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Classic Gaming Expo 2005 !! ! Wow
San Francisco, California August 20-21, 2005 $5.00 Welcome to Classic Gaming Expo 2005 !! ! Wow .... eight years! It's truly amazing to think that we 've been doing this show, and trying to come up with a fresh introduction for this program, for eight years now. Many things have changed over the years - not the least of which has been ourselves. Eight years ago John was a cable splicer for the New York phone company, which was then called NYNEX, and was happily and peacefully married to his wife Beverly who had no idea what she was in for over the next eight years. Today, John's still married to Beverly though not quite as peacefully with the addition of two sons to his family. He's also in a supervisory position with Verizon - the new New York phone company. At the time of our first show, Sean was seven years into a thirteen-year stint with a convenience store he owned in Chicago. He was married to Melissa and they had two daughters. Eight years later, Sean has sold the convenience store and opened a videogame store - something of a life-long dream (or was that a nightmare?) Sean 's family has doubled in size and now consists of fou r daughters. Joe and Liz have probably had the fewest changes in their lives over the years but that's about to change . Joe has been working for a firm that manages and maintains database software for pharmaceutical companies for the past twenty-some years. While there haven 't been any additions to their family, Joe is about to leave his job and pursue his dream of owning his own business - and what would be more appropriate than a videogame store for someone who's life has been devoted to collecting both the games themselves and information about them for at least as many years? Despite these changes in our lives we once again find ourselves gathering to pay tribute to an industry for which our admiration will never change . -
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. -
August 21-22, 2004
San .Jose, California August 21-22, 2004 $5.00 Welcome to Classic Gaming Expo 2004!!! When this show first opened in 1998 no one really knew what to expect. The concept of "retro" gaming was still relatively new and was far from mainstream. It was a brave new world , where gaming fans worked to bring everyone together for a fun-filled weekend reminding us of how we got so excited about videogames in the first place. This year's event feels like that first time. For the last six years Classic Gaming Expo has taken residence in the glamorous confines of sin city, Las Vegas. It was a great run but recently we began to notice that Las Vegas is, in fact, an island . We could promote the show 24/7 for months but the one thing we could not change is that there are very few native gamers in the area. Everyone attending Classic Gaming Expo was in Las Vegas specifically to attend this show - so unless you were prepared to take a vacation on that weekend , you were going to miss it year in and year out. The move to San Jose not only brings the excitement of a fun-filled gaming weekend to a brave new world, but this brave new world also happens to be the home of videogaming itself. The roots of everything you know and love about this industry sprang not far from this very building. We think it's time to sow some new seeds and build a new home. A place where we can all experience the games, the people, and the excitement that filled our youth, all over again . -
Digital Press Issue
Fifty II. Editor’s BLURB by Dave Giarrusso DIGITAL e had a lot of big plans for our 50th issue (“DP# 50: Wfi fty!” just in case your short term memory functions a bit like mine does as of late) and fortunately, most of ‘em made it in. UNfortunately, due to time and space constraints, and a mischievious orange tabby by the name of “Pickles”, a scant few of ‘em got left on the cutting room fl oor. The one portion of the 50th issue that we (okay, actually John) were working really hard on was the “alumni moments” section - a section devoted to all the PRESS game designers and artists who shaped what we’ve come to call our favorite pasttime. As you can probably imagine, it was a big undertaking - too big to make it into the pages of issue #50. DIGITAL PRESS # 52 MAY / JUNE 2003 BUT - guess what? John kept nagging everyone in his most convincing voice Founders Joe Santulli and eventually, with nothing but the most polite coercion, managed to round Kevin Oleniacz up the troops. In fact, everyone had such a blast working with John that we wound up with tons more material than we had originally anticipated having. Editors-In-Chief Joe Santulli Dave Giarrusso Which brings us back to THIS issue - the brainchild of John “Big Daddy” and “I’ll Senior Editors Al Backiel get to it when I get to it” Hardie. DP issue #50. Part II. In DP issue #52. Get it? Jeff Cooper John Hardie So join me in extending a hearty “thank you” to Big John and all of the folks Sean Kelly who took time out of their busy schedules to sit down with us and pass along Staff Writers Larry Anderson some of their favorite gaming anecdotes of the past. -
