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Grouping
2022-07-02 08:49:18
https://vintagecomputing.ch/?browseid=4212
How people connect each other. Which places were important and why? Which media was important and why? Most of this places (Clubs, Supermarkets,  Arcades/Spielsalon, Computershops).
What happened with people from the country side? 
https://vintagecomputing.ch/?browseid=568
Let's bring together the memories and artefacts from those times. 
https://vintagecomputing.ch/?browseid=4083
Very big club with 600 (?) members. There are all paying money.  A lot of people found here other persons with the same ideas and interests.
It seems that the name ist also Statement. In german spoken as KAK means shit.
https://vintagecomputing.ch/?browseid=5934
Hah, I might not be the best to explain Amiga history, but I’ll do my best :) Fish disks were the main way to distribute public domain, open source, shareware etc. before the internet was wide-spread. People would send Fred Fish software, and he’d compile them into individual disks that people would copy. Magazines would have lots of companies that would allow you to order copies of these disks etc. He ended up creating over a 1000 disks this way. When cd-roms became a thing, you could order the whole collection on those. Those were strange times :)
Aminet was the most famous ftp-archive for amiga software. It was run by the same guy that made Brainfuck, Urban Müller. Rather than chronologically like fish disks, it was organized by topic, with readme’s for every file. You could upload to a staging area, and he’d put them in place. Much like fish disks, companies would print cd-roms with the latest from aminet for those not hooked up to the internets (or on 56k modems, which was most people).
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. 
https://vintagecomputing.ch/?browseid=5930
» FALSE influenced early esolangs like brainfuck and Befunge, which went on to inspire more, setting off the esolang movement. Did you have much interaction with esolangers (either during the Amiga era – not that they were called esolangers then – or more recently)?
Back then yes. Me and Chris Pressey would email a lot, with him showing me his latest creations (I mostly went back to “serious” language design after FALSE :). There was also quite a bit of community around FALSE, with people making implementations in other languages/systems, or make dialects etc. There was actually quite a few people that made “useful” programs in FALSE
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.)
 
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.
https://vintagecomputing.ch/?browseid=5812
Amicom of Spreadpoint has been interviewed by Com and Orlando of Brainstorm at the Escpape and Spreadpoint copy party on Oktober 7th. 

When did you join Spreadpoint ? 
-A month ago. 

Your task in Spreadpoint ? 
-Coder, but in Spreadpoint everybody can do what he wants to. 

For how long have you been programming on the Amiga ? 
-For 2 years. 
What computers did you work on before? 
-Spectrum, Sinclair QL. I did some graphic programming with BASIC. 

What did you program on the Amiga? 
-A 3D-Demo (Summer of 88 for TLB), various intros and copiers for cracked games, Powerutility (sold it), a level editor for a shoot'em up, AMICOM-Kickstart (Antivirus, Copier etc.) 

What are you doing at the time ? 
-I'm working on Demo, called ATOM-demo. 
What's this about ? 
-Colored, shaded, permeating(!) 3D-Objects. 

Your future projects ? 
-3D vectorgrafics, 3D editor (ev. sell it), copier with multitasking capility, various utilities. 

What hardware do you have ? 
-An Amiga 1000  (1.5Mb, Harddisk 20 Mega SCSI), And an Amiga 2000 (A2620 Unix card, 68020 processor, 68881 math. coprocessor, 68851 Memory Management Unit, harddisk 80 MB SCSI, Modem 2400 Baud) 
Tell us something about your Master Seka. 
-It's based on the Seka V3.0 by Kefrens/Promax. It has been reassembled  and revised by my collegue Buddha. 
The main advantages are: 
Better editor commands, a finally working optimize function, auto runback, the workspace can be changed without exitting the Seka. 

Is there anything you want to advise to Amiga coders ? 
-Unfortunetly, there are more and more good programs, recently, which run only on one special Amiga. So I advise to try out the programs on different Amigas and to avoid unproper coding (absolute addresses, selfmodifing code, DBF-waiting-loops running to fast on the 68020.) 
And I hate programs, which you only can exit by a reset! 

Thank you for your answers. 

