Alexander Smith’s Nutting Associates collection Creator: Nutting Associates (primary); Alexander Smith (secondary) ID: 117.6983 Date: 1967-1998 (inclusive); 1968-1973 (bulk) Extent: 4.3 linear feet Language: The materials in this collection are in English. Abstract: Alexander Smith’s Nutting Associates collection is a compilation of materials originally created by Nutting Associates, including photographs, slides, marketing assets, manuals, news clippings, a scrapbook, and other documentation. The bulk of the collection is dated between 1968 and 1973. Repository: Brian Sutton-Smith Library and Archives of Play at The Strong One Manhattan Square Rochester, New York 14607 585.263.2700 [email protected] Administrative Information Conditions Governing Use: This collection is open for research use by staff of The Strong and by users of its library and archives. Though intellectual property rights (including, but not limited to any copyright, trademark, and associated rights therein) have not been transferred, The Strong has permission to make copies in all media for museum, educational, and research purposes. Custodial History: Alexander Smith’s Nutting Associates collection was donated to The Strong in August 2017 as a gift from Alexander Smith. The papers were accessioned by The Strong under Object ID 117.6983 and were received from Smith (a librarian, researcher, and blogger) in one box. Prior to being in Smith’s possession, the materials in this collection were owned by Claire Nutting, widow of William Nutting (the founder of Nutting Associates) and were sent to Smith in 2017. -
Reconstructing Pong on an FPGA
Reconstructing Pong on an FPGA Stephen A. Edwards Department of Computer Science, Columbia University h¶h«–þóì–Õó, December óþÕó Abstract I describe in detail the circuitry of the original ÕÉßó Pong video arcade game and how I reconstructed it on an £Z—a modern-day programmable logic device. In the original circuit, I discover some sloppy timing and a previously unidentied bug that subtly aected gameplay. I emulate the quasi-synchronous behavior of the original circuit by running a synchronous “simulation” circuit with a ó× clock and replacing each ip-op with a circuit that eectively simulates one. e result is an accurate reproduction that exhibits many idiosyncracies of the original. Õ Pong Circuit Descriptionó Õ.Õ e Main Clock...................................ó Õ.ó e Horizontal Counter...............................ó Õ.ì e Vertical Counter................................¢ Õ.¦ Horizontal and Vertical Sync............................¢ Õ.¢ e Net........................................ß Õ.ä e Paddles......................................ß Õ.ß e Score.......................................É Õ. Horizontal Ball Control...............................ÕÕ Õ.É Vertical Ball Control................................. Õ¢ Õ.Õþ Video Generation.................................. Õß Õ.ÕÕ Sound......................................... Õß Õ.Õó Game Control.................................... ÕÉ ó Reconstructing Pong on an FPGA óÕ ó.Õ Handling Quasi-Synchronous Circuits...................... óÕ ó.ó A Minimal Hardware Description Language................... óó ó.ì I/O on the Terasic ouó board............................ ó¢ ì Conclusions óä Õ Introduction is work started with a desire to play Pong, Atari’s ÕÉßó video arcade game that eectively launched the industry [ÕÕ]. While I could have sought out one of the few remaining machines, I chose instead to reconstruct it on an £Z, much as I had done for the Apple II computer [ß] and others have done for various other classic video arcade games []. -
Apresentação Do Powerpoint
Video games have been an important concept in the advancement of technology for over 40 years now. Since 1975, they have not only become one of the most popular sources of entertainment, they have also played a major role in globalization, allowing people from all over the world to communicate amongst each other. In 1962 Steve Russell invents SpaceWar!, a game that was developed at the Massachusetts Institute of Technology. It wasn’t the first actual video game developed, however it was the first intended to be played on computers Game was developed for a computer that cost over $150,000 making it unmarketable and unknown to the general public. In 1971, Nolan Bushnell along with Ted Dabney (whom later founded Atari together in 1975) programmed the SpaceWars! game to play on a television screen. Together they created the first Arcade Machine, Computer Space, which operated at 25 cents per 90 seconds. In 1975, Atari released Pong as a home video game on their first console. Pong becomes a huge success among a teenage market. The sales of video game entertainment systems also begin to skyrocket. From 1977 to the late 1980’s, video games became extremely popular as coin- operated machines in arcades. Games such as Pac-Man, Donkey Kong, and Space Invaders became extremely successful. Atari 2600 Nintendo Entertainment System(NES - 1985) Super Nintendo (SNES Sega Genesis Turbografx-16 Atari Jaguar(32 Bit) Sega CD(32 Bit) Playstation(64 Bit) Nintendo 64(64 Bit) This era began what would later be known as “the Console Wars”. Both 64 Bit machines ended up being mainstream machines that would later be the downfall for both the Sega and Atari companies as console developers due to cost efficiency and playabilityWith the release of the 64-Bit console, video games became playable in 3-Dimensional worlds Technology continues to grow and improve on a daily basis. -
New…Now? Or Why a Design History of Coin-Op Video Game Machines • Raiford Guins
