Entombed: an Archaeological Examination of an Atari 2600 Game
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A History of Video Game Consoles Introduction the First Generation
A History of Video Game Consoles By Terry Amick – Gerald Long – James Schell – Gregory Shehan Introduction Today video games are a multibillion dollar industry. They are in practically all American households. They are a major driving force in electronic innovation and development. Though, you would hardly guess this from their modest beginning. The first video games were played on mainframe computers in the 1950s through the 1960s (Winter, n.d.). Arcade games would be the first glimpse for the general public of video games. Magnavox would produce the first home video game console featuring the popular arcade game Pong for the 1972 Christmas Season, released as Tele-Games Pong (Ellis, n.d.). The First Generation Magnavox Odyssey Rushed into production the original game did not even have a microprocessor. Games were selected by using toggle switches. At first sales were poor because people mistakenly believed you needed a Magnavox TV to play the game (GameSpy, n.d., para. 11). By 1975 annual sales had reached 300,000 units (Gamester81, 2012). Other manufacturers copied Pong and began producing their own game consoles, which promptly got them sued for copyright infringement (Barton, & Loguidice, n.d.). The Second Generation Atari 2600 Atari released the 2600 in 1977. Although not the first, the Atari 2600 popularized the use of a microprocessor and game cartridges in video game consoles. The original device had an 8-bit 1.19MHz 6507 microprocessor (“The Atari”, n.d.), two joy sticks, a paddle controller, and two game cartridges. Combat and Pac Man were included with the console. In 2007 the Atari 2600 was inducted into the National Toy Hall of Fame (“National Toy”, n.d.). -
Donald Knuth Fletcher Jones Professor of Computer Science, Emeritus Curriculum Vitae Available Online
Donald Knuth Fletcher Jones Professor of Computer Science, Emeritus Curriculum Vitae available Online Bio BIO Donald Ervin Knuth is an American computer scientist, mathematician, and Professor Emeritus at Stanford University. He is the author of the multi-volume work The Art of Computer Programming and has been called the "father" of the analysis of algorithms. He contributed to the development of the rigorous analysis of the computational complexity of algorithms and systematized formal mathematical techniques for it. In the process he also popularized the asymptotic notation. In addition to fundamental contributions in several branches of theoretical computer science, Knuth is the creator of the TeX computer typesetting system, the related METAFONT font definition language and rendering system, and the Computer Modern family of typefaces. As a writer and scholar,[4] Knuth created the WEB and CWEB computer programming systems designed to encourage and facilitate literate programming, and designed the MIX/MMIX instruction set architectures. As a member of the academic and scientific community, Knuth is strongly opposed to the policy of granting software patents. He has expressed his disagreement directly to the patent offices of the United States and Europe. (via Wikipedia) ACADEMIC APPOINTMENTS • Professor Emeritus, Computer Science HONORS AND AWARDS • Grace Murray Hopper Award, ACM (1971) • Member, American Academy of Arts and Sciences (1973) • Turing Award, ACM (1974) • Lester R Ford Award, Mathematical Association of America (1975) • Member, National Academy of Sciences (1975) 5 OF 44 PROFESSIONAL EDUCATION • PhD, California Institute of Technology , Mathematics (1963) PATENTS • Donald Knuth, Stephen N Schiller. "United States Patent 5,305,118 Methods of controlling dot size in digital half toning with multi-cell threshold arrays", Adobe Systems, Apr 19, 1994 • Donald Knuth, LeRoy R Guck, Lawrence G Hanson. -
Videogames in the Museum: Participation, Possibility and Play in Curating Meaningful Visitor Experiences
