SEARCH

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=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
Datastructure
2022-06-14 07:33:52
https://vintagecomputing.ch/?browseid=3842
Idea: 
Aspects like:
  • Seethings
  • Contacts
  • pictures
  • Videos
  • Areas
  • Team
Example:
  • ASPECT: Team 
  • - [coding] XYZ
  • - [graphician] XYZ   
 
  • ASPECT: Photos
  • - [photos:dev] yxcyxcv
  • - [photos:team] sadf 
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
  •  
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
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.
https://vintagecomputing.ch/?browseid=6774
The title shapes the impression you will have afterwards. It is quite a simple framing and meaning tool. 
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.
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=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
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. 
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. 
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). 
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.
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?
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).
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!
https://vintagecomputing.ch/?browseid=5850
Brainstorm is a Swiss-based demo group, that has existed in two distinct periods; their formation as an Amiga demo group in the period between 1989 and 1993, and their reformation as a mainly pc demo group in 2006 until present day. They were originally formed a short while before may 1989 by graphician Chester and coder Majestic, and their first release was Lazer Roll. During the summer they recruited more members (like Orlando), and at the end of the summer vacation they were joined by the entire group Axxis (Bird, ...). This group had both a Swiss and German section, but the German section was found to be substandard and was forced to leave after a while. Another member, swapper Joker, left the scene soon after. They had by now started planning what would become the diskmagazine Zine. It was originally conceptuated as a cooperation between Brainstorm and another Swiss group at the time, Setrox, but the latter eventually decided against being part of the project. Due to this, Setrox coder The Accused left to join Brainstorm. Zine 1 was released in october. They were now a totally Swiss group again, except for two German members - Shadow and Yankee.
Advert in Cracker Journal 18 (january 1990), looking for members. Cracker Journal 19 (march 1990) reported, "Angel Dust joined Brainstorm and his name is now Six Pack." Sometime between Zine 3 (february 1990) and Zine 4 (april 1990) they decided to kick their German writer Yankee because he wasn't productive enough. He was a freelance writer for D.I.S.C. for a while before finally joining Addonic. Zine 5 was released at the Alcatraz Pentcost Party 1990 at the beginning of june. It was to be Orlando's last issue as editor, as The Accused had returned from his army service.
Metamorphosis (august 1991) mentioned their bbs Cheese-Line as 'new', and listed Accused, Axel, Bird, Chesney, Chester, Droid, ESA, Fly, Grubi, Luke, Macho, Majestic, Odie, Oli, Orlando, Patsy, Peace, Scattergold and Truxton as active members. Danish megaswapper The Pride joined the group in late september, and was sent a new packmenu for creating a new series of packs (see Superpack 1) - which would become the Obsession packseries, starting in october. All this was also reported in R.A.W 1 (november 1991).
R.A.W 2 (february 1992) reported that The Pride moved on from the group to join Sanity, and that a Finnish section had been opened by Phazer, Extabulator, Hoover, Mac, Top Azz and Voyager.
January 1993 saw the release of Axel's musicdisk Musicland, featuring among other songs his 8th-placed Technology from The Party 1992 the month before.
https://vintagecomputing.ch/?browseid=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
https://vintagecomputing.ch/?browseid=7891
tribute to?
exploting? 
> tribute - take the best … collage
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."
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]
 
https://vintagecomputing.ch/?browseid=2992
A lot of new possiblities to do things into the anolog world or in the new digital world:
Music
- Music: a new style
- Music-Tools: create your own songs, software-syntheziser like the trackers. 
 
Graphics
- New styles
- Design > DTP
- Rendering
 
DTP (Create and publish)
- Desktop Publishing (Design 2)
 
