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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. 
Windows (OS)
2023-02-06 08:31:49
https://vintagecomputing.ch/?browseid=5326
OS from Microsoft with Windows. Came first out in ASCII-Blocks. Well known for 3.1 and of course 95. Which was the first modern Windows (vs 85 Mac with Finder, 85/86 Ataris ST with GEM and Amiga)
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2022-06-06 22:10:52
https://vintagecomputing.ch/?browseid=3783
Die Verbindung digitaler Audio- und Computertechnik ermöglicht eine Vielzahl von Anwendungen im Multimedia- und Musikbereich. Die akustischen Aspekte solcher Computerprogramme basieren auf Verfahren der digitalen Klanganalyse, -synthese, -bearbeitung und Tonaufzeichnung. Selbst komplexe Musikapplikationen sind aufgrund graphischer Benutzeroberflächen moderner Arbeitsstationen komfortabel zu verwenden. Das Buch bietet einen Überblick über Musik-Hardware und -Software, zeigt prozedurale und objektorientierte Beispielroutinen zu Klangbearbeitung und MIDI-Programmierung für Apple Macintosh und NeXT-Workstationen, erläutert die Funktionsweise digitaler Musikinstrumente, Klangsyntheseverfahren, MIDI und moderner Tonstudiotechnik. Eine Übersicht über die Möglichkeiten von Unterrichtsprogrammen und Multimedia-Anwendungen zum Thema Musik runden die Darstellung ab.
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2022-12-19 15:00:31
https://vintagecomputing.ch/?browseid=6156
'dropfiles', small binary or text files dropped into known locations in the BBS'
A major use of doors is for door games: computer games played on the BBS.[3] These games included strategy games such as TradeWars 2002, Food Fight!, [4] Solar Realms Elite,[5] Space Dynasty, Usurper,[6] and Barren Realms Elite.[7] There were also role-playing games (RPG), often derived from earlier email-based games. One such game was Seth Robinson's Legend of the Red Dragon,[8] and another popular dystopian RPG: Operation: Overkill,[4] another was Mutants!. BBSes often published high scores, encouraging players to beat others.[9]
InterBBS leagues allowed users of different BBSes to compete against each other in the same game. A modern version of this known as BBSlink exists allowing sysops to offer door games on their BBS which are hosted on a remote server, thereby increasing the user base of the game.
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).
https://vintagecomputing.ch/?browseid=5884

 

Facts

  • TTV1 was the first file-based Amiga virus
  • Its creation was a fun experiment. It was inspired by the boot block based SCA virus which had reached dubious fame due to its very successful spreading and the flaw of overwriting the boot block. Would it be possible to create a self spreading file, thus breaking out of the boot block dread?
  • Development took place between spring and fall 1988.
  • The early code name was HOUZ virus.
  • Thinking up the name we tried to find something that would sound mean and at the same time on the verge to ridiculous. The final name was inspired by a rap band called The Terrorists.
  • The virus does not harm the system. In fact, care was taken to avoid any even unintentional damage.
  • Identity of the authors was kept secret for 30 years. It was officially revealed on March 9, 2019 at the Demonights 008 event in Bern Switzerland
  • "The names have been changed to protect the innocent" shown in the message was inspired by the song Beat Dis by Bomb the Bass. They have sampled it from the Dragnet radio series.
  • The "BGS9" was in fact a clone. Its code is almost identical even including the resident name "TTV1". It got more reach and thus was regarded as the origin.

