Portland Atari Club Retro Computer Projects
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Programmed Moves: Race and Embodiment in Fighting and Dancing Videogames
UC Berkeley UC Berkeley Electronic Theses and Dissertations Title Programmed Moves: Race and Embodiment in Fighting and Dancing Videogames Permalink https://escholarship.org/uc/item/5pg3z8fg Author Chien, Irene Y. Publication Date 2015 Peer reviewed|Thesis/dissertation eScholarship.org Powered by the California Digital Library University of California Programmed Moves: Race and Embodiment in Fighting and Dancing Videogames by Irene Yi-Jiun Chien A dissertation submitted in partial satisfaction of the requirements for the degree of Doctor of Philosophy in Film and Media and the Designated Emphasis in New Media in the Graduate Division of the University of California, Berkeley Committee in charge: Professor Linda Williams, Chair Professor Kristen Whissel Professor Greg Niemeyer Professor Abigail De Kosnik Spring 2015 Abstract Programmed Moves: Race and Embodiment in Fighting and Dancing Videogames by Irene Yi-Jiun Chien Doctor of Philosophy in Film and Media Designated Emphasis in New Media University of California, Berkeley Professor Linda Williams, Chair Programmed Moves examines the intertwined history and transnational circulation of two major videogame genres, martial arts fighting games and rhythm dancing games. Fighting and dancing games both emerge from Asia, and they both foreground the body. They strip down bodily movement into elemental actions like stepping, kicking, leaping, and tapping, and make these the form and content of the game. I argue that fighting and dancing games point to a key dynamic in videogame play: the programming of the body into the algorithmic logic of the game, a logic that increasingly organizes the informatic structure of everyday work and leisure in a globally interconnected information economy. -
Amigaos 3.2 FAQ 47.1 (09.04.2021) English
$VER: AmigaOS 3.2 FAQ 47.1 (09.04.2021) English Please note: This file contains a list of frequently asked questions along with answers, sorted by topics. Before trying to contact support, please read through this FAQ to determine whether or not it answers your question(s). Whilst this FAQ is focused on AmigaOS 3.2, it contains information regarding previous AmigaOS versions. Index of topics covered in this FAQ: 1. Installation 1.1 * What are the minimum hardware requirements for AmigaOS 3.2? 1.2 * Why won't AmigaOS 3.2 boot with 512 KB of RAM? 1.3 * Ok, I get it; 512 KB is not enough anymore, but can I get my way with less than 2 MB of RAM? 1.4 * How can I verify whether I correctly installed AmigaOS 3.2? 1.5 * Do you have any tips that can help me with 3.2 using my current hardware and software combination? 1.6 * The Help subsystem fails, it seems it is not available anymore. What happened? 1.7 * What are GlowIcons? Should I choose to install them? 1.8 * How can I verify the integrity of my AmigaOS 3.2 CD-ROM? 1.9 * My Greek/Russian/Polish/Turkish fonts are not being properly displayed. How can I fix this? 1.10 * When I boot from my AmigaOS 3.2 CD-ROM, I am being welcomed to the "AmigaOS Preinstallation Environment". What does this mean? 1.11 * What is the optimal ADF images/floppy disk ordering for a full AmigaOS 3.2 installation? 1.12 * LoadModule fails for some unknown reason when trying to update my ROM modules. -
Kan Mist Ersätta En Amiga? AMIGAFORUM #16 2016 • 1 Det Är Något Föredrar Enkelhet
Innehåller kallelse till SUGA:s föreningsstämma AMIGA FORUM www.suga.se www.amigaforum.se MARS 2016 #016 kurs Grunderna i ARexx spel Tanks Furry fiffiga mys 5 klassiska demos Amigatips test Extern Gotek 10 långtest: Kan MiST ersätta en Amiga? AMIGAFORUM #16 2016 • 1 det är något föredrar enkelhet. Men även de lutar mer och Omvi borde ha lärt oss om tek- mer åt samma teknologiska lösningar som sina nik så är det att det sällan konkurrenter. Nyligen övergav de sitt eget Fire- är den bästa som vinner. wire till förmån för den sämre USB-standarden. Vi Amigaägare vet ju in- Det säger en del. stinktivt att vår dator är/var I år är det 30 år sedan den första Amigan kom bäst, att Intel sålde sjaskiga till Sverige. År 2016 är datorerna och mjukva- processorer och Microsofts ran enormt mycket bättre än då, men samtidigt diverse OS var både efter- också väldigt mycket sämre. Som när saker och blivna, förvuxna och åt sys- ting inte fungerar och programmen/hårdvaran temresurser som om det vägrar berätta varför. Istället får man ”Windows inte fanns någon morgondag. Oj vad vi skrat- försöker hitta en lösning på ditt problem” tills tade åt detta. det eller du ger upp. Det är då man innerligt Ändå så vann de. Överlägset. De knäckte längtar tillbaka till de utförliga manualerna, till inte bara Amiga utan även PPC, OS/2 Warp en era när fel och felsökning var en accepterad och BeOS trots att dessa var mycket bättre. Så del av datoranvändningen. Det var kanske inte här i efterhand så är anledningen solklar: man kul, men man låtsades inte om att saker inte går behöver inte vara bäst. -
