SEARCH

https://vintagecomputing.ch/?browseid=9257
OLIVER Being a pixel guy – the tools were remarkable. We did not have devkit like the Katakis tools or something specified for creating game graphics. I used the editor that came with the Shoot ‘Em Up Construction Kit for sprites, which turned out extremely practical. The Ronny-sprite was created with an C64 editor called Mob-Profi, which provided overlayed hires and multicolour-sprites. The pictures in the intro and end sequence were pixeled in Koala Painter with a joystick, but everything else was more like hacking. I edited the charset with a font editor. The level backgrounds were tile-based maps, so a friend of mine coded one tool for combining 2×2 chars to tiles including the colour – and a second tool for assembling the levelmap like a puzzle game. As setup I had a C128 and Amiga 500 side by side. By the way – there was a TV and a monitor connected to the C128 at the same time, because of the the different video quality and I wanted to be sure that the graphics  looked right on both display types. With our modern mouse or stylus driven tools and those workflow-trimmed programs it is hard to believe that we got things done at all back in the day when we were even lacking fundamentals such as UNDO functionality. However, I have to say that you had full control over the technical specs of the graphics and as a graphic designer you started to think like a coder.
Otherwise, I hardly remember details of the project. At least for the first month, Mario and I were working alongside each other. The intro and the end sequence were finished first. Then it was very intense and determined by crunchtime, the process was sort of first-in-first-out. The progress in code was tied to incoming graphics. Markus composed the new tunes at home far away and we had some issues with the delivery. Nevertheless the whole soundtrack reached us in time and its implementation went smoothly. Still there was no free time at all. In the final weeks weeks it became a kind of competition – like, who needs the least sleep! I also remember that the editing of the levels was pretty chaotic. Three of us worked in shifts and it took much longer than planned.
Oh I almost forgot about the  communication with Virgin. That was the horror for me because I hardly spoke any English back then. David Bishop and I talked English and German mixed, which worked surprisingly well.
https://vintagecomputing.ch/?browseid=7891
tribute to?
exploting? 
> tribute - take the best … collage
.
2022-11-28 14:16:48
https://vintagecomputing.ch/?browseid=5788
Amicom
Coder.
Amicom joined SPREADPOINT in 1989 together with Depeche. He was active as coder of very different things from MMU tools to demos. What he liked best was to explore and develop new programming tricks that could be used in demos and other places.
Data
Born 1968, grown up and living in Switzerland.
Todays occupation: finishing studies (natural science), running an internet company togehter with other ex-amiga freaks.
Work
Demos: Lissa, Platin3D, Small.
Intros: Giana Sisters (trained by Depeche), Amegas (trained by Depeche).
Utilities: Blitter-Copy, List Manager, MMU expert, AFS File Scrambler, SPlay soundtracker player.
Other stuff: Atom Demo (unfinished), Platon's Polyhedra (unfinished), revival of HQC demos, GigaMem (a virtual memory extension to AmigaDOS), some work in TypeSmith (a outline font editor).
Music
Depeche Mode, Kraftwerk, Simple Minds, Billy Idol, Pink Floyd, Pet Shop Boys, OMD, ...
Demoscene
2023-02-11 14:57:08
https://vintagecomputing.ch/?browseid=6764
CODE > Graphics (Effects), Sound, SizeCoding > Effect, Synaesthesy  (Creativity Process)
Community > Concurrency > Metagame > Scene
Keyboard
2023-03-16 15:56:19
https://vintagecomputing.ch/?browseid=7409
The keyboard is really good. 
Attention: The backspace is called ‘roubout’ and you can use it with SHIFT! on the right side on top (same place like backspace)
There are three modes:
  • Default Inser-Line (L)
  • Commands (K) - Commands : Shift-Function > The command
  • Graphics (G) - Create the char with graphics (First Shift Graphics > Shift Key)
The whole system is a token coding thing. 