About the life of the beast

  1. TTV1 installs itself as a reset proof resident module (KickTag/ROMTag) named "TTV1"
  2. On reset the resident module (virus) is called
  3. Execution gets delayed in order to gain disk write access. Therefore Intuition's OpenWindow function is redirected.
  4. As soon as the AmigaDOS tries to open the CLI window the OpenWindow gets called the virus looks for the startup-sequence on the booted disk
  5. The virus is looking for the first command (A) in the startup-sequence
  6. File request windows (e.g. "Disk is write protected") are being temporarily disabled
  7. Virus renames A to $a0202020a02020a020a0a0. This is a combination of none breaking spaces and spaces. The idea is that the user will oversee this "invisible" file.
  8. Virus writes itself as an executable command with the name of A to the disk
  9. Eventually A gets loaded and executed with all its parameters by the virus
The next time the user will boot the disk the virus gets loaded into RAM and step 1 takes place. On reset the horizonal beam position gets evaluated. If the beam position is smaller than a certain number the screen turns black and a message in white letters appears.
https://vintagecomputing.ch/?browseid=9147
The CFA was founded in 1987 in Basel, Switzerland, when 3-letter names were still in fashion. CFA stood for “Computer Freaks Association”. In the first months the CFA was a group of C64 fans and gaming tournaments were held in regular intervals. They organised a gaming room at a local School-Party of the RG in Basel.

The CFA started with pure Demo-Making and Software-Swapping. The first international contact was the Norwegian group The Sinister Realm 2013 Stavanger. One of the early meeting places was the Dial-Club, a local Computer-Center in Basel.
At this time a regular Exchange-Ring of Software between the members was built up.
The first Copy-Party visited by CFA members was Crazy & ZSS Party 1988 in Pratteln/Switzerland. In 1989 Members of the group was busted by police on a German Copy-Party, but thanks to slow Swiss legislation, no CFA member had any troubles at all after returning to Switzerland.
The CFA took part in Demo-Contests of other Swiss copy parties: Crazy & RCS Party 1989, Crazy Stardom Copy-Party 1989 and Fresh Party 1990

In the early days, our strategy was: focus on Switzerland. This changed with the first member expansion outside of Basel: 
German members: Snief and The Cure.
Liechtenstein members: Sandman.

War against another Swiss group Fresh, which led to a funny anti demo 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).

The CFA has in the meantime started importing and cracking games: access to the major US BBS, latest wares and cards agogo. 

1990-1991 Cooperation with Italian Cracking Service from Italy.

11/1989-07/1993 reknown Disk Mag “Immortal Flash” an e-zine that become quite popular in the scene (later released by Atlantis).

In 02/1991 the CFA died and the remaining members built up Atlantis. More info in Joker Note.
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.
Weber, A. Christian
2023-02-14 09:24:41
https://vintagecomputing.ch/?browseid=1489
vs. Muscian Weber, Christian
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2022-11-28 14:18:15
https://vintagecomputing.ch/?browseid=5792
Depeche
Demo coder, known for cool demos and trainers.
Depeche jonied Spreadponit in 1989. He mysteriously left SP in 1990 and broke up alomst all contact. He then went over to DefJam but not very much later stopped his Amiga activity. Depeche was so fond of language games that he once bought a Langenscheid's dictionary of slang-English!
Data 
Born 1972, grown up and living in Switzerland
Todays occupation: finishing studies (comp. sci)
Work
Demos: Wooow, Scrapheap, Empire, Power!, HI5 and more
Trainers: a whole lot...
Sound: some crazy mixes
Tools: a disk copier in a bootblock, TLB-Utilitydisk, more
Hobbies