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. -
Retromagazine 01 Eng.Pdf
Spring 2020: there’s a scent of change in the air SUMMARY <HIDDE N> Despite the frankly somewhat dark times we live in, this late spring brings many changes in our lives. Perhaps even finally a return to life as we know ◊ MISTER FPGA, one year later… Page 3 it, after the CoViD-19 nightmare. Even within our editorial initiative there ◊ Interview with Francesco Sblendorio Page 7 are no shortage of changes on the horizon. Indeed, many have already started or will soon be under way. ◊ FAST BASIC – a Locomotive Basic Page 14 compiler in CP/M Let's start with the name of your (hopefully) beloved magazine. From this issue the name of the magazine changes to RetroMagazine World. We ◊ Star Watcher Page 17 have been thrifty and modest: we have only added a small word ("World") ◊ Playing infinite lives with your C64 – Page 21 to our historical name, mostly in order to show our new intention to The challenge goes on address the entire international community and no longer only our numerous Italian readers. ◊ Retromath: Secret Codes Page 24 ◊ 3D Graphs with few lines in BASIC Page 27 How do we intend to do this? Well, actually, we already did it last May 2nd, with the release of issue zero of RetroMagazine English, a pilot publication ◊ Japan cronicles: A new Game & Watch? Page 32 entirely in English, dedicated to all the retrocomputing, retrogaming and retrocoding fans scattered all over the planet. These readers have long ◊ How I discovered RPG games on my Page 36 been asking us to bring in a "neutral" language (an official language, TI99/4A understandable to all) for the content and columns that for over two years ◊ KNIGHTMARE SAGA (MSX) Page 42 have been reaching Italian readers. -
What Factors Led to the Collapse of the North American Video Games Industry in 1983?
IB History Internal Assessment – Sample from the IST via www.activehistory.co.uk What factors led to the collapse of the North American video games industry in 1983? Image from http://cdn.slashgear.com/wp-content/uploads/2010/04/atari-sq.jpg “Atari was one of the great rides…it was one of the greatest business educations in the history of the universe.”1 Manny Gerard (former Vice-President of Warner) International Baccalaureate History Internal Assessment Word count: 1,999 International School of Toulouse 1 Kent, Steven L., (2001). The Ultimate History of Video Games. Roseville, Calif.: Prima, (ISBN: 0761536434), pp. 102 Niall Rutherford Page 1 IB History Internal Assessment – Sample from the IST via www.activehistory.co.uk Contents 3 Plan of the Investigation 4 Summary of Evidence 6 Evaluation of Sources 8 Analysis 10 Conclusion 11 List of Sources 12 Appendices Niall Rutherford Page 2 IB History Internal Assessment – Sample from the IST via www.activehistory.co.uk Plan of the Investigation This investigation will assess the factors that led to the North American video game industry crash in 1983. I chose this topic due to my personal enthusiasm for video games and the immense importance of the crash in video game history: without Atari’s downfall, Nintendo would never have been successful worldwide and gaming may never have recovered. In addition, the mistakes of the biggest contemporary competitors (especially Atari) are relevant today when discussing the future avoidance of such a disaster. I have evaluated the two key interpretations of the crash in my analysis: namely, the notion that Atari and Warner were almost entirely to blame for the crash and the counterargument that external factors such as Activision and Commodore had the bigger impact. -
RUSQ Vol. 58, No. 4