Multimedia:
- Interactives
- Games
 
Software 
- …
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. 
statement
2022-07-25 16:47:19
https://vintagecomputing.ch/?browseid=10
computing, gaming and gamedesign (historical and actual)
Historical Culture
2022-04-10 20:58:18
https://vintagecomputing.ch/?browseid=297
Culture towards technology changed massively in the last 50 years. 
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.
FILE_ID.DIZ
2023-02-07 10:00:37
https://vintagecomputing.ch/?browseid=6685
  1. Program/file name: Ideally, all uppercase and followed by one space. Carriage returns are ignored in this file.
  2. Version number: In the format "v1.123", followed by a space.
  3. ASP number: Only if an actual ASP member, otherwise ignored.
  4. Description separator: A single short hyphen "-".
  5. Description: The description of the file. The first two lines should be the short summary, as older boards cut off the rest. Anything beyond that should be extended description, for up to eight lines, the official cut-off size. Additional text could be included beyond that but might not be included by the board.
https://vintagecomputing.ch/?browseid=7527
What type of ‘art’-concept is used in the demoscene?
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=7931
German: System Analyse Ansatz von Recipient (Spieler), Produkt (Spiel), Technische Möglichkeiten und Entwickler/Designerperspektive. 
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. 
Alexander Hahn
2022-07-08 11:09:19
https://vintagecomputing.ch/?browseid=1609
electronic media artist
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=3757
There is a large base of videogame fans and developers working on emulating old games to ever new platforms. While this guarantees the transfer of knowledge and accessibility for games, there is nothing comparable for electronic literature. The community is too small, does not include many tech-experts, and even browser-based projects of five years are no longer working. A steady in- crease in interactive, collaborative and dynamic elements in new projects of electronic literature is at the core of the problems of archiving. This article discusses the impacts of digital writing on creative works and assesses the situation for German electronic literature and e-poetry in terms of its problems, possibilities and perspectives of archivability. It sorts the projects in easily represent- able works, works that need adapting or emulating and projects that are very difficult to archive in their original form. In doing so it outlines the necessary steps to make electronic literature from past and present accessible for future users. __________________________________
https://vintagecomputing.ch/?browseid=5474
Den Crackern ging es selbstverständlich auch darum, bekannt zu werden. Sie versuchten symbolisches Kapital anzuhäufen. Man kann ihre Motivation und ihre Aneignungsweise durchaus mit derjenigen der Graffiti-Sprayer jener Jahre vergleichen, die mittels “taggen” ihres Künstler- und Gruppen Namens auf leeren Flächen der Stadt versuchten, Aufmerksamkeit zu erreichen – zum Beispiel GEN im Zürich der 80er Jahre. Getting Fame oder Getting Up war die Losung.
Abbildung 13: GEN gehörte zur ersten Generation der Sprayer in Zürich, die ihren Künstlernamen überall in der Stadt verbreiteten und dafür simple Tags und nach und nach immer komplexere Formen nach dem Vorbild der New Yorker Subway Graffiti nutzten. GEN, auch Gen Atem (aka Genius), hatte sich schon 1984 mit der New York City Graffiti Legende Phase Two getroffen, in der Casablanca Galerie in Zürich. Die beiden Bilder wurden 1986 in Zürich Oerlikon aufgenommen. Fotos: Beat Suter.
Aus den anfänglichen kurzen Bemerkungen als Text wurden immer komplexere eigenständige Vorspänne – die sogenannten Intros. Hier zeigten die Crackers mit der Message ihres Namens, die nicht zuletzt als Botschaften an die Adresse anderer Cracker Gruppen dienten, ihr Ganzes Können. Dabei versuchten sie alles aus diesen Computern herauszuholen. Diese Intros waren eine Art Graffiti auf den blanken Oberflächen der Games jener Zeit. Die Intros unterstanden nicht den Gesetzmäßigkeiten des Game Designs. Die Spielmechaniken spielten keine Rolle und mussten nicht verändert werden. Es ging lediglich um die Titel- und Credit Sequenzen der Spiele. Es ging um einen visuellen Auftritt, der auffallen sollte. Die Intros mussten gut aussehen und einen Wow-Effekt haben. Mit dem Einbezug von Musik und Animation wurde es aber bald auch wichtig, spezielleres Wissen zu erarbeiten. Die Cracker Gruppen begannen Arbeitsteilung einzuführen mit Programmierern, Grafikern und Musikern.
Aus diesen Intros, die in bestehende Spiele eingefügt wurden, entstand später eine ganz eigene Szene, die Demoszene. Und so kommt es, dass sich im Umfeld der meisten Schweizer Cracker und frühen Game Devs auch immer Demos finden. Diese Szene ist noch immer aktiv und dokumentiert sich bis heute selbst. Man findet fast alles aus den letzten 40 Jahren auf der Website POUET (2000) sowie in spezialisierten Datenbanken. Einige der Entwickler updaten ihre virtuellen Echtzeit Welten bis heute aber auch direkt selbst.
Abbildung 14: Cracks und Demos aus den Jahren 1983 – 1988 werden archiviert und öffentlich zugänglich gemacht über die Website der Swiss Cracking Association SCA (2018).Abbildung 15: Aus dem Repertoire des Crackers Hcc: Solomon’s Key Cracktro, Atari ST (1987).
 