old days: being creative, being cool, speaking cool, cool places, cool clothes, cool people, arcade games, pinball machines
today: unknown.
Music
DM, Art of Noise, Erasure, Pet Shop Boys, Yello, LL cool J, Derek B, De la soul, ...
https://vintagecomputing.ch/?browseid=2059
there are two aspects came together in the universal computer. 
1. computing (sorting)
2. control (cases, if then, input)
before this were seperated functions in analoge maschines.
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). 
GameDevs
2022-04-13 10:25:54
https://vintagecomputing.ch/?browseid=1136
GameDevs are gamedeveloppers. The name tells also a lot about the idea behind. The most important thing was the technical difficulties. 
Website: Imp89
2024-08-04 18:53:05
https://vintagecomputing.ch/?browseid=2836
check: was this really every online?
https://vintagecomputing.ch/?browseid=1140
The shareware modell was the only that worked in those days. Because to get a publisher for mac was almost impossible.
https://vintagecomputing.ch/?browseid=4200
The topics vintage computing and vintage gaming are of course intertwined. 
First gaming is a part of the whole digitalisation. But before computer were in every household the consoles were there. The first funny digitalisation and alternative to the non existing tv-program (share the screen). And then the homecomputer in the private areas came ‘home’.  So games became again software in the area of computing. 
And so on … 
https://vintagecomputing.ch/?browseid=8893
digitalization was after the end of the idea of the replica of man as a robot and thinking being. something that the analog first read largely unchallenged. it was a colonization of a new space, a space that created itself - cyberspace. with this, this space did not come into conflict in a first moment - in the sense of earlier struggles over existing mostly analog territory. this is probably also one of the reasons why digitalization proceeded creepingly and was not perceived or actively fought by parts of the broad population (the nerds etc.). and many waves of digitalization then also emerged in the field of music (synthies) or games, for example, and took hold in everyday life at home. the normal things, however, continued to run until they then also arrived in the working environment.
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.
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.
DA DOO RON RON RON
2024-01-19 17:02:32
https://vintagecomputing.ch/?browseid=9259
Rolling Ronny was looking decent, too. Commodore Format had featured a well-received demo in the Autumn on Power Pack 13, and it gave a fairly typical taste for the game. You’re cast as the hero of the title, a delivery boy in the fictitious town of Fieldington who secretly works for Scotland Yard on the side. When the town’s crown jewels are stolen and scattered across town by the careless robbers, Ron’s the obvious one to call. It’s at this point you’re plummeted into the first level. At first glance, it’s straightforward left-to-right stuff. Sure, you’re wandering the levels in search of the treasure but you also need to earn enough money for your bus fare to get to the next stage. This is where the errand boy stuff comes in: as you dodge cars and the mutated animals of Fieldington (in a surreal plot twist, the local magic circle turned everything fluffy a bit demented), you’ll meet some of the town’s inhabitants. By doing them a favour – for example delivering a package – you’ll get coins. Pocket enough, and you can level up. Here’s the whole game:
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. 
Listing Cultures
2023-02-10 08:58:30
https://vintagecomputing.ch/?browseid=801
The listing culture is a hybrid between gutenberg galaxis and software. Software was often distributed in the mainframe time as source code ( c ). each system had a different set of hardware, processor. c and co were the platform. You could compile it for your system. 