     Translated by The Acc{sed/BRS
https://vintagecomputing.ch/?browseid=268
The arcade was a place to play games, meeting point. In the german part of switzerland there were almost only males (you could also gambel). They were dark in the most of cases.
In the ‘westschweiz’ there were a lot more women in also in the arcades and younger people (for example in Lausanne). 
In the arcades there were always different types of arcades (older and the latest), than ‘table football’, flippers and so on. 
https://vintagecomputing.ch/?browseid=9073
Subject:
'Re: VIC-II colors'
From: Robert 'Bob' Yannes
To: Philip
'Pepto' Timmermann
Date: 27.09.1999
I was involved with the development of the VIC-II, however the actual implementation of the design, including the Color
Palette, was done by someone else. I have forwarded your message to him, but it is up to him if he wants to respond.
I can tell you that the design was based on the principle that adding a sine wave of a particular frequency and amplitude
to an inverted version of the same sine wave at a different amplitude produces a phase-shifted sine wave of the same
frequency. The amount of phase shift is directly proportional to the amplitudes of the two sine waves.
The VIC-II used the 14.31818 MHz master clock input (4 times the NTSC color burst frequency of 3.579545 MHz) to produce
quadrature square-wave clocks. These clock signals were then integrated into triangle waves sing analog integrators. The
triangle waves were then integrated again into sine waves (actually rounded triangle waves, but good enough for this
application). This produced a 3.579545 MHz sine wave,
inverse sine wave, cosine wave and inverse cosine wave.
An analog summer was used to create the phase-shifts in the Chroma signal by adding together the appropiate two waveforms
at the appropiate amplitudes. The Color Palette data went to a look-up table that specified the amplitude of the waves by
selecting different resistors in the gain path of the summer. The end result was that we could create any hue we wanted by
looking at the NTSC color wheel to determine the phase-shift and then picking the appropiate resistor values to produce
that phase-shift.
Color Saturation was controlled by scaling the gain of the summer. When we picked the resistor values to determine the
output phase-shift, we also scaled them to produce the desired output amplitude. Luminance was controlled using a simple
voltage divider which switched different pull-down resistors into the open-drain output. We could create any Luminance we
wanted by choosing the desired resistor value.
I'm afraid that not nearly as much effort went into the color selection as you think. Since we had total control over hue,
saturation and luminance, we picked colors that we liked. In order to save space on the chip, though, many of the colors
were simply the opposite side of the color wheel from ones that we picked. This allowed us to reuse the existing resistor
values,
rather than having a completely unique set for each color
I believe that Commodore actually got a patent on this technique. It was certainly superior to the Apple or Atari approach
at the time, as they ended up with whatever colors that came out--ours allowed the designer to freely select Hue,
Saturation and Luminance.
Since all of this was based on selecting different resistor values and resistance varied from chip lot to chip lot, there
was variation from one Commodore 64 to another. It wasn't as bad as it could have been though, since all of the Chrominance
selection was based on resistor ratios, which could be kept constant even if the actual resistor values varied. Luminance
was more of a problem. A trimmer resistor should really have been used to pull up the output. This would have allowed the
Luminance to be adjusted for consistency from unit to unit, however Commodore didn't care enough about consistency to
bother with adjusting each unit
Robert
'Bob'
Yannes
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.
.
2022-11-22 15:55:54
https://vintagecomputing.ch/?browseid=1025
Homecomputer were attractive for:
  1. as Computers create staff
  2. as Consoles
  3. you could pirating easily software games included
  4. the 16-bit consoles had mouses and guis. easier to use.
Therefore a lot of console wanted to make out of the console a computer (like intellivision). And a lot of users also thinks that the videogame crash was also because a lot moved away from consoles to computers. 
The other possibility were Personal Computers. The ‘Homecomputer’ was more. It was not only a working station. Personal Computers were mostly monochrome (PC: CGA, EGA)
Fred Fish
2022-12-06 08:44:55
https://vintagecomputing.ch/?browseid=5944
People would send Fred Fish software, and he’d compile them into individual disks that people would copy. Magazines would have lots of companies that would allow you to order copies of these disks etc. He ended up creating over a 1000 disks this way. When cd-roms became a thing, you could order the whole collection on those. Those were strange times :)
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.
About
2022-07-19 21:30:22
https://vintagecomputing.ch/?browseid=570
vintagecomputing is an open platform for people, who are interesting in the different aspects of vintagecomputing and gaming in switzerland. You can just create an account and enter data, make propositions and enter data. 
Floppy discs
2022-04-14 12:42:16
https://vintagecomputing.ch/?browseid=1433
Floppy disc or magnetic disc are faster and mor flexible than tapes. you can load and store autonom (no start and stop) and not linear, you can store them here or there. but of course also expensiver (you cant anymore use a (music) tapedrive.
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.
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). 
Computerclubs
2022-06-30 09:42:21
https://vintagecomputing.ch/?browseid=99
Computerclubs were a very important institution. 
0. Is a place and a community in the same and also a public in the same
1. Networking people in a non internet time.
2. Bringing KnowhHow to people (Courses)
3. Showing, Selling Hardware (Internally)
4. Own public magazines
5. Part of Creating Groups/interested people
6. Only available in bigger towns 
homecomputer 16-bit
2022-07-07 15:44:34
https://vintagecomputing.ch/?browseid=1543
this computers came with an operating system, gui-based and mouse. basic was a prg to use (not anymore line based). there were some new styles of basics coming up like gfa-basic, omikron-basic (atari st). 
and the most games were coded in assembler (68000 was a god processor for assembler). so you had to buy assembler, which was not included. 
Tapes
2022-04-14 12:44:14
https://vintagecomputing.ch/?browseid=1435
Tapes comes from the mainframe tapes and were popularised by music too. so often people used normal tapes-drives and for a zx81-games - there were even description how you had to connect the microphone-cable to the head-phone-jack and reverse. While loadibg a zx-81 game you hear the whole time the data coming in! so meta: sound was for people and maschines.analog digital. So there was no difference between an accoustic coppler and data from the tape. 
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. 
https://vintagecomputing.ch/?browseid=7951
Computers realize the idea of magic behind the world. There are magic languages that make everything possible, the programming languages. In them, slaves can be controlled with spells. In them, for example, things can transform, things are created by words or are destroyed by words. 
 
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=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
  •  
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:
Cartridge
2022-07-16 23:41:50
https://vintagecomputing.ch/?browseid=4700
Cartridges were used in Consoles (Fairlight, Saba).
Cartridges were also used by Computers like MSX, Atari 400 etc.
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]
 
.
2022-12-06 08:35:46
https://vintagecomputing.ch/?browseid=5926
» Do you remember your intentions when you set out to design FALSE?
Yes, initially my only goal was to try and make a “useful” language in as small an implementation as possible. I’ve always been obsessed with small/simple/fast (still am), and for me this was a fun diversion from the relative complexity of the E compiler.
I knew the language had to be based on Forth, as there’s no other language that has such simple parsing (it is mostly just a sequence of operations, little structure) and execution model (each operation simply takes from / adds to the stack).
.
2022-06-06 11:39:02
https://vintagecomputing.ch/?browseid=3743
“4-Which composing programs have you been using? Which one in particular?”
I discovered Linel's SoundFX about a year before I saw Soundtracker (which I 
hated). The important difference between the two is that SoundFX let you use 
CIA timing so you could match breakbeats perfectly, where as Soundtracker had 
no concept of "BPM". I was trying to make house/dance tracks so I found SoundFX 
was better for that purpose. I later used Noisetracker for making more typical
demoscene tracks (Noisetracker's pattern FX were far far superior to SoundFX's).
Of course, when it came to implementing the playroutine into code - SoundFX 
sucked! (See Magnetic Fields Spaced Out 1 music disk to hear how my music 
DOESN'T work with the playroutine hack.) By the time ProTracker was released, 
you could choose CIA timing, so I started using that.
The king of trackers, as far as I'm concerned, was OctaMED for its synth sound 
editor. I spent so many happy hours making C64-sounding tunes using that (some 
are still available at Exotica's Special section.)
 