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. 
https://vintagecomputing.ch/?browseid=4280
where it successfully established itself primarily in the United Kingdom, France, Spain, and the German-speaking parts of Europe.
https://vintagecomputing.ch/?browseid=5884

 

Facts

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

About the life of the beast

  1. TTV1 installs itself as a reset proof resident module (KickTag/ROMTag) named "TTV1"
  2. On reset the resident module (virus) is called
  3. Execution gets delayed in order to gain disk write access. Therefore Intuition's OpenWindow function is redirected.
  4. As soon as the AmigaDOS tries to open the CLI window the OpenWindow gets called the virus looks for the startup-sequence on the booted disk
  5. The virus is looking for the first command (A) in the startup-sequence
  6. File request windows (e.g. "Disk is write protected") are being temporarily disabled
  7. Virus renames A to $a0202020a02020a020a0a0. This is a combination of none breaking spaces and spaces. The idea is that the user will oversee this "invisible" file.
  8. Virus writes itself as an executable command with the name of A to the disk
  9. Eventually A gets loaded and executed with all its parameters by the virus
The next time the user will boot the disk the virus gets loaded into RAM and step 1 takes place. On reset the horizonal beam position gets evaluated. If the beam position is smaller than a certain number the screen turns black and a message in white letters appears.
https://vintagecomputing.ch/?browseid=7307
Das klingt abstrakt. Können Sie das anhand eines Beispiels konkretisieren?
Es gab im Laufe der Geschichte viele Fälle, in denen Projekte, Ideen und Frameworks, die von Frauen entwickelt wurden, die Art und Weise, wie unsere Welt funktioniert, wirklich radikal hätten verändern können – wenn diese Frauen bekannt gewesen wären oder das Projekt zur richtigen Zeit ans Licht gekommen wäre. Hypertext ist ein großartiges Beispiel dafür. Es gab fast 20 Jahre lang Leute, die wirklich ausgeklügelte und interessante Hypertext-Plattformen und -Systeme (siehe Kasten) entwickelt haben, die sich Gedanken über die ganzheitliche Beziehung gemacht haben, warum Ideen miteinander verbunden sind und was es bedeutet, wenn eine Tatsache mit einer anderen Tatsache verbunden werden kann. Viele davon Frauen. Und sie haben Systeme entwickelt, in denen so etwas wie ein 404-Fehler (Seite nicht gefunden, Anm. d. Red.) unmöglich ist, weil die Verbindungen, die Links das Wichtigste in diesem System sind. Hätten wir heute solche Systeme als primäre Informationsbrowser, würden wir vielleicht anders denken. Wenn ich mir solche Dinge anschaue, stelle ich mir vor, was wäre dann gewesen? In der Zukunft könnten ähnliche Dinge passieren. Wir müssen einfach in der Lage sein, an die Gegenwart zu denken, statt die Dinge im Rückspiegel zu betrachten.
Amiga-Display
2023-03-13 16:15:22
https://vintagecomputing.ch/?browseid=7343
Define colors.
Out of x color system!
Bitmaps …. Layers of colors
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=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=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 … 
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)
[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. 
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 … 
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).
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. 
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. 
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=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
Puzzle-Game-Demo
2022-06-17 12:57:07
https://vintagecomputing.ch/?browseid=3886
Challenge:  Solve the puzzle
Reward: Get a new Demo!
CHEAT: Use F1-F10
HIstory
2022-08-03 12:18:08
https://vintagecomputing.ch/?browseid=5064

