NODE SECTIONS

Nodes can have different categories. You can add an object to a category in the edit-form. You can choose a predefined or create your own.
all | career | magic | pictures | predecessor | inspirations | bio:dev | concept | archived material | oralhistory | selllings | visuals | quotes | ideas | today | community | Codings | meta | culture | emulators | demos | coding | players | succesor | cases | Publisher | cracking | gamemechanics | technology | sellings | madewith | selling | media | group | art | products | 8bit | discussions | 16bit | socialmedia | knowledge:common | development | international | ressources | todo | anti:atarist | outdated | relations | concurrency | connections | documentation | swiss | todozh | press | maps | examples | checkzh | gaming | quote | libraries | swissgames | basics | area | further development | devs | demoscene | DevTeam | Inventory | every year | Inspirations | virtualisation | comment | software | theater | editors | presse | magazines | interviews | problems | contexts | design | publishers | author | demoscene/hacking | library | technic | overview | rawmaterial | wikipedia | sovjetunion | artworks | rawdata | Zeitgeist | phenomenon | history | designfor | comments | Tool | interfaces | Swiss | knowhow:common | productswith | music | research | songs | ArtDefinition | creators | entertainment | photos | contacts | Events | grouping | Goodies | published | ci | product | screens | distributions | origins | motivations | Emulators | moreinfo | archive | devtools | team | Participiants | stories | then | inspiration | games | project | naming | inspiredz | dev | moviesseried | publishing | questions | rescue | successor | articles | infos:db | members | idea | Fight | subversion | actual | anti:amiga | hardwaredevelopment | Impression | varia | developers | Guidelines | inspiration? | network | authors | users | Personal Computer Versions | coding_scene | movements | alternatives | Business | retrieve | in | interview | creator | graphics | Emulation | artgroups | institutions | reception | texts | lookat | Hardware | specials | communities | Dev | communication | backgrounds | unsorted | introductions | gamedesign | politics | context | question | picture | newvintage | science | check | virus | Millieu | tocheckzh | global | communications | fetish | switzerland | technics | newretro | books | vision | labeling | Appropiation | Organisation | gamedevtools | colleagues | logo | Example | website | videos | collection | installation | copyprotections | Installation | output | relation | awards | hunters | Experimental Archeology | origin | subgroup | Processors | educations | experimentalarcheologie | exhibitions | tools | lookingfor | founders | Comments |
career 
career= |
 
magic 
magic= |
 
pictures 
/
 
predecessor 
 
inspirations 
 
bio:dev 
bio:dev= |
 
concept 
concept= |
 
archived material 
 
oralhistory 

..ich hab'zu Hause selbst 'nen Mac

Im Gegensatz zu GudrunLandgrebe (»Mit Computernkenne ich mich gar nichtaus) sind für Hauptdarsteller Peter Sattmann Computerund Happy-Computer nichts Unbekanntes. 
Er gab uns be-reitwillig auf dem Weg voneinem Drehort zum anderenAuskunft.
Sie spielen bei »Bastard®den Computer-Freak. Sie sehen nicht aus, wie ein typischer Computerfreak. SindSie einer?
P. Sattmann: Nein, sicher binich kein Computer-Freak. Andererseits habe ich zuHause einen Apple Macintosh, auf dem ich überwiegend Musik mache. Ein Computer kann schon ein paartolle Dinge.
Wie sind Sie mit der Rolleund dem »Partner Compu-ter zurechtgekommen?
P. Sattmann: Es war teilwei-se schon etwas ungewöhn-lich, an so einer Kiste zu spielen. 
Aber am Ende ging eshervorragend.
Das Interview mit Peter Sattmann führte unsere Mitarbeiterin Rita Gietl
Happy Computer, Ausgabe 7/Juli 1988
 
selllings 
 
visuals 
visuals= | devs= |
 
quotes 
quotes= |
 
ideas 
people can upload memories. they get an id and can than upload …
fotos, text, zips, waves.
ideas= |
 
today 
today= | today= |
 
community 
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.
 