THE ALERT COLLECTOR Mark Shores, Editor Kristen Nyitray began her immersion in video games with an Atari 2600 and ColecoVision console and checking out Game On to games from her local public library. Later in life, she had the opportunity to start building a video game studies col- lection in her professional career as an archivist and special Game After collections librarian. While that project has since ended, you get the benefit of her expansive knowledge of video game sources in “Game On to Game After: Sources for Video Game Sources for Video History.” There is much in this column to help librarians wanting to support research in this important entertainment Game History form. Ready player one?—Editor ideo games have emerged as a ubiquitous and dominant form of entertainment as evidenced by statistics compiled in the United States and pub- lished by the Entertainment Software Association: V60 percent of Americans play video and/or computer games daily; 70 percent of gamers are 18 and older; the average age of a player is 34; adult women constitute 33 percent of play- ers; and sales in the United States were estimated in 2017 at $36 billion.1 What constitutes a video game? This seemingly simple question has spurred much technical and philosophical debate. To this point, in 2010 I founded with Raiford Guins (professor of cinema and media studies, the Media School, Kristen J. Nyitray Indiana University) the William A. Higinbotham Game Studies Collection (2010–2016), named in honor of physi- Kristen J. Nyitray is Director of Special Collections cist Higinbotham, developer of the analog computer game and University Archives, and University Archivist at Tennis for Two (as it is most commonly known).2 This game Stony Brook University, State University of New York. -
Hwb: the Hardware Book (Offline)
HwB: The Hardware Book (Offline) Welcome to the Hardware Book. Internet's largest free collection of connector pinouts and cable descriptions. Newsflash! A new version of The Hardware Book has been released as of 2001-06-08! See News for more details. This is an offline version, the latest release of HwB can be found at http://www.hardwarebook.net/. Connectors Pinouts for connectors, buses etc. Cables How to build serial cables and many other cables. Adapters How to build adapters. Circuits Misc circuits (active filters etc). Tables Misc tables with info. (AWG..) WWW Links Links to other electronic resources. News News information about The Hardware Book. Wanted Information we are currently looking for. About Who did this? And why? Comment Send your comments to the author. Copyright © The Hardware Book Team 1996-2001. May be copied and redistributed, partially or in whole, as apropriate. Document last modified: 2001-06-08 file:///C|/tmp/tech/HwB/index.html [6/14/2001 11:59:19 PM] HwB: Connector Menu (Offline) [ Audio/Video | Buses | Cartridges/Expansions | Cellular Phones | Memories | Misc | Networks | Parallel | PC | Power Supply | Serial | Storage | Mice/Keyboards/Joysticks ] What does the information that is listed for each connector mean? See the tutorial. Audio/Video Audio ActionMedia 2 Audio/Video Capture Amiga 1000 RF Monitor Apple AudioVision CBM 1902A NeoGeo Audio/Video Sony RGB Multi Input TI-99/4A Video/Audio Consoles Atari Jaguar A/V N64 Video PlayStation A/V Sega Dreamcast A/V Sega Genesis 2/32X/Nomad A/V Sega Genesis/Master -
An Interview With
TOTAL AMIGA Jens Schoenfeld Interview An Interview with... Of Individual Computers In this special preview of his interview in Total Amiga issue 25, Jens Schoenfeld of Individual Computers talks exclusively Jensto Total Amiga’s Magnus Schoenfeld Johnson about Clone-A, an Amiga chipset replacement project. For how long do you think you with the members of the Fact File will be able to dedicate your American Amiga community. time and capabilities to Amiga Name How come you’re so development? Jens Schönfeld committed to the Amiga and Location Amiga is making less than a the C-64 markets? It can’t Aachen, Germany quarter of my revenue at the really be all about the money, Web Site moment, but it’s constant now can it? business. I guess that I could http://www.ami.ga That’s right, the money is a continue infinitely, because I still E-mail secondary reason to put so have a lot of ideas that I never [email protected] much time into products that only turned into products. However, sell a few hundred units. There business is not the main reason are multiple other reasons – I that I don’t have in my portfolio why I dedicate a lot of time to the grew up with these machines, yet: A fast CPU design and the Amiga. Amiga is a philosophy and it’s fun to squeeze out ever Amiga chipset. To me, an Amiga that other computers lack, a lot more from them. It’s a challenge needs at least an OCS/ECS of concepts of the Amiga OS and to solve hardware problems with compatible chipset, otherwise it the Amiga hardware are either today’s technology. -
The Complete Amiga 500+ User Guide