The listing culture brought source code to the magazines and could be published. first with basic and co for homecomputers, later with checksums, than basic with assembler inlines, than only shortcodes. 
of course by typing in you could learn how to code and solve problems.
Kraftwerk
2022-07-18 21:26:53
https://vintagecomputing.ch/?browseid=3080
Kraftwerks music is of course double ‘homecomputer’. 
- first the content - you create the future
- second the music - could be made on a homecomputer
https://vintagecomputing.ch/?browseid=5721
Till today. What is the right amount of buttons?
It started with 3 Buttons and than 1 for the macintosh, 2 For Amiga, 2 for MS-DOS (ContextMenu).
Often behind the discussion: "Profesionality" vs too simple.
Interesting questions: Were the 16-bit-Homecomputergames differeent on Atari ST/Amiga and on Mac? An how? 
(First Impression: No second button used in 16-Bit-Games.)
 
Atari
2023-05-08 11:05:46
https://vintagecomputing.ch/?browseid=8877
Atari was first a company for arcades and than splitted to Arcade and Consoles/Computers. 
Mechanical Turk
2022-04-27 16:37:01
https://vintagecomputing.ch/?browseid=2077
The Turk, also known as the Mechanical Turk or Automaton Chess Player (German: Schachtürke, lit. 'chess Turk'; Hungarian: A Török), was a fake chess-playing machine constructed in the late 18th century. From 1770 until its destruction by fire in 1854 it was exhibited by various owners as an automaton, though it was eventually revealed to be an elaborate hoax.[1]Constructed and unveiled in 1770 by Wolfgang von Kempelen (1734–1804) to impress Empress Maria Theresa of Austria, the mechanism appeared to be able to play a strong game of chess against a human opponent, as well as perform the knight's tour, a puzzle that requires the player to move a knight to occupy every square of a chessboard exactly once.
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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.
Online protection
2022-05-12 08:59:33
https://vintagecomputing.ch/?browseid=2557
not known for 1980-1991.
Coding Basic
2022-06-11 14:48:47
https://vintagecomputing.ch/?browseid=489
Basic was one of the first coding possibilities in the 8bit and also the ‘OS’. the interface to the computer. The shells were ‘basic’.
LOAD “”",8,1
With the second generation of homecomputers. The linenumberless basic came up like GFA-Basic etc. This was a new step and brought basic on the level of Pascal and co. 
https://vintagecomputing.ch/?browseid=792
With modems1987  and zterm you could enter to a bbs and download software. You needed the number and of course a computer on the other side. So this bullet boards system where dial in systems. from time to time the mother of a guy took the phone .-) 
You only used this in the ‘phone cheap time’ - >21.00. A game for Amiga or Atari ST was 900kb - the modem was about 3600-12200 bauds. you waited very long from time to time.
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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.
Terra Cresta
2022-06-06 10:32:56
https://vintagecomputing.ch/?browseid=3707
We started working on Exitor right after we get our first Amigas. It was supposed to be a vertically scrolling shoot 'em up heavily inspired by Nichibutsu's 1985 arcade classic Terra Cresta (テラクレスタ). Hovever, it is still in the works.
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2022-07-02 21:20:02
https://vintagecomputing.ch/?browseid=4232
Antares is a classic role-playing game of the Bard's Tale variety set in a science-fiction scenario. After the radio contact with space explorers stopped, a second troop goes to look for them. Unfortunately on the way they receive a emergency call, get shot and have to land on the planet Kyrion. Now the troop has to explore the planet and find out more about what happened.

The party has six members (chosen from twelve pre-defined characters) with different statistics and abilities, e.g. fighting, cooking, PSI (the science-fiction variant of magic) or translating (needed to communicate with non-hostile species). The world and dungeons are explored through a first-person perspective and when meeting enemies, the fight plays out turn-based: the player tells the characters what to do and text informs of the results. Killing enemies reward experience points which in turn improve the abilities.

Each character has to eat and sleep. While too much hunger results in death, a sleeping character is in a kind of trance: he still walks around, but can't take any actions or fight. Besides sleeping, there is also medicine available to keep the spirits up: just like other parts of equipment, it can be bought in hidden shops with gold found at slain enemies. Each character can transport up to six items and a radar shows how dangerous the current area is. Dead party members can be resurrected at the landing module.
https://vintagecomputing.ch/?browseid=5056
Founded by Metalwar, Helix and PGCS, 1988.
  • MEGA DEMO, October 1988. Code: Metalwar. GFX: PGCS / Ironhawk. Music: Mr. Last / Metalwar
    Founded by Metalwar, Helix and PGCS, 1988.
  • First ALCATRAZ Copy Party, Geneva, Switzerland, December 27 and 29, 1988.
  • MEGA DEMO II
  • MEGA DEMO III
  • ODISSEY, December 1991
  • ILYAD, August 7, 1994
HIstory
2022-08-03 12:18:08
https://vintagecomputing.ch/?browseid=5064

Alcatraz was formed in 1988 from the ashes of the more strangely named "Motley Crue Team", by Metalwar (Code, Music), Helix (Gfx) and PGCS (Gfx).

Metalwar was the mastermind behind most of the first productions of the group, until the time of Mega Demo 2, when new creative members like Hornet of Avengers joined Alcatraz.

After Mega Demo 3, Metalwar started to work on his dream Amiga game, codenamed "Ilyad". This shoot 'em up was eventually released in 1989 by UbiSoft. One year later, Metalwar and Helix decided to leave both the group and the scene, leaving PGCS heading the group.

