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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=276
Where people met, talked about computers, learnt about computers. Played games, designed games.
Yes also pirate software and games was part of this world. 
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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=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.
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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.
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.
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.