Bootsector
2022-07-11 14:26:51
https://vintagecomputing.ch/?browseid=1457
The bootsector allowed an automatic startup (vs tapes) of games like in consoles with cartridges (of course a lot of games came also out as cartridge for computers). Put it in and switch on computer and play. Of course the bootsectorviruses were a sideeffect of this innovation. 
https://vintagecomputing.ch/?browseid=3852
Interesting piece, because. you have to move around with an avatar to get to the demos. so their is a gamemechanic (puzzle) to open the subdemos!
Question: When this demo was created?
https://vintagecomputing.ch/?browseid=4494
Tiling was a design pattern often used in the beginning of the gamedesign.
Reason:
  • Tilebase is simple to use. Create the tiles and just say here is TileA, titleB.
  • Tilebase save space (######) - important in the beginning
  • Tilebased could be used for creating games (Labyrinths) with Sprites in front
  • You can create very fast new levels
  • The hardware has often tilebased background support 
  • Seamless tiles create very fast interesting backgrounds and foregrounds … 
Console-Computer-Hybrids
2022-07-17 00:07:50
https://vintagecomputing.ch/?browseid=4778
Console or Computer? 
Could be both:
- Consoles with Keyboards
- Computers with Cartdriges
Restrictions
2023-04-17 10:15:52
https://vintagecomputing.ch/?browseid=8298
8bit in everywhere 
- memory
- graphic
- sound
- coding  (branch, length of the code)
> complexity
> seize developping! 
> 8bit damocles sword
>> finding not allover solutions (like gameengines!) - engines for jump and runs, shootemups > special solutions
Motorola 68000
2023-03-17 10:37:06
https://vintagecomputing.ch/?browseid=503
Base for a lot of computers (GUI, Mac, Atari, Amiga, Next  etc) arcades and Arcades! Expensive but with a fantastic assembler-language. 
.
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=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.
https://vintagecomputing.ch/?browseid=5966
Areas like the demoscene or electronic games existed only rudimentarily as analog systems (pinball etc) In this sense they were new and updated the system.
Other areas changed or replaced existing areas: 
- Data collection and analysis (punch cards, etc.)
- word processing

> From media running on humans to media running on computers
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.
Archimedes 32bit RISC
2022-06-24 08:59:14
https://vintagecomputing.ch/?browseid=1557
archimedes with its risc-processor was still an exception. you could code in basic games like ! virus. 
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 …
Historical Culture
2022-04-10 20:58:18
https://vintagecomputing.ch/?browseid=297
Culture towards technology changed massively in the last 50 years. 
mainframe
2022-04-15 10:31:58
https://vintagecomputing.ch/?browseid=1553
of course mainframe computing was only possible for universities, students or big companies. creating workstation like lilith or next were a middle thing between mainframe and personal computers. 
[I] doesnt exists (2021)
2023-04-12 10:29:02
https://vintagecomputing.ch/?browseid=3346
interesting game in the development line of the text adventures of the 80ies and their language pattern. new possible with modern ai. 
MediaMemories
2022-09-08 18:34:41
https://vintagecomputing.ch/?browseid=5392
Media are infact also memory libraries and of course public libraries. Of course the are also the opposite of oral history in the most of the caeses. 
https://vintagecomputing.ch/?browseid=5500
Playboy: You never lost sight of the reason for the job: to earn money so you could travel. 
Jobs: Atari had shipped a bunch of games to Europe and they had some engineering defects in them, and I figured out how to fix them, but it was necessary for somebody to go over there and actually do the fixing. I volunteered to go and asked to take a leave of absence when I was there. They let me do it. I ended up in Switzerland and moved from Zurich to New Delhi. I spent some time in India. 
Playboy: Where you shaved your head. 
Jobs: That's not quite the way it happened. I was walking around in the Himalayas and I stumbled onto this thing that turned out to be a religious festival. There was a baba, a holy man, who was the holy man of this particular festival, with his large group of followers. I could smell good food. I hadn't been fortunate enough to smell good food for a long time, so I wandered up to pay my respects and eat some lunch. For some reason, this baba, upon seeing me sitting there eating, immediately walked over to me and sat down and burst out laughing. He didn't speak much English and I
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.
.
2023-05-01 12:01:44
https://vintagecomputing.ch/?browseid=8656
Derrick Steel sums up the game succinctly in his entry on MobyGames: "In what has to be considered one of the most "original" games of all time, you are a flying beer in space. And the evil corporations are coming after you, so you must use your "beer power" to fight off wave after wave of corporate beer." To be more precise, your goal is to defend the Eichhof Brewery from the imperium of invading "big beers," with bottle caps and other imaginative weapons that only beer lovers can appreciate ;)
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.
Escape Copy-Party 1989
2023-02-14 11:44:43
https://vintagecomputing.ch/?browseid=6879
Escape Copy-Party 1989 was held in at the Schützen Haus in Villmergen, Switzerland for the Amiga scene. About 120 people attended, and 10 demos were released. Escape helped organize another Swiss party, this time together with Spreadpoint, in october. Among the groups that visited this party were Double Density Crew, The Supervisors, Piranhas, Amitech, Clan, Space Coloss, Silver Hawks, Slime Byte, and many more. During or immediately after this party, Atrix and Senses merged into the new group Setrox.
Mentioned briefly in the news section of Cracker Journal 12 (january 1989), "Escape Copy-Party was on 28 29 January 1989 in Switzerland.". A party report followed in Cracker Journal 13 (march 1989).
https://vintagecomputing.ch/?browseid=4554
Aus Wikipedia über Hofstettler: 
Kreml von 1986 (englische Version Kremlin, herausgegeben von Avalon Hill, Träger eines „Origins Award“ 1988) ist eine Parodie der sowjetischen Politik. Dieses Gesellschaftsspiel lässt sich nicht im klassischen Sinn in die gängigen Spielarten einordnen, da ihm sowohl ein Spielbrett wie auch Spielkarten im herkömmlichen Sinn fehlen. Die Spieler spielen die Rolle grauer Eminenzen, welche hinter Kandidaten stehen, die um Ministerposten bis hinauf zum Amt des Staats- und Parteichefs kämpfen. Nimmt ein Spieler dabei mehr als nötig Einfluss auf das Spielgeschehen, so verrät er seine „Beziehungen“ und macht sich dadurch angreifbar. Kreml stellt insofern ein Kuriosum dar, als man durch weitestgehende Passivität und Unauffälligkeit beste Gewinnchancen wahren kann. Der Spielverlauf nimmt dabei immer wieder überraschende Wendungen.
Demos
2022-06-17 14:05:50
https://vintagecomputing.ch/?browseid=3902
Several demos are behind the mechanic of the ‘puzzler’
https://vintagecomputing.ch/?browseid=566
Vintage, Retro. It is a quite complex situation.
  • We have people, who worked (appropriation) in those days >1960 with Computers 
  • We have people, who are working today with old hard-, software and games (Shared memories). 
  • We have people, who work today with old hard-, software and games from scratch (emulation included).
  • We have people, who create today with old hardware new software and games
  • We have people, who create today hard-, software, pictures, films and games in the style of yesterday.
  • We have people, who are working with fantasy computers & consoles today
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)
https://vintagecomputing.ch/?browseid=4809
Almost all computers could be extended by cards from apple II to c64 and co. 
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! 
Mobiles Kino (Basel)
2022-07-04 16:47:56
https://vintagecomputing.ch/?browseid=250
A lot of works in the area of electromechanic/optic calculation in games.
Pinballs & Computing
2022-05-27 18:48:48
https://vintagecomputing.ch/?browseid=260
Pinballs are really computing hells. 
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. 
.
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.
.
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
.
2023-04-06 20:31:38
https://vintagecomputing.ch/?browseid=8020
ldy #0
 