https://vintagecomputing.ch/?browseid=5522
  • don't write specs. Users should consider themselves lucky to get any programs at all and take what they get.
  • don't comment their code. If it was hard to write, it should be hard to read.
  • don't write application programs, they pro- gram right down on the bare metal. Application programming is for feebs who can't do systems programming.
  • don't eat quiche. Real programmers don't even know how to spell quiche. They eat Twinkies, Coke and palate-scorching Szechwan food.
  • don't draw flowcharts. Flowcharts are, after all, the illiterate's form of documentation. Cavemen drew flowcharts; look how much it did for them.
  • don't read manuals. Reliance on a reference is a hallmark of the novice and the coward.
  • programs never work right the first time. But if you throw them on the machine they can be patched into working in only a few 30-hours debugging sessions.
  • don't use Fortran. Fortran is for wimpy engineers who wear white socks, pipe stress freaks, and crystallography weenies. They get excited over finite state analysis and nuclear reactor simulation.
  • don't use COBOL. COBOL is for wimpy application programmers.
  • never work 9 to 5. If any real programmers are around at 9 am, it's because they were up all night.
  • don't write in BASIC. Actually, no programmers write in BASIC, after the age of 12.
  • don't document. Documentation is for simps who can't read the listings or the object deck.
  • don't write in Pascal, or Bliss, or Ada, or any of those pinko computer science languages. Strong typing is for people with weak memories.
  • know better than the users what they need.
  • think structured programming is a communist plot.
  • don't use schedules. Schedules are for manager's toadies. Real programmers like to keep their manager in suspense.
  • think better when playing adventure.
  • don't use PL/I. PL/I is for insecure momma's boys who can't choose between COBOL and Fortran.
  • don't use APL, unless the whole program can be written on one line.
  • don't use LISP. Only effeminate programmers use more parentheses than actual code.
  • disdain structured programming. Structured programming is for compulsive, prematurely toilet-trained neurotics who wear neckties and carefully line up sharpened pencils on an otherwise uncluttered desk.
  • don't like the team programming concept. Unless, of course, they are the Chief Programmer.
  • have no use for managers. Managers are a necessary evil. Managers are for dealing with personnel bozos, bean counters, senior planners and other mental defectives.
  • scorn floating point arithmetic. The decimal point was invented for pansy bedwetters who are unable to 'think big.'
  • don't drive clapped-out Mavericks. They prefer BMWs, Lincolns or pick-up trucks with floor shifts. Fast motorcycles are highly regarded.
  • don't believe in schedules. Planners make up schedules. Managers 'firm up' schedules. Frightened coders strive to meet schedules. Real programmers ignore schedules.
  • like vending machine popcorn. Coders pop it in the microwave oven. Real programmers use the heat given off by the cpu. They can tell what job is running just by listening to the rate of popping.
  • know every nuance of every instruction and use them all in every real program. Puppy architects won't allow execute instructions to address another execute as the target instruction. Real programmers despise such petty restrictions.
  • don't bring brown bag lunches to work. If the vending machine sells it, they eat it. If the vending machine doesn't sell it, they don't eat it. Vending machines don't sell quiche.
.
2022-10-01 00:51:11
https://vintagecomputing.ch/?browseid=5574
cently founded by Eduard Stiefel, where he worked together with Ambros Speiser on developing the first Swiss computer ERMETH, and developed the programming language Superplan (1949–1951), the name being a reference to Rechenplan (English: computation plan), in Konrad Zuse's terminology, designating a single Plankalkül program. He contributed especially in the field of compiler pioneering work and was eventually involved in defining the languages ALGOL 58 and ALGOL 60. He was a member of the International Federation for Information Processing (IFIP) IFIP Working Group 2.1 on Algorithmic Languages and Calculi,[1] which specified, maintains, and supports ALGOL 60 and ALGOL 68.[2]
https://vintagecomputing.ch/?browseid=5850
Brainstorm is a Swiss-based demo group, that has existed in two distinct periods; their formation as an Amiga demo group in the period between 1989 and 1993, and their reformation as a mainly pc demo group in 2006 until present day. They were originally formed a short while before may 1989 by graphician Chester and coder Majestic, and their first release was Lazer Roll. During the summer they recruited more members (like Orlando), and at the end of the summer vacation they were joined by the entire group Axxis (Bird, ...). This group had both a Swiss and German section, but the German section was found to be substandard and was forced to leave after a while. Another member, swapper Joker, left the scene soon after. They had by now started planning what would become the diskmagazine Zine. It was originally conceptuated as a cooperation between Brainstorm and another Swiss group at the time, Setrox, but the latter eventually decided against being part of the project. Due to this, Setrox coder The Accused left to join Brainstorm. Zine 1 was released in october. They were now a totally Swiss group again, except for two German members - Shadow and Yankee.
Advert in Cracker Journal 18 (january 1990), looking for members. Cracker Journal 19 (march 1990) reported, "Angel Dust joined Brainstorm and his name is now Six Pack." Sometime between Zine 3 (february 1990) and Zine 4 (april 1990) they decided to kick their German writer Yankee because he wasn't productive enough. He was a freelance writer for D.I.S.C. for a while before finally joining Addonic. Zine 5 was released at the Alcatraz Pentcost Party 1990 at the beginning of june. It was to be Orlando's last issue as editor, as The Accused had returned from his army service.
Metamorphosis (august 1991) mentioned their bbs Cheese-Line as 'new', and listed Accused, Axel, Bird, Chesney, Chester, Droid, ESA, Fly, Grubi, Luke, Macho, Majestic, Odie, Oli, Orlando, Patsy, Peace, Scattergold and Truxton as active members. Danish megaswapper The Pride joined the group in late september, and was sent a new packmenu for creating a new series of packs (see Superpack 1) - which would become the Obsession packseries, starting in october. All this was also reported in R.A.W 1 (november 1991).
R.A.W 2 (february 1992) reported that The Pride moved on from the group to join Sanity, and that a Finnish section had been opened by Phazer, Extabulator, Hoover, Mac, Top Azz and Voyager.
January 1993 saw the release of Axel's musicdisk Musicland, featuring among other songs his 8th-placed Technology from The Party 1992 the month before.
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).
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/)
FILE_ID.DIZ
2023-02-07 10:00:37
https://vintagecomputing.ch/?browseid=6685
  1. Program/file name: Ideally, all uppercase and followed by one space. Carriage returns are ignored in this file.
  2. Version number: In the format "v1.123", followed by a space.
  3. ASP number: Only if an actual ASP member, otherwise ignored.
  4. Description separator: A single short hyphen "-".
  5. Description: The description of the file. The first two lines should be the short summary, as older boards cut off the rest. Anything beyond that should be extended description, for up to eight lines, the official cut-off size. Additional text could be included beyond that but might not be included by the board.
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. 