Videogames in the museum: participation, possibility and play in curating meaningful visitor experiences Gregor White Lynn Parker This paper was presented at AAH 2016 - 42nd Annual Conference & Book fair, University of Edinburgh, 7-9 April 2016 White, G. & Love, L. (2016) ‘Videogames in the museum: participation, possibility and play in curating meaningful visitor experiences’, Paper presented at Association of Art Historians 2016 Annual Conference and Bookfair, Edinburgh, United Kingdom, 7-9 April 2016. Videogames in the Museum: Participation, possibility and play in curating meaningful visitor experiences. Professor Gregor White Head of School of Arts, Media and Computer Games, Abertay University, Dundee, UK Email: [email protected] Lynn Parker Programme Leader, Computer Arts, Abertay University, Dundee, UK Email: [email protected] Keywords Videogames, games design, curators, museums, exhibition, agency, participation, rules, play, possibility space, co-creation, meaning-making Abstract In 2014 Videogames in the Museum [1] engaged with creative practitioners, games designers, curators and museums professionals to debate and explore the challenges of collecting and exhibiting videogames and games design. Discussions around authorship in games and games development, the transformative effect of the gallery on the cultural reception and significance of videogames led to the exploration of participatory modes and playful experiences that might more effectively expose the designer’s intent and enhance the nature of our experience as visitors and players. In proposing a participatory mode for the exhibition of videogames this article suggests an approach to exhibition and event design that attempts to resolve tensions between traditions of passive consumption of curated collections and active participation in meaning making using theoretical models from games analysis and criticism and the conceit of game and museum spaces as analogous rules based environments. -
Modified Moments for Indefinite Weight Functions [2Mm] (A Tribute
Modified Moments for Indefinite Weight Functions (a Tribute to a Fruitful Collaboration with Gene H. Golub) Martin H. Gutknecht Seminar for Applied Mathematics ETH Zurich Remembering Gene Golub Around the World Leuven, February 29, 2008 Martin H. Gutknecht Modified Moments for Indefinite Weight Functions My education in numerical analysis at ETH Zurich My teachers of numerical analysis: Eduard Stiefel [1909–1978] (first, basic NA course, 1964) Peter Läuchli [b. 1928] (ALGOL, 1965) Hans-Rudolf Schwarz [b. 1930] (numerical linear algebra, 1966) Heinz Rutishauser [1917–1970] (follow-up numerical analysis course; “selected chapters of NM” [several courses]; computer hands-on training) Peter Henrici [1923–1987] (computational complex analysis [many courses]) The best of all worlds? Martin H. Gutknecht Modified Moments for Indefinite Weight Functions My education in numerical analysis (cont’d) What did I learn? Gauss elimination, simplex alg., interpolation, quadrature, conjugate gradients, ODEs, FDM for PDEs, ... qd algorithm [often], LR algorithm, continued fractions, ... many topics in computational complex analysis, e.g., numerical conformal mapping What did I miss to learn? (numerical linear algebra only) QR algorithm nonsymmetric eigenvalue problems SVD (theory, algorithms, applications) Lanczos algorithm (sym., nonsym.) Padé approximation, rational interpolation Martin H. Gutknecht Modified Moments for Indefinite Weight Functions My first encounters with Gene H. Golub Gene’s first two talks at ETH Zurich (probably) 4 June 1971: “Some modified eigenvalue problems” 28 Nov. 1974: “The block Lanczos algorithm” Gene was one of many famous visitors Peter Henrici attracted. Fall 1974: GHG on sabbatical at ETH Zurich. I had just finished editing the “Lectures of Numerical Mathematics” of Heinz Rutishauser (1917–1970). -
Harmony Cartridge Online Manual