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. -
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 -
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 .................................................................................................................... -
Las Vegas, Nevada August 9-Lo, 2003
Las Vegas, Nevada August 9-lO, 2003 $5.00 • ENMANCED 3D GRAPMICS! • PLAY ANVTIME OFFLINE! • . FULL-SCREEN GAME PLAY! • 2 REALISTIC ALLEYS WITM UNIQUE SOUNDTRACKS! • TROPMV ROOM STORES MIGM SERIES, MIGM GAME, PERFECT GAMES AND MORE! 'DOWNLOAD THE: FREE TRIAL AT SKVWOl;IKS® WElCONIE £ 1HANIC9 Welcome to Classic Gaming Expo 2003! The show is now six years old and still getting bigger and better. We knew it would be hard to beat last year's fifth anniversary spectacular, but somehow this year's show has shaped up to be our best yet. All the while maintaining our tradition and primary goal of producing a show that celebrates the roots and history of videogames that is run BY classic gamers, FOR classic gamers. We have some great things planned this year including a mini-event known as Jag-Fest. Once a seperate event, this year Jag-Fest has taken to the road having multiple events within other shows. Headed up by Carl Forhan, Jag-Fest at CGE looks to be the biggest and best yet! We have several other new vendors who will be joining us this year and showing off their latest products. Keep an eye out for new classic titles from major software publishers like Midway, Ubi Soft, and Atari. The CGE Museum has grown by leaps and bounds this year and is literally bursting at the seams thanks to numerous new items on display for the first time. What makes the museum so incredible and unique is that it is comprised of hundreds of items from various collectors, friends , and some of our distinguished guests. -
Nolan Bushnell:The Father of Video Games Column by Jim Rue
Nolan Bushnell:The Father of Video Games Column By Jim Rue washing machines and televisions. In college he FIGURE 1: THE EARLY COMPUTER SPACE got a job in an amusement park. He repaired the ARCADE GAME pinball machines, old high-voltage devices filled with solenoids, light bulbs, mechanical linkages and relays. His college encounter with Spacewars stayed with him. Bushnell decided to develop arcade machines with computers inside. COMPUTER SPACE TOO COMPLICATED By 1971 he was a partner with Ted Dabney in Syzygy Engineering. Nutting Associates in Mountain View, CA built the coin-operated he fickle finger of fate has affected few Computer Space arcade game designed by in the field of computing as profoundly Syzygy. It was based on Spacewars. Computer T as it has Nolan Kay Bushnell, founder Space was the first computerized commercial of a score of companies. Generally acknowl- arcade game. Each game included a 13-inch edged as the father of the video game industry, monochrome monitor (later models used a Bushnell has walked a tightrope throughout Hitachi black and white television) and TTL his career. He has fallen off a couple of times logic circuits enclosed in a human-sized, met- as well. alflake-encrusted fiberglass game console. Unfortunately, the marketing did not match the 1. Insert quarter THE TAO OF SPACEWARS technology. There were too many knobs. The 2. Ball will serve automatically game was too complex, and some of the 1500 3. Avoid missing ball for high score. Born in Ogden, Utah in 1943, Bushnell Computer Space games went unsold. Today attended the University of Utah in the early collectors value them at more than $3500 each. -
Game Production
GAME PRODUCTION What is a Game? Movie? (why not?) ◦ no interaction ◦ outcome fixed Toy? (has interaction … why not?) ◦ no goal, but still fun ◦ players can develop own goals Program?(has goals .. Why not?) oThere is no fun! History - Introduction 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. The “First” Video Game 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. Arcades 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. Video Games Become Popular 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. Arcade Games 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.