SEARCH

https://vintagecomputing.ch/?browseid=9255
OLIVER It all started for me at a Christmas party at Starbyte Software. It was a remarkable event. I never met so many talented people at one place before. The developers showed the games they were developing including the Amiga version of Rolling Ronny. We got the offer for converting the game and if I remember correctly, we agreed almost instantly. Previous projects of Bones Park were economic simulations, which was… how to describe… rather static stuff. I usually call those games Excel-pushers. A jump-and-run is way more interesting and it is action we wanted to create.
MARIO Back then, in the C64 era, most games took only a few weeks or a couple of months to develop. So we had to keep a constant flow of new contacts and projects. One project we did in late 1991, Trans World, for German publisher Starbyte, went pretty smooth and even became our first #1 in German sales charts, so we were invited and offered to work on other titles. One concrete offering was the C64 conversion of Rolling Ronny. Even though most of the first games I programmed were simulations, I still had spent a lot of time on developing action and real-time oriented games. So it was a perfect moment to put all the learnings into a concrete game – and that would have been Rolling Ronny.
vecZ (Vectrex)
2022-06-25 01:20:29
https://vintagecomputing.ch/?browseid=738
at the end the vectors won. everything is now vector based in games (as an opengl or directx scene .-) more about this in the simple demo sinZ on pouet last year. therefore step back, step into the beginning 80ies with assembler and the vector console vectrex. and of course vecZ is a shootemup the most complicated (timing, a lot of action etc.) thing in those times.
Situations in Action
2022-07-29 22:12:18
https://vintagecomputing.ch/?browseid=4961
/Personal Impressions (la1n) as a participiant (swiss vintage computing)
ion 382b in action
2023-02-27 09:35:55
https://vintagecomputing.ch/?browseid=7065
/ZX-81 Assembler (swiss vintage computing)
Emulator in action
2023-03-16 22:28:31
https://vintagecomputing.ch/?browseid=7441
/Taff Käfergame 93+ Jahre - Display TV, Multiplayer, Controller: Telefontastatur und Miträtseln (swiss vintage computing)
Käferspiel in Action
2023-03-20 09:12:07
https://vintagecomputing.ch/?browseid=7567
/gamedesign c64 (swiss vintage computing)
Manic Mansion in Action
2023-04-12 10:10:10
https://vintagecomputing.ch/?browseid=8132
/Punch cards (Lochkarten) (swiss vintage computing)
https://vintagecomputing.ch/?browseid=2398
/Impression - Imp89 > la1n (swiss vintage computing)
la1n.ch
2022-06-24 22:55:17
https://vintagecomputing.ch/?browseid=1150
la1n was the direct next step from imp89. New maschines and a new platform macosx. “Therefore i learned objective-c and coded real object orientated” and switched now to 3d games with opengl. The games were now more an more like gameengines and were object-orientated. But still hardcore coded. This change with the upcoming game engine like torque or unity. 
Therefore the last games from la1n.ch till now were again hardcore coded games like axe (atari 2600 vcs), vecZ (vectrex 2016). 
/Archiving (swiss vintage computing)
https://vintagecomputing.ch/?browseid=3755
GameArt like other digital media art is distinguished by a technologically induced ephemerality as well as by a decentralised and therefore difficult longterm availability. More complicating, GameArt differentiates even further and orientiates itself towards earlier lines of game culture like play in backyards, malls and high streets. There is a wide range for designing, playing, and experi- encing GameArt that expands all the way back to a mode of playful experience and action. How can this wide range and depth of themes, interactive playing time, and game mechanisms possibly be archived and made accessible?
Archiving for a society with an open end, in other words a „ludic“ society, has to be determined by an open possibility of observing artistic instruments being developed in order to expand it fur- ther or contextualize it in a new way. The suggestion is to try to build an open and playful archive that includes involved parties and works (from a „knocked down“ curbstone pixel to a player) as well as bystanders (spectators) in a comprehensive setting. While there seem to be long known instances of recipients through whom art works only have been able to unfold their meaning (in play), artists with their possible intentions and, finally, the functional systems of society like sci- ence have to be included first. These instances would only be the first traces and layers among many in an open archive. Subsequently a new „philosophy of archiving“ will be drafted that origi- nates in specific phenomenons and questions of GameArt.
These emerging levels and models describe diverse and partly disagreeing strategies of GameArt. The works span from the game as a medium of artistic discourse to the outright subver- sive criticism of a pronounced „ludic“ society. Therefore a „Mille-Plateaux“-archive is at the same time the base we are standing on and the future we are developing (as a tool).