 
Calculator
2023-03-16 15:57:55
https://vintagecomputing.ch/?browseid=7411
In the manual first there is the explanation, how to use it as calculator.

PRINT 2 3
(If you are as default in the command-mode (K), you just have to click P and it creates a print)

You can also write LET a=10 and than work with then in the shell.
https://vintagecomputing.ch/?browseid=7638
With support for multicolor sprites and a custom chip for waveform generation, the C64 could create superior visuals and audio compared to systems without such custom hardware.
The C64 dominated the low-end computer market (except in the UK and Japan, lasting only about six months in Japan[7]) for most of the later years of the 1980s.[8] For a substantial period (1983–1986), the C64 had between 30% and 40% share of the US market and two million units sold per year,
In the UK market, the C64 faced competition from the BBC Micro, the ZX Spectrum, and later the Amstrad CPC 464.[11] but the C64 was still the second most popular computer in the UK after the ZX Spectrum.[12] The Commodore 64 failed to make any impact in Japan. The Japanese market was dominated by Japanese computers, such as the NEC PC-8801, Sharp X1, Fujitsu FM-7, and MSX.[13]
Part of the Commodore 64's success was its sale in regular retail stores instead of only electronics or computer hobbyist specialty stores.
One computer gaming executive stated that the Nintendo Entertainment System's enormous popularity – seven million sold in 1988, almost as many as the number of C64s sold in its first five years – had stopped the C64's growth. Trip Hawkins reinforced that sentiment, stating that Nintendo was "the last hurrah of the 8-bit world".[57]
 
 
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]
 
Atlantis
2023-09-15 10:01:32
https://vintagecomputing.ch/?browseid=9153
Last active c64 Swiss based group!!!

When the Computer Freaks Association died, most of the remaining active members started a new group called Atlantis. Immortal Flash was then released for Atlantis as well.

Between 09.11.2013 and 24.07.2016 in Co-op with Fantastic 4 Cracking Group.

In 2018-2020 ATL worked on Propaganda First Release List and some cracks together with Genesis Project.
 