Codings 
Codings= |
 
meta 
Die Digitalisierung ist ein schwieriger Transformationsprozess, der seit 40 Jahren andauert und gegen den sich grosse Teile der Gesellschaft lange Jahre (zum Teil zu Recht) gewehrt haben. Letztlich geht es um die tiefgreifende Ablösung der auf Menschen-prozessierten-Medien zu auf Computern-prozessierten-Medien, die dann wiederum vom Menschen bedient, genutzt werden. Und selbstverständlich viele neue Anwendungen möglich machen. Die Corona-Pandemie hat nun die letzten Zweifler* zumindest zu Nutzern* gemacht.
Vom Auf-Menschen zu auf Computer-Laufende-Medien
Die Digitalisierung ist letztlich die Digitalisierung des Menschen zur Turing Maschine / Universalmaschine, einem einfachen Buchhalter mit Stift und Papier. Es ist die Kybernetik der 30 Jahre in der Realität, unserer Realität. Es geht um automatisch prozessierte Regelsysteme, die das erst möglich machen. Die Ausstellung zeigt in ihrem Ausgestellten ethnologisch und ethnografisch, was die Digitalisierung so erfolgreich gemacht hat, die Technologie dahinter ist anscheinend verschwunden. Sie ist im Hintergrund, im Handy, im Server (Server?) und ist damit handhabbar geworden. Nun ist sie durchsetzbar, weil sie niedlich und nett ist, was sie nie war. Die Digitalisierung wird zum Oberflächenphänomen und eine Ausstellung zum digitalen Planet schafft es, daran kleben zu bleiben. Ihr fehlt das digitale Herz! Sie ist letztlich nur GUI (Was die Computertechnologie ab 1985 sehr erfolgreich machte und mit dem WWW explodieren liess).
Diese digitale Welt ist nur möglich, weil millionenfach Programme warten, endlos warten auf Eingaben oder weil sie endlos vor sich hinrechnen. Selbst ein banales Programm wie Excel wartet bis der da draussen – genannte – User* etwas tut. Computer, Computerprogramme sind unsere kleinen je eigenen Sklaven, Maschinchen mit weissen Handschuhen.
meta= |
 
culture 
culture= |
 
today 
today= |
 
emulators 
 
demos 
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?
demos= |
 
career 
career= |
 
coding 
coding= |
 
players 
players= |
 
succesor 
 
cases 
cases= |
 
Publisher 
Swiss Game Publisher
 
cracking 
 
cases 
(money laundering?)
cases= |
 
gamemechanics 
 
technology 
 
sellings 
 
madewith 
 
gamemechanics 
 
selling 
selling= |
 
media 
media= |
 
gamemechanics 
 
group 
group= |
 
art 
art= |
 
products 
 
8bit 
 
discussions 
 
coding 
coding= |
 
products 
 
16bit 
Base for a lot of computers (GUI, Mac, Atari, Amiga, Next  etc) arcades and Arcades! Expensive but with a fantastic assembler-language. 
16bit= |
 
socialmedia 
 
8bit 
8bit= |
 
today 
today= |
 
knowledge:common 
/
 
development 
 
international 
 
ressources 
 
todo 
todo= |
 
anti:atarist 
 
art 
art= |
 
outdated 
 
relations 
 
concurrency 
 
connections 
 
documentation 
 
swiss 
swiss= |
 
todozh 
todozh= |
 
press 
press= |
 
maps 
maps= |
 
examples 
 
todozh 
todozh= |
 
international 
 
checkzh 
checkzh= |
 
gaming 
gaming= |
 
quote 
quote= |
 
libraries 
 
swissgames 
 
today 
today= |
 
basics 
basics= |
 
today 
today= |
 
area 
area= |
 
selling 
selling= |
 
swissgames 
 
further development 
 
devs 
devs= | coding= | network= |
 
demoscene 
not suisse, but people worked with their muscian jochen hippel. 
 
inspirations 
 
DevTeam 
/
DevTeam= |
 
swiss 
swiss= |
 
Inventory 
 
community 
 
every year 

Das Vintage Computer Festival Zürich #21 fand am 27./28.November 2021 in Zürich statt mit 19 Ausstellerinnen und 250 Besucherinnen. Wir bedanken uns bei allen Teilnehmerinnen und freuen uns auf die kommende Ausgabe im Spätherbst 2022.

 
Inspirations 
 
discussions 
 
virtualisation 
 
comment 
{ comment }
64o: { stor 64 to o}
[15][o;1 o:o;,]# { while 15 do  read o add 1 and store o read o print  end  }
 
// store 10o:
// load o;
// print ,

// while [ COND ][ ARGUMENTS  ] #
 
comment= |
 
software 
 
theater 
 
editors 
editors= |
 
presse 
presse= |
 
today 
today= |
 
pictures 
 
magazines 
 
meta 
meta= |
 
interviews 
 
problems 
 
contexts 
 
design 
design= |
 
publishers 
 
author 
author= |
 
devs 
visuals= | devs= |
 
demoscene/hacking 
 
library 
library= |
 
technic 
technic= |
 
overview 
 
rawmaterial 
/
 
wikipedia 
 
magazines 
 
sovjetunion 
 
artworks 
 
rawdata 
rawdata= |
 
artworks 
Computer animation for the TI-99 4a home computer, written in Texas Instruments Extended Basic with own and found code.
 