 
https://vintagecomputing.ch/?browseid=8094
The MOS designers freely borrowed ideas that they liked—sprites from the TI machine, collision-detection techniques and character-mapped graphics from the Intellivision, and a bit map from their own VIC-20. They then packed as many of those ideas as they could into a predefined area of silicon.
Fantasy-Computers
2022-04-17 22:36:48
https://vintagecomputing.ch/?browseid=638
Fantasy computers are computer that are ‘inspired’ by real computers. Means their name sound like ZX81 > Tic80 but of course they are fast, programmable with lua and in the most of the cases have all integrated: spriteeditor, tile/background-editor, soundeffects editor and music editor. So they are really the dream of an 8bit-coder* with assembler, low memory, low graphics, no tools. 
Fantasy Consoles
2022-05-25 23:45:26
https://vintagecomputing.ch/?browseid=650
Consoles inspired by old consoles but 100% new. They are somehow like the dream of this days. All dev. thing in one tool (graphics, sound, tiles, coding, levelediting)
Fresh (1989 - 1990)
2023-09-15 12:08:56
https://vintagecomputing.ch/?browseid=9173
Fresh was founded April 22, 1989 on the Crazy & RCS Party 1989 by Iceman/ISI Soft, Graphics-Boy, Project B, Shake (subgroup) and Welfare Software Boys (subgroup). 2 months later Krush joined in as main cracker. The first Fresh Intro gained a lot of attaention in the Swiss scene: it was coded Mat and the music was exclusively composed by Tim of Modern Arts, one of the most progressive demo groups back then.

After the Crazy Stardom Copy-Party 1989 (August) in Le Locle the 2 Swiss demogroups Future Vision Switzerland and Trap joined Fresh. 

Mainly in 1990, a war with Computer Freaks Association was ongoing. Both groups were competing for being Switzerland's #1. Computer Freaks Association released a small anti-demo called Fresh on Top. The war was officially ended at the Swiss Pirates Reunion 2002 (nowadays there are many friendship boundaries between the former 2 opponents).

Was in co-op with Century for short while in February/March 90. The co-op was stopped due to a lack of Century cracks.

After the Fresh Party 1990 (April) Krush, Ogygene and Mirage left to built up a new Swiss group together with The Sexton/G*P called Abstract, which later then joined forces with the ashes from the Swiss demogroup Future Concepts and renamed into Crusade.

Also in April 1990 a small but neat Austrian section was built by Awesome & Beast. They have produced some one file demos and due to the good connections to Lotus, Awesome has supplied a couple of hot originals. 

In May 1990 some Fresh members have been working on a project to join forces with The Ancient Temple. Both group got to know eachother at the Fresh Party 1990. Project names were SAPPHIRE or LIFE IS A BEACH. There was no agreement on the name, so the project never was realised. 

In June/July 1990 a German section in Cologne was built around Spy, Trax & Scoundrel. After their lame release Lost in Time , they have been kicked out.

Was in co-op with Holocaust from August 1990 to October 1990. The coop started with Fresh's first release of Back to the Future II 5. The co-op later was stopped due to a lack of Fresh cracks in that period (main cracker Graphics Boy had left the group to join Crazy).

Fresh died in late 1990 when Freestyle and Dave joined Talent.
Actual Demoscene
2023-02-11 14:57:40
https://vintagecomputing.ch/?browseid=119
The demoscene was first a spin-off the crackers and became an own culture with festivals, ‘jams’ and contests. Often there are old computers embeded. 
Grotic
2022-07-01 08:46:45
https://vintagecomputing.ch/?browseid=1162
Is a clone of the arcade puzzle bobble with other graphics. In development the problem was the hexagonelogic. Another was a not initialized Rectangle, who crashed on some macs and on other not. 
Specials:
- there was even a cracked version out there
- the serial of the game was in the serial number collection
- sold for 15$ > made around 3000 sFR with it. 
Years later a guy in the bus asked me: Are you the guy behind imp89, grotic and co?
Ilyad Credits
2022-08-03 12:48:31
https://vintagecomputing.ch/?browseid=5078
Shoot'em'up game on Amiga. Coded by Metalwar, Music by Fred (fantastic C64 style !!!!), Graphics by Leto2 and Disk routines end demo by P. Adane. I especially love the music of Fred (Fredereic Hahn). 1st music is done by metalwar
https://vintagecomputing.ch/?browseid=5100
'I had created maybe around 30 demos and I wanted to create a game on the Amiga because I always like shoot'e 'up. It was a new challenge for me: I gathered a team of a few people, some of them ended up not staying very long: Marc Albinet, the graphic designer, who would work on other games later on, such as Agony, Frédéric Hahn (musician with Ackerlight), Pierre Adane (who worked on the copy-protection system and the endgame animation), and myself Olivier Régis (Metalwar), doing the cosing in terms of programming, there was nothing fancy. I just had to create some specific tools to piece up graphics piece-by-piece and to manage the dynamics of enemy motion. We then called Ubisoft to show them our Ilyad project. Marc Albinet and myself met one of the Guillermot briothers in Paris - they are the founders of Ubisoft. At that time, the firm was very small compared to what it is now, and the licensic fees we received, were really symbolic. They barely covered our travel expenses, but we did not do it for the money."
https://vintagecomputing.ch/?browseid=7061
A rework of the not used pico8-game for lovebyte. Added graphics and effects and sound.
My personal demo-problem: no restrictions for demo. so you could make everything. You would have to go for visual narration like the other prods in this category. 
Market WAR
2023-03-20 16:48:40
https://vintagecomputing.ch/?browseid=7642
The Tandy Color Computer was the runner up. The Apple II was the winner in the category of home computer over $500, which was the category the Commodore 64 was in when it was first released at the price of $595.
n the United States, the greatest competitors were the Atari 8-bit 400, the Atari 800, and the Apple II. The Atari 400 and 800 had been designed to accommodate previously stringent FCC emissions requirements and so were expensive to manufacture. Though similar in specifications, the C64 and Apple II represented differing design philosophies; as an open architecture system, upgrade capability for the Apple II was granted by internal expansion slots, whereas the C64's comparatively closed architecture had only a single external ROM cartridge port for bus expansion.
Aggressive pricing of the C64 is considered to have been a major catalyst in the video game crash of 1983.
The price war with Texas Instruments was seen as a personal battle for Commodore president Jack Tramiel.[25] Commodore dropped the C64's list price by $200 within two months of its release.[6] I
Meanwhile, TI lost money by selling the TI-99/4A for $99.[26] TI's subsequent demise in the home computer industry in October 1983 was seen as revenge for TI's tactics in the electronic calculator market in the mid-1970s, when Commodore was almost bankrupted by TI.[27]
Although many early C64 games were inferior Atari 8-bit ports, by late 1983, the growing installed base caused developers to create new software with better graphics and sound.[34]
 