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. 
Swiss Game Design
2022-06-25 19:17:32
https://vintagecomputing.ch/?browseid=85
The swiss gamedesign was influenced and even founded by the cracker scene coming from the C64 to Amiga and the other tree was the Atari ST. Around 25 own Games and Ports were created and published from 1985-1997. There was even an own publisher Linel. 
Historical Culture
2022-04-10 20:58:18
https://vintagecomputing.ch/?browseid=297
Culture towards technology changed massively in the last 50 years. 
War Heli (Atari ST)
2022-07-08 11:36:10
https://vintagecomputing.ch/?browseid=1258
War Heli is a state of the art shoot em up game with big sprites on a computer with no hardware-scrolling! 
https://vintagecomputing.ch/?browseid=1273
Perhaps the first shoot-em-up with joystick, keyboard and mouse-control. 
.
2022-04-28 11:39:51
https://vintagecomputing.ch/?browseid=2266
**The Cheshire Catalyst** (Richard Cheshire) (@Cheshire2600) was the last editor of the notorious TAP Newsletter of the 1970s and 1980s. (TAP was a predecessor of 2600 Magazine.) In his “share the knowledge” spirit, he has volunteered at every HOPE conference since the first one in 1994. His PHonePHriendly.Com sets up web pages meant to be read on mobile phone web browsers, and allows him to delude himself that he’s still into phones as a phreak.
TENNISFORTWO
2022-04-29 14:48:08
https://vintagecomputing.ch/?browseid=2343
Tennis For Two was the first Videogame ever! It was developed in 1958. The gameplay features were more complex and more fun than in the later very popular Pong or Breakout. GameLab ZHdK has made a new version to bring the amazing game mechanics to attention. You hit the ball with the A-button of your controller while you use the left analogue stick to indicate the direction (or angle) of the tennis ball. And since it is tennis, you can hit the ball anywhere in your own half of the court! It is surprisingly fun to play the "TennisForTwo Fantasy 1958" version. Made in 2015 by GameLab ZHdK.
https://vintagecomputing.ch/?browseid=3161
The difference between Homecomputer and Businessmaschines was clear for the homecomputer users. Homecomputers were cheap, colorful, had sound, modern (GUI) and you could play with them. So they were designed for ‘fun’. And they came all in one - as one consumer product. So it was ‘identity’. Clear that the Amiga was first designed as an Console. On the hardware side the homecomputers didn't use the ugly intels like almost no Arcade-Console-Maschine did. The question here why? Perhaps because the most of the Software had to be coded in Assembler? 
One of the big question was: Is the Macintosh a Homecomputer? One answer it was to expensive for beeing a homecomputer. Perhaps the homecomputers were the cheap versions of the macintoshs. 
https://vintagecomputing.ch/?browseid=3338
The long history of computing (technically) show the problems. First they tried to solve complex (math.) problems as special automates. 
https://vintagecomputing.ch/?browseid=3469
Mod and one of the first game design actions on the big platforms. 
.
2022-06-30 14:59:00
https://vintagecomputing.ch/?browseid=4113
Dugger was the first game to use some components of my upcoming "Game Exec" mini OS which was used in many games such as Crack, Eliminator, Leonardo, Ringside, Star Wars, Traps'n'Treasures and more.
https://vintagecomputing.ch/?browseid=6746
Games working with Products like Cracks, Games, Demos.
Mechanics: Faster, better in the most of the time groups against other groups for symbolic or community capital. 
Like Cracking, Demoscene
https://vintagecomputing.ch/?browseid=7527
What type of ‘art’-concept is used in the demoscene?
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=7889
It is the cathode ray. 
and it never goes up - only in the demos.

it is a technical visual thing about power and control! 
https://vintagecomputing.ch/?browseid=7891
tribute to?
exploting? 
> tribute - take the best … collage
.
2023-04-06 20:24:38
https://vintagecomputing.ch/?browseid=8014
ldx #0
 lda #0
loop:
 adc 1
 sta $200,x 
 sta $300,x
 sta $400,x
 sta $500,x
 inx
 cpx #$ff
 bne loop