Zeitgeist 
 
phenomenon 
 
history 
history= |
 
designfor 
 
comments 
 
Tool 
Tool= |
 
interfaces 
The Theory
Limitations
The technical limitation on the C64 Keyboard hardware is that not more than 2 keys may be pressed at the same time if you want to be 100% sure the result is valid. In some cases, three keys will work fine but whenever 3 keys form a right angle in the keyboard scan matrix, a 4th letter will appear. The combination “ABC” will work fine but the combination “ASD” will form such a triangle and the matrix will also report that the “F” key is pressed. Same goes for “ASF” which would incorrectly read a “D” the same way.
In short, the C64 keyboard is not a piano where you can play choords and stuff.
 
todo 
Checken … 
todo= |
 
devs 
devs= |
 
Swiss 
Swiss= |
 
today 
today= |
 
knowhow:common 
 
today 
today= |
 
swiss 
swiss= |
 
productswith 
 
music 
music= |
 
productswith 
 
quotes 
quotes= |
 
research 
research= | meta= |
 
songs 
songs= |
 
ArtDefinition 
 
todo 
What happens with them afterwards
todo= |
 
rawdata 
rawdata= |
 
discussions 
What type of ‘art’-concept is used in the demoscene?
 
madewith 
 
creators 
15 years old
 
entertainment 
 
photos 
photos= |
 
swissgames 
 
madewith 
 
contacts 
Matthias Schüssler
 
creators 
15 years old
 
photos 
/
photos= |
 
Events 
Events= |
 
madewith 
 
library 
/
library= |
 
socialmedia 
/
 
grouping 
Swapping Vilan
An Roger Sandmeier erinnere ich mich leider nicht. Chris Haller habe ich vermutlich über Chris Weber kennengelernt und Chris Weber vermutlich über einen Swapping Kollegen oder dann in der Computerabteilung vom Vilan oder Jelmoli :).
 
products 
 
photos 
/
photos= |
 
Goodies 
Goodies= |
 
devs 
devs= |
 
published 
 
development 
 
today 
today= |
 
ci 
ci= |
 
photos 
/
photos= |
 
devs 
devs= |
 
today 
today= |
 
product 
product= |
 
music 
music= | devs= |
 
research 
 
screens 
screens= |
 
today 
today= |
 
research 
 
distributions 
 
origins 
origins= |
 
screens 
screens= |
 
motivations 
 
swiss 
swiss= |
 
Emulators 
 
contacts 
 
moreinfo 
 
archive 
archive= |
 
today 
today= |
 
devtools 
 
team 
team= |
 
Participiants 
 
today 
today= |
 
stories 
stories= |
 
then 
then= |
 
inspiration 
We started working on Exitor right after we get our first Amigas. It was supposed to be a vertically scrolling shoot 'em up heavily inspired by Nichibutsu's 1985 arcade classic Terra Cresta (テラクレスタ). Hovever, it is still in the works.
 
games 
 
project 
project= |
 
naming 
naming= |
 
inspiredz 
 
stories 
Swapping Vilan
An Roger Sandmeier erinnere ich mich leider nicht. Chris Haller habe ich vermutlich über Chris Weber kennengelernt und Chris Weber vermutlich über einen Swapping Kollegen oder dann in der Computerabteilung vom Vilan oder Jelmoli :).
 
devs 
devs= |
 
dev 
dev= |
 
moviesseried 
 
swiss 
swiss= |
 
publishing 
 
stories 
 
magazines 
 
design 
design= |
 
questions 
Who did what? How you learned coding.
How the teached?
 
devs 
devs= | devs= | devs= |
 
rescue 
rescue= |
 
today 
today= |
 
coding 
devs= | coding= | network= |
 
devs 
music= | devs= |
 
successor 
 
todo 
/
look at development with bitorrent, crypto-x and social media
todo= |
 
games 
 
articles 
 
infos:db 
 
members 
members= | dev= |
 
devs 
devs= |
 
swiss 
swiss= |
 
idea 
idea= |
 
games 
 
Fight 
Fight= |
 
articles 
 
successor 
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. 
 
subversion 
 
actual 
actual= |
 
devs 
devs= |
 
anti:amiga 
/
 
Fight 
Fight= |
 
creators 
 
successor 
 
hardwaredevelopment 
 
Impression 
 
contacts 
@Wizball5
 
varia 
which designpattern where used? and why?
varia= |
 
devs 
devs= |
 
articles 
 
developers 
 
Guidelines 
 
inspiration? 
 
network 
devs= | coding= | network= |
 
authors 
authors= |
 
rawdata 
 
ci 
ci= |
 
users 
I did start tracking on soundFX in 1989 however the demogroup i was working on was unable to get the replayroutine so had to pass on noisetracker
users= |
 