loopx:

iny
tya

ldx #0

loop:
 adc 1
 sta $200,x 
 sta $300,x
 sta $400,x
 sta $500,x
 inx
 cpx #$ff
 bne loop

 jmp loopx
https://vintagecomputing.ch/?browseid=7127
@la1n/imp89 @Shana @dipswitch Sorry, I only just now noticed about this intense discussion going on. Shana has put it 100% correct already. The name eventually was given to the event by Furball/Fake That back in 1996 for Bünzli#1 (taking place near Bern). Was changed to 'Buenzli' (no umlaut) once international visitors started to appear. This then was kind of a 'trademark' for a while. When we changed the location from Winterthur to Olten, we also rebranded the party to Demodays, a name that was a bit generic but worked without the need to explain it all the time. It also allowed for the Demonights pun afterwards. 'Demodays', however, has not really been adopted by the demoscene too much, many people just kept it calling Buenzli (or 'Buenzu' for some). This is also somewhat reflected in inconsistent naming/series ordering on Pouet and possibly Demozoo. I'm happy, Furball &the other teenage guys called the event Bünzli: Without that decision, we wouldn't have interesting discussions like this 😉
Console or computer?
2022-07-17 00:06:59
https://vintagecomputing.ch/?browseid=4800
Identity. What you wanna do.
Read-only gaming or work and game.
Power (Einfluss, Agency)
2023-04-04 08:41:24
https://vintagecomputing.ch/?browseid=7692
Coding gives you power.
Everybody can have its own slave (LCP)!
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
.
2022-04-14 14:10:31
https://vintagecomputing.ch/?browseid=1463
1972: Demo Unix
> Science Fiction: When Harlie Was One  - "Computervirus" 

1975 Schockwellenreiter (Roman)
1979 AI im Netz (The Adolescence of P-1 Roman)
1980 Vergleich Bio - Computerprogramme
1983 AppleII Programm verbreitet sich > Elk Koner

Elk Cloner: The program with a personality
It will get on all your disks
It will infiltrate your chips
Yes, it's Cloner!
It will stick to you like glue
It will modify RAM too
Send in the Cloner!
1984
1984 Theorie und Praxis > erster Demovirus
1986 erste Infektionen
1986 MS-DOS: Indien (free copy) >  Raubkopien > Virus dazu > Bindung an die eigene Software ... > effekt: umbenennung
1987 erster Mac Virus.,
1987 erste Amiga  Virus - SCA
Tilebased sprites
2022-07-08 11:21:02
https://vintagecomputing.ch/?browseid=4506
Of couse you could also - or you had to - create big sprites out of smaller sprites, because the sprite size was limited to 32x32 for example. 
https://vintagecomputing.ch/?browseid=4612

