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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=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=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.
Shagan's accounting
2022-08-17 09:31:55
https://vintagecomputing.ch/?browseid=5274
“Hornet died in the year 2000, after a heart attack. He was only 27 years old.”
“I'd like to take this opportunity to pay tribute to Alain Malek (Hornet) who left us far too soon. We'd launched ambitious projects together, like a game called Immanis, and we even intended to start a company together. Unfortunately, he left us only a few days after signing the notary to found the company.” Demoscene: The Aga years (2020:117)
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
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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
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. 
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.