/Art, GameArt & Experiment (swiss vintage computing)
klongomerat m.i.d.i
2022-07-07 13:27:44
https://vintagecomputing.ch/?browseid=4296
/Listing Cultures (swiss vintage computing)
Muri (Breakout) CPC 400
2022-07-11 17:19:41
https://vintagecomputing.ch/?browseid=4702
/Consoles & Keyboards (swiss vintage computing)
Intellivision & Keyboard
2022-07-17 00:09:31
https://vintagecomputing.ch/?browseid=4784
/Gaming & GameDesign (swiss vintage computing)
Historical Game Culture
2022-07-29 22:10:59
https://vintagecomputing.ch/?browseid=4957
/Alctatrez Post Party 1990 (swiss vintage computing)
https://vintagecomputing.ch/?browseid=5864
Alcatraz Pentcost Party 1990 was held at the Centre Culturel du Chene in Aubonne, Switzerland. Alcatraz was originally to have arranged this party (together with Brainstorm) in april, but the original plans fell through. There was a dj with a huge light and laser show, a large screen, around the clock movies and a snack bar, so there was plenty of activities to get into. Separate sleeping quarters were available in a nearby hall. This may very well have been the first instance of females getting free entrance to a demo party. As we know, this became the norm in the years to follow. The winner of the demo competition won an A1000, the second place took home an Action Replay cartridge and some empty disks.
Cracker Journal 19 (march 1990) reported, "Alcatraz' "Pencost Mega Party" on 2nd to 4th of june 1990. Acitivites: Mega Demo Competition, DJ - light and laser show, three little conference rooms, two mega screens, TV and video corner, snack bar, special modem phone line, sport places, about 70 beds..."
Results and information based on Pentcost Party Invitation and party report in Hack-Mag 1 (august 1990).
/Demoscene 1980-1997 (swiss vintage computing)
Swiss Demoscener
2023-03-27 16:21:26
https://vintagecomputing.ch/?browseid=6283
/Alcatraz 1990 (swiss vintage computing)
https://vintagecomputing.ch/?browseid=6291
  • 2nd - 4th June 1990
  • Aubonne, District de Morges, Vaud, Switzerland
Alcatraz Pentcost Party 1990 was held at the Centre Culturel du Chene in Aubonne, Switzerland. Alcatraz was originally to have arranged this party (together with Brainstorm) in april, but the original plans fell through. There was a dj with a huge light and laser show, a large screen, around the clock movies and a snack bar, so there was plenty of activities to get into. Separate sleeping quarters were available in a nearby hall. This may very well have been the first instance of females getting free entrance to a demo party. As we know, this became the norm in the years to follow. The winner of the demo competition won an A1000, the second place took home an Action Replay cartridge and some empty disks.
Cracker Journal 19 (march 1990) reported, 'Alcatraz' 'Pencost Mega Party' on 2nd to 4th of june 1990. Acitivites: Mega Demo Competition, DJ - light and laser show, three little conference rooms, two mega screens, TV and video corner, snack bar, special modem phone line, sport places, about 70 beds...'
Results and information based on Pentcost Party Invitation and party report in Hack-Mag 1 (august 1990).
(Entry is a copy of the Demozoo entry! > https://demozoo.org/parties/7/)
/TV-Games (Games in or with TV as Interface) Fernsehen Television (swiss vintage computing)
https://vintagecomputing.ch/?browseid=7563
/Swiss Game Design (swiss vintage computing)
GameDevs
2022-06-17 17:34:39
https://vintagecomputing.ch/?browseid=772
/swiss robots (swiss vintage computing)
https://vintagecomputing.ch/?browseid=9616
/Hardware (swiss vintage computing)
Vectrex
2022-06-24 22:48:50
https://vintagecomputing.ch/?browseid=734
/Gaming & GameDesign (swiss vintage computing)
https://vintagecomputing.ch/?browseid=855
Games made for old hardware or emulators for hardware. Restrictions of yesterday.
/Influenced by ... (swiss vintage computing)
Giger H.R. (Swiss)
2023-03-28 11:38:31
https://vintagecomputing.ch/?browseid=905
Giger was an educated as an industrial designer. Afterwards he made art and after working with jodorowski on dune, he joined the aliens-team. He created the slick fast monster in ALIEN. he influenced with his style (developped before in paintings and sculptures) the whole scifi. And so he became also one of the most influencing artist for games like r-type and and and and and …
/la1n.ch (swiss vintage computing)
ishizume - freeware
2022-04-13 10:52:32
https://vintagecomputing.ch/?browseid=1188
the game is a clone of klax (arcade atari games) - an action puzzler also called the ‘tetris of the 90ies’. again all in 3d. webhighscore. specials: a mode for children and a mode for color blinds. 