The Complete Amiga 500+ User Guide By Peter Hutchison 8 2016 Revised: 23/10/2016 Contents Introduction Page 3 Setting up the Amiga for First Time Page 4 Guide to Workbench 2.04 Page 6 Menus Page 6 Mouse Page 8 Programs Page 9 Preferences Page 13 Workbench 2.1 Page 19 Beyond Workbench 2.x Page 19 Adding more Memory to the A500+ Page 20 Adding a CD or DVD ROM drive to the A500+ Page 20 Upgrading the Processor Page 21 Upgrading the Kickstart and Workbench Page 22 The Motherboard in details Page 23 Backward Compatibility Page 24 Adding a Hard Disk to A500+ Page 25 Installing Workbench onto a Hard Disk Page 27 2 Introduction Welcome to the Commodore Amiga A500+. The first replacement of the A500 Amiga. It was affordable and easy to use. It had a wide range of software, in particular, games which Jay Minor, the creator of the Amiga, had designed it for. The Amiga A500+ is based on the Motorola 68000 7.14MHz Processor with 1MbRAM, a single 880K floppy drive with support for three more floppy drives and a Custom Chipset that provides the Sound and Graphics. The new A500 Plus now supports the new Kickstart 2.0 and Workbench 2.0 upgrade from Kickstart/Workbench 1.3 and the new Enhanced Chipset (ESC) with up to 2MB of Chip RAM supported, and new high resolutions support for Productivity modes (640 x 470), Super HiRes (1280 x 200/256) and interlace modes. The Blitter can also now copy regions bigger than 1024x10124 pixels in one operation. -
UC Irvine UC Irvine Previously Published Works
UC Irvine UC Irvine Previously Published Works Title Transplatform: Culture, Context, and the Intellivision/Atari VCS Rivalry Permalink https://escholarship.org/uc/item/1x80x49m Authors Boellstorff, Tom Soderman, Braxton Publication Date 2017-08-07 DOI 10.1177/1555412017721839 Peer reviewed eScholarship.org Powered by the California Digital Library University of California Original Manuscript Games and Culture 1-24 ª The Author(s) 2017 Transplatform: Culture, Reprints and permission: sagepub.com/journalsPermissions.nav DOI: 10.1177/1555412017721839 Context, and the journals.sagepub.com/home/gac Intellivision/Atari VCS Rivalry Tom Boellstorff1 and Braxton Soderman2 Abstract In this article, we develop the concept of “transplatform” to contribute to platform studies. We analyze the rivalry between the Atari Video Computer System (VCS)— the best-known member of the “second generation” of home videogame consoles— and Intellivision, which was the Atari VCS’s key competitor for most of this period. Through this analysis, we hope to provide conceptual tools for rethinking the notions of platform, culture, and context in platform studies. In particular, we seek to link the two main ways platforms are currently understood—“computing platforms” like the Atari VCS or Flash and “social platforms” like FaceBook or YouTube. Online sociality is increasingly “platform sociality” in some form. Understanding platforms not just in “context,” but as shaped by rivalries not ontologically subsequent to the platforms themselves, is vital to responding to these emerging formations. Keywords platform studies, video games, context, rivalry, history, culture 1 Department of Anthropology, University of California, Irvine, CA, USA 2 Department of Film and Media Studies, University of California, Irvine, CA, USA Corresponding Author: Tom Boellstorff, Department of Anthropology, University of California, Irvine, CA 92697, USA. -
Amigaguide NO
#amigaguide NO. 1 - 2008 - ISSUE 4 - News - Interview - Amiga at NASA • Computer in your car? : info Contents 1 Front cover page: Darkness these dark times? «There are a lot of Amiga freaks When the day is over, it is getting colder. in the Croatian Republic» It is getting darker, the sun is setting and With the sound of Ravels Bolero playing 3 ReadMeFirst - Editorial all the creeps of the night gains power of in your ears, your increasing fear fills the the realm of the darkness. Evil forces air like fog over a dark forest, and you 4 Disk.info - News wins terrain, and the hollow wind bears start to escape towards the only rescue 7 Cars and Computers news about a near future filled with that you can see: A cross standing in the - Erlend writes about why you should despair and coldness. hillside. It is not promising you anything, install a computer in your car... the only reason you run towards it, is that The ages of the good times are gone, left the cross is shining and white, in 10 Amiga at NASA are we with the sorrow and fears worrying complete opposite to the surrounding - Article about use of the Amiga at NASA our minds about what to eat, where to darkness of the night. The thought of 13 Trashcan sleep and where our heads shall find nearing this cross of light fills your heart rest. with promises of peace and love and 14 Interview: Edvision protection from the abandoned ship - Who are Edvision? Interview tells..