..ich hab'zu Hause selbst 'nen Mac

Im Gegensatz zu GudrunLandgrebe (»Mit Computernkenne ich mich gar nichtaus) sind für Hauptdarsteller Peter Sattmann Computerund Happy-Computer nichts Unbekanntes. 
Er gab uns be-reitwillig auf dem Weg voneinem Drehort zum anderenAuskunft.
Sie spielen bei »Bastard®den Computer-Freak. Sie sehen nicht aus, wie ein typischer Computerfreak. SindSie einer?
P. Sattmann: Nein, sicher binich kein Computer-Freak. Andererseits habe ich zuHause einen Apple Macintosh, auf dem ich überwiegend Musik mache. Ein Computer kann schon ein paartolle Dinge.
Wie sind Sie mit der Rolleund dem »Partner Compu-ter zurechtgekommen?
P. Sattmann: Es war teilwei-se schon etwas ungewöhn-lich, an so einer Kiste zu spielen. 
Aber am Ende ging eshervorragend.
Das Interview mit Peter Sattmann führte unsere Mitarbeiterin Rita Gietl
Happy Computer, Ausgabe 7/Juli 1988
.
2022-12-06 08:34:22
https://vintagecomputing.ch/?browseid=5922
» How did you spread the word about the language (if you did), and how widely was it used?
Mostly by announcing it on usenet. That had a tight-knit community of Amiga programmers that was easy to reach. Then on Fish disks and Aminet as well. At some point, print magazines started to cover it with courses etc, and I got invited to speak at conferences about it.
It got fairly popular, to the point where at some point a popularity poll was held somewhere on the internets, and E came in second after C/C , but before Pascal and Basic. Probably a biased sample, but still :)
.
2022-12-06 08:36:27
https://vintagecomputing.ch/?browseid=5928
» Why did you pick the odd syntax?
To keep it simple to parse, I knew that each operation had to be a single character. Then it dawned on me just how unreadable this language would become, and it was at that point that I thought it would be fun to use more obscure symbols to make it crazy looking on purpose. The idea that you could have a collection of random-looking symbols, and that it would actually be useful, and implemented using such a small compiler got me excited :)
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. 
SHELL
2023-03-16 15:58:13
https://vintagecomputing.ch/?browseid=7413
You can enter all commands from the beginning. you press P and it makes PRINT out of it. and than it knows that a value comes etc.It is a very structured computer.
Comment
2023-03-16 16:09:22
https://vintagecomputing.ch/?browseid=7417
The system is very clever and really works. You are faster than you think and the system helps a lot!
Keyboard C64
2023-04-07 17:32:44
https://vintagecomputing.ch/?browseid=8022
The Theory
Limitations
The technical limitation on the C64 Keyboard hardware is that not more than 2 keys may be pressed at the same time if you want to be 100% sure the result is valid. In some cases, three keys will work fine but whenever 3 keys form a right angle in the keyboard scan matrix, a 4th letter will appear. The combination “ABC” will work fine but the combination “ASD” will form such a triangle and the matrix will also report that the “F” key is pressed. Same goes for “ASF” which would incorrectly read a “D” the same way.
In short, the C64 keyboard is not a piano where you can play choords and stuff.
https://vintagecomputing.ch/?browseid=1267
There were build in civil vehicles. If you shoot on them and destroy them you loose points. 
If you hit the ambulance your score is 0!
 
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=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.
Karen Davis and her work
2023-03-27 20:48:24
https://vintagecomputing.ch/?browseid=7861
Karen Davis über ihre Arbeit: "Well, it would be cool to say you were involved with Pokemon, Mario or Sonic the Hedgehog games that took over the world, but I wasn't. There was also a game called Abe's Oddysee which my little boy loved and it would have been fun to say 'Oh yeah, your mum did that', but again alas I didn't."


 
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. 
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. 
invention - draw program
2022-06-30 23:24:49
https://vintagecomputing.ch/?browseid=4141
Ivan Sutherland’s seminal Sketchpad application was an early inspiration for OOP. It was created between 1961 and 1962 and published in his Sketchpad Thesis in 1963. The objects were data structures representing graphical images displayed on an oscilloscope screen, and featured inheritance via dynamic delegates, which Ivan Sutherland called “masters” in his thesis. Any object could become a “master”, and additional instances of the objects were called “occurrences”.
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 … 
Changes
2022-12-10 18:33:19
https://vintagecomputing.ch/?browseid=5964
  • How were people working with plain canvas  like Deluxe paint / Degas elite (no layer like in photoshop?)
  • No undo function - what were the consequences
  • Difference between 16 - 32 Colors and more (Ham Mode?)
  • Pixeling vs painting (for example today?)
  • How the fill was used (when filling was fix)?
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.
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. 
https://vintagecomputing.ch/?browseid=997
Games made with old technologies but not old working hardware. 
Impressions
2022-07-09 20:36:47
https://vintagecomputing.ch/?browseid=1134
Some insights into vintagecomputing and research.
https://vintagecomputing.ch/?browseid=6667
Le Salon de la Micro was an expo/computer show for Atari ST and Amiga computers.
Capitals (Bourdieu)
2023-05-06 14:00:42
https://vintagecomputing.ch/?browseid=8741
communities (as systems) have their own language, their own values (and thus also their own capitals), their own operations, their own exensions, their own decision extensions.
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. 
Wholes in the discs
2022-05-12 08:48:46
https://vintagecomputing.ch/?browseid=2541
Detection
Software tries to read something from the disc. Could not read it. You can try it several times. Handling errors. It is no 1 or 0 it is an exception.
Copying
A copy makes a 0 out of the whole. And the software can detect this - it is nether 0 or 1. 
 
https://vintagecomputing.ch/?browseid=5112
All in one. Democollection - show all possible things in one demo. also often wirh story telling aspects - visual narrative or a classic story.
What is possible on one disc. More longterm motivation, more content needed.
Own type/textsorte.
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?
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
flow
2022-06-24 08:52:40
https://vintagecomputing.ch/?browseid=4011
  • email
  • you get an id
  • you can add personal datas or anonymous
  • publication date: now, in 10 years, after death
  • research for everybody
  • you can now add text, pictures, audio, video
  • and store it (stored in database and ?)
 