/Metadiscussion (swiss vintage computing)
Archiving
2022-04-22 21:55:08
https://vintagecomputing.ch/?browseid=1959
/Development of computing and control (swiss vintage computing)
.
2022-04-27 16:34:21
https://vintagecomputing.ch/?browseid=2083
Pierre Jaquet-Droz (French: [ʒakɛ dʁo]; 1721–1790) was a watchmaker of the late eighteenth century. He was born on 28 July 1721 in La Chaux-de-Fonds, in Canton Neuchâtel, at the time part of the Kingdom of Prussia.[1] He lived in Paris, London, and Geneva, where he designed and built animated dolls known as automata to help his firm sell watches and mechanical caged songbirds.

Notable works[edit]

 
Constructed between 1768 and 1774 by Pierre Jaquet-Droz, his son Henri-Louis (1752-1791), and Jean-Frédéric Leschot (1746-1824), the automata include The Writer (made of 6000 pieces), The Musician (2500 pieces), and The Draughtsman (2000 pieces).
His astonishing mechanisms fascinated the kings and emperors of Europe, China, India and Japan.
/Visualisation of the digital base of todays society? (swiss vintage computing)
https://vintagecomputing.ch/?browseid=2980
/Swiss Games (swiss vintage computing)
Starbirds (Amiga)
2022-07-22 23:38:22
https://vintagecomputing.ch/?browseid=3034
/Starbirds (Amiga) (swiss vintage computing)
.
2022-05-21 14:24:19
https://vintagecomputing.ch/?browseid=3040
Game description
Starbirds is a shoot'em up game in the style of old AMIGA shooters like R-Type, Apidya, Wings of Death and many others. The game play is simple: the player controls a space ship (called the Starbird) and tries to keep alive, which is best ensured by shooting as many enemies as possible.
Starbirds features four horizontally scrolling levels, each packed with a huge amount of enemies and guarded by an extra-large boss enemy with big shields and power. The levels are constructed in a way that there are a lot of turn-off's which allow the player to take another path each time.
A special feature of Starbirds is the weapon system, which was inspired by action games like Wings of Deathand Lethal Xcess. There are two categories of weapons, primary and secondary weapons. Each category consists of 8 different types of weapons, four of each category are selected by the player before entering the first level. The player can decide at every time if the approaching enemies should be attacked using the primary or secondary weapon. By repeated pressing of the fire button the primary weapon is fired, by holding down the button the secondary weapon is fired.
The currently active weapon can be changed by collecting weapon symbols, which are left behind from exploding enemies quite often. Blue symbols represent primary weapons, red symbols secondary weapons. Every weapon has five different powers. If a symbol is collected, which represents one of the currently active weapons, then its power increases by one. Therefore it is advantageous to collect the same symbol several times in order to get a weapon with high power. On the other hand, changing a weapon reduces the power by one, therefore too many changes without intermediate power-up quickly lead to a poorly armed space ship with little chance of survival.
The Starbird space ship does not survive hits with enemies, their shots or with the background. Fortunately the player has six space ships available and he can restart the game three times in the last visited level. The game supports four levels of difficulty, which can be selected in the main screen, before entering the first level. Finally the game can even be played by two players simultaneously.
/vecZ (Vectrex) (swiss vintage computing)
https://vintagecomputing.ch/?browseid=3582
/Historical Game Culture (swiss vintage computing)
https://vintagecomputing.ch/?browseid=4967
/brainstorm 1989-1993 (swiss vintage computing)
https://vintagecomputing.ch/?browseid=5858
/Demoscene 1980-1997 (swiss vintage computing)
Alcatraz 1990
2023-01-31 13:59:36
https://vintagecomputing.ch/?browseid=6289
/MountainBytes2023 (swiss vintage computing)
https://vintagecomputing.ch/?browseid=7033
/ZX81 (swiss vintage computing)
ZX-81 Assembler
2023-03-16 17:58:43
https://vintagecomputing.ch/?browseid=7437
/C64 (Commodore) - Console approach - 8Bit (swiss vintage computing)
gamedesign c64
2023-04-17 09:56:54
https://vintagecomputing.ch/?browseid=8120
/Ball Raider 1987 (swiss vintage computing)
NoAccess
2023-04-26 19:03:28
https://vintagecomputing.ch/?browseid=8421