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https://vintagecomputing.ch/?browseid=1263
Made by crackers and a lot of anti-protection-mechanics. So a long time this game was not cracked.
Example: all tracks are not starting at the same place like normally - every track starts somewhere else. therfore they 
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
https://vintagecomputing.ch/?browseid=9101
Paraphrase: The decision is made - the same program on both computer. Atari ST vs Amiga with the same chess-programm.
 
Collections
2022-07-19 21:29:48
https://vintagecomputing.ch/?browseid=77
Collections can be public or private. So it is often good to contact them directly. 
https://vintagecomputing.ch/?browseid=855
Games made for old hardware or emulators for hardware. Restrictions of yesterday.
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 …
https://vintagecomputing.ch/?browseid=997
Games made with old technologies but not old working hardware. 
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?
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! 
Kraftwerk
2022-07-18 21:26:53
https://vintagecomputing.ch/?browseid=3080
Kraftwerks music is of course double ‘homecomputer’. 
- first the content - you create the future
- second the music - could be made on a homecomputer
https://vintagecomputing.ch/?browseid=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.
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=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
Ingame-Stereotype-Man
2023-02-06 10:11:30
https://vintagecomputing.ch/?browseid=6651
Not so conscious but of course there is also stereotypes and sexism about men. Hereos, looking good. 
But they don't see it.
Keyboard
2023-03-16 15:56:19
https://vintagecomputing.ch/?browseid=7409
The keyboard is really good. 
Attention: The backspace is called ‘roubout’ and you can use it with SHIFT! on the right side on top (same place like backspace)
There are three modes:
  • Default Inser-Line (L)
  • Commands (K) - Commands : Shift-Function > The command
  • Graphics (G) - Create the char with graphics (First Shift Graphics > Shift Key)
The whole system is a token coding thing. 

 
https://vintagecomputing.ch/?browseid=7905
  • Show colors
  • Show good graphics
  • show a lot of sprites!
  • hast do be somehow 3d
  • not really graphical design … 
(Intro and demoscene)
https://vintagecomputing.ch/?browseid=7933
'C64 an 8bit console computer on steroids'.
The intellivision was at the same time a real good 16bit system and console and not like the c64 a 8 bit processor with 64k ram. Hell to code for … 
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
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.
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=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=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=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=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=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=3499
Click start or/and forward to Counter 111. Than load and play casette again. 
https://vintagecomputing.ch/?browseid=7867
Hardware
- C64 consolen basis, erinnert mehr an eine Console als an einen Computer (Sprite, Hardwarescrolling, Music).
- SID wirklich witzig
VisualDisplay
Unmöglich viele Modis: High res. Multicolor > Programmierung schwierig. Positiv: Kombinierbar
- Beschränkte 16 Farben > Schwierig etwa eigenes zu machen. 
- Strahlende Farben fehlen.
Music
- Music Coding
- SID wirklich interessante Stücke. 

Tools
- Damals Paintingprogramme? > Öfter bessere Computer genutzt wie Amiga/PC (Compiling)

Coding
- Schwierig reinzukommen, sogar schwieriger als Atari2600
- Entwicklung über Jahre
- Basic embedded .-(
- Woher kam das Wissen? Die Software? (Magazine?)
- Öfter bessere Computer genutzt wie Amiga/PC (Compiling)
Gamecoding
- Ohne Tricks (Sprite Multplexer 8 Sprites viele Spiele nicht denkbar) ähnlich wie beim Atari 2600. Tricks
Beschränkung
- Beschränkung bei Shootemups am Schwierigsten bei allen anderen Genres eher möglich mit 8 Sprite durchzukommen.

Community
- Identitätsstiftend aber warum? Einfach übers gemeinsame Spielen?
- Bis heute ungebrochen. Aber mehrheitlich Spieler? Demoszener? 

Heute
Gesamte Entwicklung auf einmal da, keine allmähliche Steigerung/Entwicklung über 10 Jahre
Selbst heute, einige Tutorials aber kein Gametemplate. Viel bis heute unterschiedliche Nutzung: Vorallem game und demoscene. 
> Anwendersoftware fast nicht dokumentiert. 
> Neue Games, demos > Anwendersoftware?
https://vintagecomputing.ch/?browseid=9033
  • Unclear why to import Consoles/Cartdriges > Business
  • Good to repair - Nintendo
  • Import from Germany
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.
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.
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.
.
2022-04-27 16:34:21
https://vintagecomputing.ch/?browseid=2083
Pierre Jaquet-Droz (French: [ʒakɛ dʁo]; 1721–1790) was a watchmaker of the late eighteenth century. He was born on 28 July 1721 in La Chaux-de-Fonds, in Canton Neuchâtel, at the time part of the Kingdom of Prussia.[1] He lived in Paris, London, and Geneva, where he designed and built animated dolls known as automata to help his firm sell watches and mechanical caged songbirds.

Notable works[edit]

 
Constructed between 1768 and 1774 by Pierre Jaquet-Droz, his son Henri-Louis (1752-1791), and Jean-Frédéric Leschot (1746-1824), the automata include The Writer (made of 6000 pieces), The Musician (2500 pieces), and The Draughtsman (2000 pieces).
His astonishing mechanisms fascinated the kings and emperors of Europe, China, India and Japan.
https://vintagecomputing.ch/?browseid=7187
_ virus
_ transformation
_ smart monster
_ fit monsters 
_ nihilation
_ all also visuals rules
Showreel
2024-09-13 09:26:37
https://vintagecomputing.ch/?browseid=9493
Ausgeklügeltes Showreal, was man mit 3D so alles machen könnte.
Produktpräsentationen (ToniYoghurt), ArchitekturVisualisierung, Games etc
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. 
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.