https://vintagecomputing.ch/?browseid=1073
a lot of pirated software was uploaded on bbs, afterwareds on ftp-servers in companies or universities. the most crackergroup had warez servers. often the name of the folders were appz / warez / gamez.
Tracker
2023-05-07 09:21:37
https://vintagecomputing.ch/?browseid=1856
Tracker were software - used especially on the Amiga. The most of the music was created in this type of music software. And the people behind the swiss games of the 80ies/90ies even created a tracker and the possibility to use the same framework also in games. 
Port
2022-08-02 13:41:25
https://vintagecomputing.ch/?browseid=4943
A port is game that was ‘ported’ to another system. A lot of arcades were ported for example to less powerfull hardware. 
Therefore the question is: Are not all of games Demakes?
Decision - Future?
2023-03-16 09:56:57
https://vintagecomputing.ch/?browseid=7397
Thesis: the atari st guy were much more into business afterwards because of the software (calamus etc)
BonYx
2022-06-06 11:46:37
https://vintagecomputing.ch/?browseid=1160
A puzzle game inspired by a puzzle game but i don't remember where and why i saw it. 
Specials: classic music. some users were irritated.  
https://vintagecomputing.ch/?browseid=2360
Acknowledgments
My interest in man-machine communication was awakened while working on the PLATO project at the
University of Illinois, to which I owe many insights. The experimental systems XS-0 and XS-1 served as
test beds for evaluating the design techniques presented in this paper. I am indebted to my co-workers on
these projects, in particular to G. Beretta, H. Burkhart, P. Fink, B. Plattner, J. Stelovsky, H. Sugaya, A.
Ventura, and J.Weydert. This is a revised version of a paper presented at the 1982 International Zurich
Seminar on Digital Communications, MAN-MACHINE INTERACTION, March 9-11, 1982.
these
2022-05-22 00:32:43
https://vintagecomputing.ch/?browseid=3133
vereinte viele stile unter einem neuen allerdings sehr mechanischen. 
bei aliens: diverse ansätze zu was neuem - insekzöten vgl space invaders - galaxy und co. 
Alexander Hahn
2022-07-08 11:09:19
https://vintagecomputing.ch/?browseid=1609
electronic media artist
Computer buses
2022-04-28 14:03:51
https://vintagecomputing.ch/?browseid=2306
Driving around with computers in it. Bringing the computers to the people.
Technorama
2022-07-01 10:44:10
https://vintagecomputing.ch/?browseid=4170
Before becoming a sparkling thing, technorama was a technic based exhibtion with experiments. And they had an exhibition with computers! 
https://vintagecomputing.ch/?browseid=4280
where it successfully established itself primarily in the United Kingdom, France, Spain, and the German-speaking parts of Europe.
Summary
2022-07-31 14:59:03
https://vintagecomputing.ch/?browseid=5009
  • Gaming on mainframes (Mud)
  • Mainframe Games (Dev in Switzerland)
  • Dev. Swiss Software
  • Swiss Games on MS-DOS/Windows
  • Music-Production
  • Swiss Game Magazines for Computers / Games
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]
 
 
https://vintagecomputing.ch/?browseid=8188

 

It is a sad fact that the 6502 used in the Commodore64 and other home computers of the 80s is widely believed to have a poor code density when it comes to compiled or wider than eight bit code. The C standard requires computations to be made with ints which work best if they have the same size as a pointer.
The 6502 also has a very small stack of 256 bytes which cannot be easily addressed and thus cannot be used for local variables. Therefore a second stack for variables has to be maintained, resulting in costly indexing operations. The 6502 is also pretty poor when it comes to indexed operations, it has no index with constant offset addressing mode, and requires the y register to be used for indexing.
https://vintagecomputing.ch/?browseid=855
Games made for old hardware or emulators for hardware. Restrictions of yesterday.
Tracker / Synthesizer
2022-05-21 14:03:36
https://vintagecomputing.ch/?browseid=1850
It is clear, the fantasy consoles embed trackers into their software to create music. They construct the fantasy of the tools of those time. There were no trackers direct embedded in 8bit computers. Trackers really became popular as standalone programs on Amiga. 
designpattern
2022-07-08 11:13:22
https://vintagecomputing.ch/?browseid=4492
which designpattern where used? and why?
Interview
2022-09-10 09:47:07
https://vintagecomputing.ch/?browseid=5424
  • Snake
  • Music Programm
  • Question: Gaming at EPFL?
  • Answer: Learning Coding
  • Animation (Future of video?
  • Hand-Punchard System
  • Multimedia-Hardware
Interesting: The video game is the best thing/motivation to create something and it is complex. Games also as a driver for learning ‘computer’ and multimedia
https://vintagecomputing.ch/?browseid=8144
Very emblematic use of technical possibilities
Add memories?
2022-04-10 18:53:26
https://vintagecomputing.ch/?browseid=600
You can create an own user and upload here your memories or you can send them to us directly.
peer-to-peer-networks
2022-05-01 19:46:26
https://vintagecomputing.ch/?browseid=1085
peer to peer enabled looking into private collections alias folders-structures and content. so you could really look into personal data, ideas, rhizomes. you find very personal stuff. the copyright debate around mp3 destroyed this possibilities in those time - as it seems forever. 
Tennis for two - radical
2022-05-21 14:44:35
https://vintagecomputing.ch/?browseid=3072
Tennis for two is one of the most radiacal games ever. It has no ! avatar. At the moment the ball is on your field, you have the power to kick it in the direction, you want. So the game is more territorial based than avatar/npc-linked.
https://vintagecomputing.ch/?browseid=3798
There are wholes, empty places wher people can bring theor own stuff, own memories to titled space. 
 