A new way to experience the Atari 2600. © Copyright 2009-2011 – AtariAge (atariage.com) Second printing Contents Introduction ____________________________________ 1 Getting Started with Harmony _______________________ 1 Harmony Firmware Upgrading ______________________ 3 Frequently Asked Questions ________________________ 5 Harmony File Extensions __________________________ 8 Harmony Technical Specifications ____________________ 9 Acknowledgments _______________________________ 9 Introduction The Harmony cartridge is a programmable add-on for the Atari 2600 console that allows you to load an entire library of games into a single cartridge and then select which title you want to play from a friendly, on-screen menu interface. It features an SD card interface, making it simple to access the large library of Atari 2600 software. The Harmony cartridge supports almost all of the titles that have been produced for the Atari 2600. It can also be used to run your own Atari 2600 game creations on a real console. The Harmony cartridge is flash-upgradeable, and will be updated to support future Atari 2600 developments. SD card slot Mini-B USB port Back edge of Harmony Cart This guide tells you how to make the most of your Harmony cartridge. It should be read thoroughly before the cartridge is used for the first time. Your Harmony cartridge will provide you with many years of Atari 2600 enjoyment. The following equipment is required to use the Harmony cartridge: 1) An Atari 2600, Atari 7800 or other Atari 2600-compatible console. 2) A Windows, Macintosh or Linux-based computer to transfer data onto the SD card. 3) An SD card adapter for your computer. 4) An SD or SDHC card up to 32GB capacity. -
What Every Engineer Should Know About Software Engineering
7228_C000.fm Page v Tuesday, March 20, 2007 6:04 PM WHAT EVERY ENGINEER SHOULD KNOW ABOUT SOFTWARE ENGINEERING Phillip A. Laplante Boca Raton London New York CRC Press is an imprint of the Taylor & Francis Group, an informa business © 2007 by Taylor & Francis Group, LLC 7228_C000.fm Page vi Tuesday, March 20, 2007 6:04 PM CRC Press Taylor & Francis Group 6000 Broken Sound Parkway NW, Suite 300 Boca Raton, FL 33487-2742 © 2007 by Taylor & Francis Group, LLC CRC Press is an imprint of Taylor & Francis Group, an Informa business No claim to original U.S. Government works Printed in the United States of America on acid-free paper 10 9 8 7 6 5 4 3 2 1 International Standard Book Number-10: 0-8493-7228-3 (Softcover) International Standard Book Number-13: 978-0-8493-7228-5 (Softcover) This book contains information obtained from authentic and highly regarded sources. Reprinted material is quoted with permission, and sources are indicated. A wide variety of references are listed. Reasonable efforts have been made to publish reliable data and information, but the author and the publisher cannot assume responsibility for the validity of all materials or for the conse- quences of their use. No part of this book may be reprinted, reproduced, transmitted, or utilized in any form by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying, microfilming, and recording, or in any information storage or retrieval system, without written permission from the publishers. For permission to photocopy or use material electronically from this work, please access www. -
Heroes of Warland in Madrid World Football Summit
PRESS RELEASE 24 September 2018 at 09:00 (EEST) Heroes of Warland in Madrid World Football Summit Nitro Games presents its upcoming game Heroes of Warland in World Football Summit this week in Madrid, Spain. “We consider Spain a very important market in the field of eSports. In WFS we’re presenting Heroes of Warland for Spanish speaking audience, as well as exploring opportunities related to competitive gaming and eSports on mobile.” says Jussi Tähtinen, CEO & Co-Founder, Nitro Games Oyj. The World Football Summit takes place in Teatro Goya, Madrid on September 24 – 25. WFS is the international event of the football industry, gathering 2300+ attendees and the most influential professionals from 80+ countries, as well as 160+ clubs and 100+ medias, in order to discuss the most relevant topics and to generate business opportunities. Several of these parties are also active in the field of eSports. Nitro Games is attending the event to showcase Heroes of Warland and Heroes & Superstars reality show. CEO Jussi Tähtinen is also a speaker at the event. Find out more about WFS: https://worldfootballsummit.com/en/ Heroes of Warland is now available in Google Play Open Beta in 139 countries. This means the game is available globally for early testers having Android devices, excluding China and few other countries. The game is featured in Google Play in Early Access category in all 139 countries. Heroes of Warland is a team-based competitive multiplayer game on mobile. With Heroes of Warland, Nitro Games is introducing hero-based shooter genre on mobile for the first time. -