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

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

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

https://vintagecomputing.ch/?browseid=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
.
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.
.
2022-11-28 14:16:48
https://vintagecomputing.ch/?browseid=5788
Amicom
Coder.
Amicom joined SPREADPOINT in 1989 together with Depeche. He was active as coder of very different things from MMU tools to demos. What he liked best was to explore and develop new programming tricks that could be used in demos and other places.
Data
Born 1968, grown up and living in Switzerland.
Todays occupation: finishing studies (natural science), running an internet company togehter with other ex-amiga freaks.
Work
Demos: Lissa, Platin3D, Small.
Intros: Giana Sisters (trained by Depeche), Amegas (trained by Depeche).
Utilities: Blitter-Copy, List Manager, MMU expert, AFS File Scrambler, SPlay soundtracker player.
Other stuff: Atom Demo (unfinished), Platon's Polyhedra (unfinished), revival of HQC demos, GigaMem (a virtual memory extension to AmigaDOS), some work in TypeSmith (a outline font editor).
Music
Depeche Mode, Kraftwerk, Simple Minds, Billy Idol, Pink Floyd, Pet Shop Boys, OMD, ...
Content 1992
2023-02-05 00:28:57
https://vintagecomputing.ch/?browseid=6507
- Sell, Promo, try out, meeting at  Jelmoli
- Nintendo Ship new concurrency
- Computergames
- digital violence discussion: Beispiel Cabal 
- LaserTagging
- War in Ex-Jugoslavia
- Virtual Reality (London)
BASIC Programm
2023-03-16 16:08:30
https://vintagecomputing.ch/?browseid=7415
enter 
10 and code [new function]

# edit:
a. move in the source code 
b. on the right line SHIFT EDIT
c. edit down > [ENTER]

# run
run
 
 
.
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
https://vintagecomputing.ch/?browseid=8893
digitalization was after the end of the idea of the replica of man as a robot and thinking being. something that the analog first read largely unchallenged. it was a colonization of a new space, a space that created itself - cyberspace. with this, this space did not come into conflict in a first moment - in the sense of earlier struggles over existing mostly analog territory. this is probably also one of the reasons why digitalization proceeded creepingly and was not perceived or actively fought by parts of the broad population (the nerds etc.). and many waves of digitalization then also emerged in the field of music (synthies) or games, for example, and took hold in everyday life at home. the normal things, however, continued to run until they then also arrived in the working environment.
Atlantis
2023-09-15 10:01:32
https://vintagecomputing.ch/?browseid=9153
Last active c64 Swiss based group!!!

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

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

In 2018-2020 ATL worked on Propaganda First Release List and some cracks together with Genesis Project.
 
Fresh (1989 - 1990)
2023-09-15 12:08:56
https://vintagecomputing.ch/?browseid=9173
Fresh was founded April 22, 1989 on the Crazy & RCS Party 1989 by Iceman/ISI Soft, Graphics-Boy, Project B, Shake (subgroup) and Welfare Software Boys (subgroup). 2 months later Krush joined in as main cracker. The first Fresh Intro gained a lot of attaention in the Swiss scene: it was coded Mat and the music was exclusively composed by Tim of Modern Arts, one of the most progressive demo groups back then.

After the Crazy Stardom Copy-Party 1989 (August) in Le Locle the 2 Swiss demogroups Future Vision Switzerland and Trap joined Fresh. 

Mainly in 1990, a war with Computer Freaks Association was ongoing. Both groups were competing for being Switzerland's #1. Computer Freaks Association released a small anti-demo called Fresh on Top. The war was officially ended at the Swiss Pirates Reunion 2002 (nowadays there are many friendship boundaries between the former 2 opponents).

Was in co-op with Century for short while in February/March 90. The co-op was stopped due to a lack of Century cracks.

After the Fresh Party 1990 (April) Krush, Ogygene and Mirage left to built up a new Swiss group together with The Sexton/G*P called Abstract, which later then joined forces with the ashes from the Swiss demogroup Future Concepts and renamed into Crusade.

Also in April 1990 a small but neat Austrian section was built by Awesome & Beast. They have produced some one file demos and due to the good connections to Lotus, Awesome has supplied a couple of hot originals. 

In May 1990 some Fresh members have been working on a project to join forces with The Ancient Temple. Both group got to know eachother at the Fresh Party 1990. Project names were SAPPHIRE or LIFE IS A BEACH. There was no agreement on the name, so the project never was realised. 