.
2023-04-10 11:33:12
https://vintagecomputing.ch/?browseid=8078
IN JANUARY 1981, a handful of semiconductor engineers at MOS Technology in West Chester, Pa., a subsidiary of Commodore International Ltd., began designing a graphics chip and a sound chip to sell to whoever wanted to make “the world’s best video game.”
.
2023-05-01 11:08:48
https://vintagecomputing.ch/?browseid=8594
Originally, we wanted to include just a tiny little shoot 'em up game into a graphics demo (we produced quite a few in the early years).
https://vintagecomputing.ch/?browseid=2517
  • Mouse
  • GUI
  • From concept language (text, commands) to graphics > Graphical turn / iconic turn
  •  
>> homecomputers .. 
https://vintagecomputing.ch/?browseid=2992
A lot of new possiblities to do things into the anolog world or in the new digital world:
Music
- Music: a new style
- Music-Tools: create your own songs, software-syntheziser like the trackers. 
 
Graphics
- New styles
- Design > DTP
- Rendering
 
DTP (Create and publish)
- Desktop Publishing (Design 2)
 
Multimedia:
- Interactives
- Games
 
Software 
- …
https://vintagecomputing.ch/?browseid=7881
 
  • most games - you play not act 
  • qix no
  • pac man - somehow but too hard
  • moon lander? no really
  • asteroids no
  • galaxy - some visual aspect - mukokuseki
  • missile command no 
  • atari 2600 porno games no
  • klax arcade - chain
  • frogger
  • most shootenup (space invader - war visuals) 
  • lemmings? dark behind the nice graphics
  • battle chess - reanalog - brutal
  • demoscene? biggest part - yes
  •  
https://vintagecomputing.ch/?browseid=7905
  • Show colors
  • Show good graphics
  • show a lot of sprites!
  • hast do be somehow 3d
  • not really graphical design … 
(Intro and demoscene)
Cracking
2023-02-11 14:57:25
https://vintagecomputing.ch/?browseid=768
Make games copyable. Some cracker groups where in the tradition of information freedom, others learned from cracking software creating software, others had fun, others were in a sport ‘who is first’ and of course also others gained money. 
Why switzerland? and not us? The rumor is: There was no law in switzerland against cracking. 
https://vintagecomputing.ch/?browseid=1138
First developing on Atari ST (Assembler) but never published something except a demo for a bbs 1993 (First founded by two brothers). First not released ‘product’. A listing game for Happy Computer. 
Than switched to Macintosh (1995 ). Games in C . And than published over the net (website) or in Maganzines Disc-Magazines as Shareware. Paid first with checkes (almost impossible to get the money for 15$ games), so switched to real money and than to KAGI.com a first worldwide payment service.
Inbetween the author worked produced Flash-Games for advertising and ported a lot of games for Java (Applets) 1996 . 
Afterwards switched to Objective-C on MacOSX with a new name: la1n.ch.