Carol Shaw Regnes Som Den Første Kvinnelige Videospill-Designeren For
Carol Shaw (1955 - ) Carol Shaw regnes som den første kvinnelige videospill-designeren for spillprototypen Polo og spillet 3D Tic-Tac-Toe ved dataselskapet Atari i henholdsvis 1978 og 1979. Hun studerte ved Universitetet i California, og ble uteksaminert i 1970 med en bachelorgrad innen elektroteknikk og en mastergrad i Computer Science, et fagområde som hadde et særdeles lavt antall kvinner på den tiden. Hun var ansatt som microprocessor software engineer ved Atari, Inc., et verdenskjent selskap innen spillindus- trien. I 1978 eide Warner Communications både Atari og Ralph Lauren, og Carol Shaw ble tildelt oppgaven med å designe et spill knyttet til markedsføringen av Ralph Laurens nye parfyme “Polo”. Visstnok ble flere prototyper og håndskrevne instruksjoner sendt til varehuset Bloomingdale’s i New York, men det ble ikke noe av kampanjen, og spillet Polo ble ikke lansert. Polo var en spillproto- type som kunne ha vært det første reklamespillet gjennom tidene. Carol Shaw sies å være den første kvinnelige videospill-designeren for dette spillet, og for 3D Tic-Tac-Toe i 1979 for spillkonsollen Atari 2600. Shaw forlot Atari i 1980 for å arbeide for Tandem Comput- ers. Senere startet hun hos Activision, den første uavhengige spill- programvareutvikler og -distributør. Her designet og utviklet hun spillene Happy Trails og River Raid. Sistnevnte videospill ble lansert av Activision i 1982 for Atari 2600, og er Carol Shaws mest kjente spill. River Raid var en stor suksess og over en million spillkasset- ter ble solgt. Senere overførte selskapet River Raid til en rekke ulike konsoller. Carol Shaw utviklet siden flere andre spill før hun gikk av med pensjon i 1990. -
Software Development Process for Teams with Low Expertise, High-Rotation and No- Architect: a Systematic Mapping Study
Software Development Process for Teams with Low Expertise, High-Rotation and No- Architect: A Systematic Mapping Study Paulina Valencia Franco Angelina Espinoza, Humberto Cervantes Maceda Electrical Engineering Department, Electrical Engineering Department, Universidad Autónoma Metropolitana Universidad Autónoma Metropolitana Iztapalapa, México Iztapalapa, México Email: paulatina63 –at- gmail.com Email: aespinoza, hcm -at- xanum.uam.mx Abstract —To have a well-organized software team is Process) [1], TSP (Team Software Process) [2], PSP (Personal fundamental to achieve the business goals in a software Software Process) [3], XP (Extreme Programming) [4] or development project, such as: functionality and quality in the SCRUM [5]. planned times. However, the teams present a particular problematic that are common in both industrial and academic These methodologies, for their nature, are more or less settings, this paper focuses on three: a) Teams with members prepared to face the team features previously mentioned, but with low expertise on methodologies, b) Teams with high member the real big challenge is to combine these models, to get an rotations, or c) Teams lacking a software architect. One adapted process model for overcoming all the three previous approach to address this situation is to define a software features in development teams. Particularly, these kinds of development process, adapted from the adaptability teams are commonly found in academic environments where characteristics and benefits offered by several methodologies there are not resources to hire a technical leader, nor currently used, in order that the development team obtains the experienced staff, so that development teams are mainly expected results in terms of productivity, time and quality of the comprised of students who are in constant rotation. -
Vintage Game Consoles: an INSIDE LOOK at APPLE, ATARI