In June/July 1990 a German section in Cologne was built around Spy, Trax & Scoundrel. After their lame release Lost in Time , they have been kicked out.

Was in co-op with Holocaust from August 1990 to October 1990. The coop started with Fresh's first release of Back to the Future II 5. The co-op later was stopped due to a lack of Fresh cracks in that period (main cracker Graphics Boy had left the group to join Crazy).

Fresh died in late 1990 when Freestyle and Dave joined Talent.
https://vintagecomputing.ch/?browseid=9255
OLIVER It all started for me at a Christmas party at Starbyte Software. It was a remarkable event. I never met so many talented people at one place before. The developers showed the games they were developing including the Amiga version of Rolling Ronny. We got the offer for converting the game and if I remember correctly, we agreed almost instantly. Previous projects of Bones Park were economic simulations, which was… how to describe… rather static stuff. I usually call those games Excel-pushers. A jump-and-run is way more interesting and it is action we wanted to create.
MARIO Back then, in the C64 era, most games took only a few weeks or a couple of months to develop. So we had to keep a constant flow of new contacts and projects. One project we did in late 1991, Trans World, for German publisher Starbyte, went pretty smooth and even became our first #1 in German sales charts, so we were invited and offered to work on other titles. One concrete offering was the C64 conversion of Rolling Ronny. Even though most of the first games I programmed were simulations, I still had spent a lot of time on developing action and real-time oriented games. So it was a perfect moment to put all the learnings into a concrete game – and that would have been Rolling Ronny.
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.
https://vintagecomputing.ch/?browseid=507

Apples erste Mac-Generation nutzte ihn. Der Amiga wurde von ihm inspiriert und um ihn entwickelt, wie auch der Atari ST. Der MC68000-Prozessor von Motorola wurde der Standard für die Homecomputer-Nachfolge der legendären 8-Bitterund zeitweise eine ernstzunehmender Alternative zu IBM-PCs.

"Motorola's Advanced Computer System on Silicon" war der sperrige Name, unter dem 1976 die Entwicklung des MC68000 und damit der Ursprung der 68k-Generation begann. Motorola orientierte sich beim Architekturdesign an den legendären IBM360-Mainframes, allerdings mit linearen Adressbereich; die Entwickler scherten sich auch sonst nicht um alte Zöpfe der frühen CPU-Entwicklung, sondern schnitten sie einfach ab.

.
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.
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
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. 
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=736
New software created for old obsolete hardware like in the demoscene or games on atari 2600 and so on.
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.
Software-Abos
2022-04-13 20:15:01
https://vintagecomputing.ch/?browseid=786
You paid and got every month new software by post.
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. 
Impressions
2022-07-09 20:36:47
https://vintagecomputing.ch/?browseid=1134
Some insights into vintagecomputing and research.
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=3463
What is next? 16/32-Bit but which one?
(- Macintosh)
- Atari ST? (like C64)
- Amiga (Multimedimaschine) expensive - Amiga 500
- Sinclair 68000
- Archimedes?
(- NEXT very expensive!)
 
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?
designpattern
2022-07-08 11:13:22
https://vintagecomputing.ch/?browseid=4492
which designpattern where used? and why?
Vorgehen (German)
2023-04-02 10:28:20
https://vintagecomputing.ch/?browseid=7929
- Verstehen der Hardware und Anforderungen
- Tutorials lesen
- einen eigenen funktionierenden Source entwickeln, wo alles drin ist:
  Sound, Graphik und IO. 
- danach Spiele entwickeln
Problems gamedesign
2023-04-08 11:41:10
https://vintagecomputing.ch/?browseid=8044
  • 2 modes - text and graphic mode
  • difficult ram organisation for graphic mode
  • difficult to paint text (no routine)
https://vintagecomputing.ch/?browseid=8144
Very emblematic use of technical possibilities
GameDevs
2022-04-13 10:25:54
https://vintagecomputing.ch/?browseid=1136
GameDevs are gamedeveloppers. The name tells also a lot about the idea behind. The most important thing was the technical difficulties. 
Website: Imp89
2024-08-04 18:53:05
https://vintagecomputing.ch/?browseid=2836
check: was this really every online?
https://vintagecomputing.ch/?browseid=1140
The shareware modell was the only that worked in those days. Because to get a publisher for mac was almost impossible.