New…Now? Or Why a Design History of Coin-op Video Game Machines • Raiford Guins The author asks what has occurred in game history scholarship to warrant the use of the adjective “new” in “New Video Game History” and suggests an awareness of process may now be influencing the study of games. In support of this observation, he organizes the article along two interrelated fronts. The first speaks to the on-going process of collection development at cultural institutions while the second addresses a shift in how game history is currently being written. The latter, he argues, demonstrates why we ought to consider carefully what “new” might signal for the critical historical study of games. At length, the article concludes by making a case for turning to design history to write a historical study of Atari’s coin-operated machines. Key words: Atari; coin-ops; design history; graphic design; game history; indus- trial design; New Video Game History I cringe when I see the adjective “new” affixed to subjects like media, materialism, museology, heritage, art history, or cultural history. I much prefer to think about paradigm reconstruction as a sensitivity or sensibility in need of further assemblage to better comprehend an intellectual problem or particular moment rather than invoke a word with so much ideological cargo as in “New World” let alone branding power—think laundry detergent. Certainly, in academia, new as a modifier seldom travels alone. The oppor- tunistic “studies ” quickly sneaks up from behind so that, for example, in the early 2000s, we had to scratch our heads over what “new media studies” actu- ally meant (at least those not satisfied with the answer “digital” did). -
Curriculum Integration
Embedding a Video Game Museum in a University Curriculum Roberto Dillon Associate Professor, James Cook University @rdillon73, [email protected] 1999 2005 2009 2011 Do young generations know gaming past? Every semester, in the first class I surprise my students with a test… The first commercial video game was % Pong 64.4 Computer Space 5.1 Space Invaders 25.4 Asteroids 5.1 Which game had the first “Easter Egg”? % Super Mario Bros. 32.2 Chuckie Egg 21.3 Adventure 30.1 Pyjamarama 16.4 Who founded Atari? % Steve Jobs and Steve Wozniak Dean Martin and Jerry Lewis Ralph Baer Nolan Bushnell and Ted Dabney Who founded Atari? % Steve Jobs and Steve Wozniak 11.9 Dean Martin and Jerry Lewis 35.6 !!! Ralph Baer 13.6 Nolan Bushnell and Ted Dabney 38.9 Need to take action… ● Giving our students a chance to learn about, research and experience gaming past. ● Starting a Museum! ● Curriculum integration and benefits ● Mission and Organization ● Visitors profile and their expectations ● Future Directions ● Officially started in April 2013 ● 1st permanent exhibit on videogames in South East Asia ● Located in an independent area accessible via the University Library ● Small budget but enough to source items from collectors and auction sites around the world ● ~200 items ● 14 consoles and computers ●Odyssey, VCS, Intellivision, Vectrex, NES, Genesis etc. ●VIC-20, C64, Amiga ● ~150 Games ● Magazines and catalogues Curriculum Integration ● JCU Singapore offers degrees in IT, Psychology, Business and Education ● ~3000 students overall ● ~200 IT students -
Security in Computer Games: from Pong to Online Poker
School of Computing Science, University of Newcastle upon Tyne Security in Computer Games: from Pong to Online Poker Jeff Yan and Brian Randell Technical Report Series CS-TR-889 February 2005 Copyright c 2004 University of Newcastle upon Tyne Published by the University of Newcastle upon Tyne, School of Computing Science, Claremont Tower, Claremont Road, Newcastle upon Tyne, NE1 7RU, UK. 1 Security in Computer Games: from Pong to Online Poker Jeff Yan and Brian Randell Abstract— Security can mean different things in a different playing Nintendo games. On the other hand, just as the US application context. For decades, gaming has been a major has world-widely exported its culture through its movie and computer application with its own distinct characteristics, and in television programs, many oriental cultural concepts, with the fact, online gaming is now one of the most popular applications on the Internet. However, there are few systematic treatments rise of Nintendo and the Japanization of the game business of security concerns in gaming. In this paper, we briefly trace that occurred in the late 1980s, have quickly entered into the the history of computer games. Then, we examine the role that world culture through games [3]. For example, the oriental security has played in different games, from early mainframe- legend of the Ninja Turtles is now common knowledge in based games through arcade, PC and console games to the latest many countries. online games. Online cheating is widely considered a new security concern in For decades, gaming has been a major computer application computer games. However, it is not as well understood by security with its own distinct characteristics such as high quality experts as one might expect. -
Expanding the Video Game Archive at Gordon Library an Interactive
Expanding the Video Game Archive at Gordon Library An Interactive Qualifying Project Submitted to the Faculty of WORCESTER POLYTECHNIC INSTITUTE in partial fulfillment of the requirements for the degree of Bachelor of Science by: Rasheeda Samih David Yuhua Tang April 30, 2018 Submitted to: Professor Dean O’Donnell, Worcester Polytechnic Institute This report represents work of 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. For more information about the projects program at WPI, see http://www.wpi.edu/Academics/Projects. Abstract This project attempts to expand Gordon Library’s video game archive and make it more accessible to the WPI community, as well as research the history surrounding items in the archive. We created an effective resource for IMGD majors to learn from, allowing them to interact directly with video games and hardware from an earlier era. 2 Table of Contents Abstract ....................................................................................................................................... 2 Table of Figures .......................................................................................................................... 4 Table of Tables ............................................................................................................................ 4 Acknowledgements ....................................................................................................................