Vintage Game Consoles Bound to Create You are a creator. Whatever your form of expression — photography, filmmaking, animation, games, audio, media communication, web design, or theatre — you simply want to create without limitation. Bound by nothing except your own creativity and determination. Focal Press can help. For over 75 years Focal has published books that support your creative goals. Our founder, Andor Kraszna-Krausz, established Focal in 1938 so you could have access to leading-edge expert knowledge, techniques, and tools that allow you to create without constraint. We strive to create exceptional, engaging, and practical content that helps you master your passion. Focal Press and you. Bound to create. We’d love to hear how we’ve helped you create. Share your experience: www.focalpress.com/boundtocreate Vintage Game Consoles AN INSIDE LOOK AT APPLE, ATARI, COMMODORE, NINTENDO, AND THE GREATEST GAMING PLATFORMS OF ALL TIME Bill Loguidice and Matt Barton First published 2014 by Focal Press 70 Blanchard Road, Suite 402, Burlington, MA 01803 and by Focal Press 2 Park Square, Milton Park, Abingdon, Oxon OX14 4RN Focal Press is an imprint of the Taylor & Francis Group, an informa business © 2014 Taylor & Francis The right of Bill Loguidice and Matt Barton to be identified as the authors of this work has been asserted by them in accordance with sections 77 and 78 of the Copyright, Designs and Patents Act 1988. All rights reserved. No part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. -
Cgm V2n2.Pdf
Volume 2, Issue 2 July 2004 Table of Contents 8 24 Reset 4 Communist Letters From Space 5 News Roundup 7 Below the Radar 8 The Road to 300 9 Homebrew Reviews 11 13 MAMEusements: Penguin Kun Wars 12 26 Just for QIX: Double Dragon 13 Professor NES 15 Classic Sports Report 16 Classic Advertisement: Agent USA 18 Classic Advertisement: Metal Gear 19 Welcome to the Next Level 20 Donkey Kong Game Boy: Ten Years Later 21 Bitsmack 21 Classic Import: Pulseman 22 21 34 Music Reviews: Sonic Boom & Smashing Live 23 On the Road to Pinball Pete’s 24 Feature: Games. Bond Games. 26 Spy Games 32 Classic Advertisement: Mafat Conspiracy 35 Ninja Gaiden for Xbox Review 36 Two Screens Are Better Than One? 38 Wario Ware, Inc. for GameCube Review 39 23 43 Karaoke Revolution for PS2 Review 41 Age of Mythology for PC Review 43 “An Inside Joke” 44 Deep Thaw: “Moortified” 46 46 Volume 2, Issue 2 July 2004 Editor-in-Chief Chris Cavanaugh [email protected] Managing Editors Scott Marriott [email protected] here were two times a year a kid could always tures a firsthand account of a meeting held at look forward to: Christmas and the last day of an arcade in Ann Arbor, Michigan and the Skyler Miller school. If you played video games, these days writer's initial apprehension of attending. [email protected] T held special significance since you could usu- Also in this issue you may notice our arti- ally count on getting new games for Christmas, cles take a slight shift to the right in the gaming Writers and Contributors while the last day of school meant three uninter- timeline. -
Parasites — Excavating the Spectravideo Compumate
ghosts ; replicants ; parasites — Excavating the Spectravideo CompuMate These are the notes I used for my final presentation in the summer Media Archaeology Class, alongside images I used as slides. As such, they’re quite provisional, and once I have some time to hammer them into more coherent thoughts, I’ll update this post accordingly! So this presentation is about articulating and beginning the work of theorizing what I’m provisionally calling “computational parasites.” This is provisional because I don’t particularly like the term myself but I figured it would be good to give it a shorthand so I don’t have to be overvague or verbose about these objects and practices throughout this presentation. As most of you know, I came to this class with a set of research questions about a particular hack of the SNES game Super Mario World, wherein a YouTube personality was able to basically terraform the console original into playing, at least in form although we can talk about content, the iPhone game Flappy Bird. This video playing behind me is that hack. This hack is evocative for me for the way it’s 1) really fucking weird, in terms of pushing hardware and software to their limits, and 2) begins to help me think through ideas of the lifecycle of software objects, to pilfer a phrase from a Ted Chiang novella, and how these lifecycles are caught up in infrastructures of nostalgia, supply chains, and different kinds of materiality. But as fate would have it, I haven’t spent that much time with this hack this week because I got entranced by a different, just as weird object: the Spectravideo CompuMate.