An archive exhibition. 
// Write down your email, we contact you … 
Schools and teachers ...
2022-06-18 10:31:29
https://vintagecomputing.ch/?browseid=3969
Who did what? How you learned coding.
How the teached?
Ilyad (Description)
2022-08-03 13:32:28
https://vintagecomputing.ch/?browseid=5098
ILYAD is a side scrolling shoot 'em up with big sprites. You control a spaceship and your goal is to defeat all enemies. A sinister villain named Baron Arkhon has unbalanced the temporary space of the galaxy. We must destroy their bases and set the temporary equilibrium in 4 different ages (destinations):The Creation, Prehistory, Antiquity and the Middle Ages. At the end we will have to enter the fortress of Arkhon to destroy the generator of a infernal time machine. We can obtain 14 power-ups like Speed Down/Up and several types of improvements for the shot. The most effective are the triple trigger as Bustar, Doolyx, Jaxtorys, Leitun or Kyus. At the end of stages the are enormous final bosses with enormous sprites that require a lot of shots. Ilyad has a very effective soundtrack..
https://vintagecomputing.ch/?browseid=5946
Aminet was the most famous ftp-archive for amiga software. It was run by the same guy that made Brainfuck, Urban Müller. Rather than chronologically like fish disks, it was organized by topic, with readme’s for every file. You could upload to a staging area, and he’d put them in place. Much like fish disks, companies would print cd-roms with the latest from aminet for those not hooked up to the internets (or on 56k modems, which was most people).
https://vintagecomputing.ch/?browseid=6774
The title shapes the impression you will have afterwards. It is quite a simple framing and meaning tool. 
https://vintagecomputing.ch/?browseid=6782
Preferred size rules:
_ Moment you don't have enought bytes
_ Surprise
_ Code golfing stage 
_ Experimenting
_ Restrictions
_ Battle
_ Prototyping
_ Solve the puzzle
_ Different solutions > new ideas > new concept> new other demos > great feeling
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. 

 
.
2023-04-11 13:26:13
https://vintagecomputing.ch/?browseid=8118
“Commodore has always paid lip service to software,” Charpentier said. “They do enough to get by and then rely on outside sources to fill the gap. Commodore was an extension of Jack Tramiel, and to him software wasn’t tangible—you couldn’t hold it, feel it, or touch it—so it wasn’t worth spending money for.”
.
2023-04-16 13:19:38
https://vintagecomputing.ch/?browseid=8258

Our President, Paul Schaerer

As Our President since 1993 he tries to keep the club running. He also tries to "fill" the club-MAGA 
He was born at 1st of April 1954 and is an educated radio-tv technician. 1978 he startet working for IBM and acts as a Hardware Level2 supporter since January 1997 in still the same company. 
Even if he works with "real PCs", he loves MSX. He is a hardwareman and You can see it because he developped a lot of Hardwarestuff. 
->Slotexpander, Modeltrain-controlling and some other hardware. 
His e-mail address: schaere@ibm.net

Our Vice-President, Peter Burkhard

This man is the driven force of SUNRISE SWISS and so also the driving force to developp all the excellent projects released by SUNRISE SWISS. In his professional live he is a salesman who sells courtains. 
During his small free time he likes to play games with MSX and Playstation. He is the guy who everytime finds new software like games, demos and sounds in all over the world. He also holds contact with all MSXers all over the world. To do this, a thing not from MSX is very helpfull to him; INTERNET. 
His e-mail address: pburkhard@msx.ch
picture of Vice-President
picture of Cashier

Our Cashier, Hans Juergen Rechsteiner

One of the most important jobs in a club is the cashiers job. This is not only his job for the club, but it is also a big part of his daily business. He is the branch manager in a large chain store with stores all over Switzerland.
As an MSX computer-hobbyist, he mostly tries to make titles for his own movies. He also likes it to developp own sounds with his music-module. Another thing he loves is to make bar-b-queues. How all the other things, he also does this nearly perfect. 
His e-mail address: hjrechi@swissonline.ch

Our Secretary, Hans Langenauer

His job in our club is, to write everything about our monthly meetings. This is not an easy, but a very intresting job. He also writes all the paperstuff for the club. In his professional live he is a government official in a village near St. Gall. If he don't have to write articles for the MAGA, he loves it to make movies. On every ocassion, he is there with his camcorder. All this stuff, he is editing and cutting with his MSX. That's why he is waiting yearning for the announced digitizer which should be released soon from SUNRISE SWISS. 
Sorry, but he don't have an e-mail. Phone: xx41 x71 385 85 72
picture of Aktuar
picture of Beisitzer

Our Assistant, Marcel Truetsch

As Our Assistant, he is mostly responsible for the editing of the club-MAGA. He is an educated postman and he loves not even MSX but also interneting and gameconsoles. He everytime knows the newest news about Internet helps, and games.
He also is a member of the legendary SUNRISE SWISS which developpes the finest stuff for MSX. He knows nearly everything about the news there and he acts as a kind of public relations manager. So, he seems to be the right hand of Peter Burkhard. 
His e-mail address: mtruetsch@msx.ch
Tecto
2024-10-17 16:23:16
https://vintagecomputing.ch/?browseid=9590
Ball Game. Up and down, accelerate etc. Collect skussl & find the way out. You can find hidden plates.
Homecomputer dilemma
2023-03-27 20:48:56
https://vintagecomputing.ch/?browseid=7863
Only the consoles survived in the memory of the world  and not the homecomputers. 
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=2553
Often used - enter data from cover or description. 
With more and more photocopiers, often used bad copyable sujets (red etc) or complex systems like rotating discs (several lucas arts games  and were in the mood of the game).
Later the dialog to enter the number/code came in the middle of the game (manic mansion etc). 
Codes were also used to ‘store’ progression.
https://vintagecomputing.ch/?browseid=4815
The cartdriges were numbered. They never thought of endless cartdriges.
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."
.
2022-11-28 14:03:03
https://vintagecomputing.ch/?browseid=5762
Spreadpoint is an Amiga demo group, formed in 1986 by Marvin and (D-)Mike.
Amicom and Depeche joined the group in 1989. Swapper advert in Cracker Journal 16 (october 1989), listing an address in Bad Aibling, Germany.
They were coarrangers of the CeBit 1990 demoparty in march. Depeche left the group sometime this year.
With the march 1991 release Innovation Part Two, Psy announced he was rejoining Spreadpoint from Axxis. Grmblwrz (december 1991) mentioned, "We also welcome our new American members - Paninaro and Micro".
The october 1992 cracktro for Pinball Fantasies welcomed Ice Tea and The French Dewd to the group.
Upstream 1 (january 1993) reported that Cocaine joined Addonic from Spreadpoint & Amiga Industries along with his bbs Moria.
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/)
From outside a comment
2023-02-27 09:39:35
https://vintagecomputing.ch/?browseid=7045
From outside: 
_ Strange fetish with the cows (coming from Buenzli-Event). 
_ Very 3D focussed (also there at lovebyte this year)
vs. Game Jams: Most products were created before. More party. 
.
2023-04-10 17:51:29
https://vintagecomputing.ch/?browseid=8096
In November 1981, the chips were complete. The original intent had been a game machine, but at this point the personal-computer market was beginning to look promising.
/ ()
Labs
2022-04-10 20:56:17
https://vintagecomputing.ch/?browseid=49
There are some labs that deal with vintage computers.
https://vintagecomputing.ch/?browseid=501
The after mainframe-area (based on c and co) was driven by coding near the hardware to get more speed. espacially in games. So Assembler was important. 
https://vintagecomputing.ch/?browseid=2517
  • Mouse
  • GUI
  • From concept language (text, commands) to graphics > Graphical turn / iconic turn
  •  
>> homecomputers .. 
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. 
processors
2023-03-17 10:19:05
https://vintagecomputing.ch/?browseid=7445
very important also for the developers of games. it was knowhow. the ground language. 
https://vintagecomputing.ch/?browseid=7527
What type of ‘art’-concept is used in the demoscene?
Gescomp 720 / 730 1982
2023-03-20 11:54:29
https://vintagecomputing.ch/?browseid=7573
GESPAC SA was a Swiss company who designed the G-64/96 Bus in 1979. This interface bus concept provides a simple way to interface microprocessor modules with memory and peripheral modules on a parallel bus. The G-64/96 Bus uses a simple, yet modern and powerful interface scheme which allows a higher level of functionality from the single height Eurocard form factor. The low overhead of the G-64/96 Bus interface greatly eases the design of custom boards by the User. This is why, even many years after its invention, the G-64/96 Bus is still widely used in the industry. 
 
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
Software-Abos
2022-04-13 20:15:01
https://vintagecomputing.ch/?browseid=786
You paid and got every month new software by post.
https://vintagecomputing.ch/?browseid=969
Turings Assembly-Line is a game orginally written on the Plato systems (1960 ) in 2020 on Cyber1.org by and-or.ch. 
There is also a version as a web-app.
Cracker-kiosk
2022-05-26 09:25:37
https://vintagecomputing.ch/?browseid=1089
come in with your original. come back in one hour. you get the original and  the cracked game back on floppy disc.
.
2022-05-12 09:52:38
https://vintagecomputing.ch/?browseid=2625
SEND US YOUR MOST BEAUTIFUL 5.25” OR 3.5” DISKS. PAINT IT, SPRAY IT, DYE IT OR PUT SOME ORIGINAL STICKERS ON IT. THEN WRAP IT IN A PAPER WHICH CONTAINS YOUR ADDRESS. THE WHOLE BUNCH HAS TO BE PUT INTO AN ENVELOPE AND SENT TO THE FOLLOWING ADDRESS : PO-BOX 470 / 8037 ZUERICH / SWITZERLAND. AFTER HAVING DONE THIS, YOU LEAN BACK IN YOUR CHAIR AND WAIT FOR YOUR PRIZE… 1ST TO 3RD PRIZE: A DINNER WITH THE SCA-CREW (ALL TOGETHER, IN ZURICH) 4TH TO 10TH PRIZE: AN SCA T-SHIRT (100% COTTON, SIZE: S,M,L OR XL) 10TH TO 25TH: AN SCA-STICKER OR AN SCA SWAP-DISK.
https://vintagecomputing.ch/?browseid=2792
most possible reason: you could several discs put into a letter. 
https://vintagecomputing.ch/?browseid=3167
Note: 
Question: “What do you think about IBM”
Jobs: “We are ok. They licencsed our NExT-Software”
 
.
2022-06-03 11:15:01
https://vintagecomputing.ch/?browseid=3644
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Demake Culture
2022-07-27 22:16:15
https://vintagecomputing.ch/?browseid=421
Demake is a ‘downsized’ game - a game developed for a ‘better platform’ (techincal) and was than recoded for an older vintage system. 
https://vintagecomputing.ch/?browseid=784
Serial number collections were often databases as a program for serial numbers. 
Erich von Däniken
2022-04-11 20:26:53
https://vintagecomputing.ch/?browseid=1011
A lot of ideas from Erich von Däniken were and are very popular for creating fiction like in games.
All around the memory
2022-08-02 13:38:15
https://vintagecomputing.ch/?browseid=5046
Memory is changing all the time. We tend to create memory as a system (perhaps because we can than save space and energy).
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