Personal Computer Versions 
 
coding_scene 
 
movements 
 
research 
 
games 
 
area 
area= |
 
members 
members= |
 
development 
/
 
alternatives 
 
games 
games= |
 
creators 
 
Business 
 
retrieve 
 
developers 
Nightmare Productions
Untere Holzstrasse 21
5036 Oberentfelden
Switzerland
 
music 
music= |
 
users 
users= |
 
in 
in= |
 
international 
 
checkzh 
checkzh= |
 
sellings 
 
inspiredz 
 
devs 
devs= | devs= | devs= |
 
sellings 
 
interview 
  • why this game
  • why 1991
  • how the development
  • why in german
  • what happened with the persons?
 
creator 
creator= |
 
graphics 
 
music 
Often a comment about music, the classic music.
music= |
 
devs 
devs= | devs= | devs= |
 
socialmedia 
 
Emulation 
 
coding 
vs. Muscian Weber, Christian
coding= |
 
concurrency 
 
relations 
 
demoscene/hacking 
 
artgroups 
 
institutions 
 
reception 
 
texts 
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).
texts= |
 
lookat 
lookat= |
 
texts 
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. __________________________________
texts= |
 
Hardware 
 
today 
today= |
 
specials 
  • Zuse Computer 
  • Tennis for two emulation
 
todo 
todo= |
 
today 
today= |
 
products 
 
ideas 
ideas= |
 
communities 
/
 
Dev 
Dev= |
 
products 
 
rawdata 
rawdata= |
 
every year 
 
artgroups 
electronic media artist
 
communication 
 
backgrounds 
 
products 
 
unsorted 
 
introductions 
 
devs 
  • No curriculum there for information technology > ETH Mathe/Physik > Pascal (Mathem. Algorithmen) > Speicherung Lochkarten
  • Firma  (Cobol) PDP11
devs= |
 
today 
today= |
 
gamedesign 
 
politics 
 
history 
history= |
 
todo 
Irak Krieg?
todo= |
 
members 
members= |
 
context 
context= |
 
research 
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?
 
context 
context= |
 
inspirations 
 
question 
 
press 
press= |
 
checkzh 
checkzh= |
 
picture 
picture= |
 
newvintage 
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.
 
science 
science= |
 
culture 
culture= |
 
check 
check= |
 
culture 
culture= |
 
international 
 
virus 
virus= |
 
artgroups 
 
Millieu 
Millieu= |
 
tocheckzh 
r and c discussed if a bootsector virus is possible (in 512 bytes). than c went home and coded in2 days one, gave a infected disc to r with software. legend: from this disc all sca viruses shall come from.
story was told in a discussion around 2013 by c.
 
virus 
virus= |
 
authors 
authors= |
 
dev 
members= | dev= |
 
relations 
 
global 
Also visible in some cracks. 
global= |
 
communications 
 
dev 
dev= |
 
creators 
 
Emulation 
 
meta 
research= | meta= |
 
creators 
 
fetish 
It is the cathode ray. 
and it never goes up - only in the demos.

it is a technical visual thing about power and control! 
fetish= |
 
artgroups 
 
switzerland 
 
checkzh 
checkzh= |
 
technics 
 
checkzh 
checkzh= |
 
todo 
todo= |
 
newretro 
 
books 
books= |
 
vision 
vision= |
 
labeling 
@la1n/imp89 @Shana @dipswitch Sorry, I only just now noticed about this intense discussion going on. Shana has put it 100% correct already. The name eventually was given to the event by Furball/Fake That back in 1996 for Bünzli#1 (taking place near Bern). Was changed to 'Buenzli' (no umlaut) once international visitors started to appear. This then was kind of a 'trademark' for a while. When we changed the location from Winterthur to Olten, we also rebranded the party to Demodays, a name that was a bit generic but worked without the need to explain it all the time. It also allowed for the Demonights pun afterwards. 'Demodays', however, has not really been adopted by the demoscene too much, many people just kept it calling Buenzli (or 'Buenzu' for some). This is also somewhat reflected in inconsistent naming/series ordering on Pouet and possibly Demozoo. I'm happy, Furball &the other teenage guys called the event Bünzli: Without that decision, we wouldn't have interesting discussions like this 😉
 
Appropiation 
tribute to?
exploting? 
> tribute - take the best … collage
 
questions 
 
pictures 
 
Organisation 
 
today 
today= |
 
contacts 
Andry Joos
 
rawdata 
rawdata= |
 
questions 
 
gamedevtools 
 
contacts 
Andry Joos
 
creators 
 
contacts 
Fata Morgana
Landoltstrasse 63
3007 Bern
 
devs 
devs= |
 
inspiredz 
 
colleagues 
 
products 
 
today 
today= |
 
culture 
culture= |
 
gamedevtools 
 
grouping 
 
logo 
logo= |
 
devs 
devs= |
 
Zeitgeist 
 
developers 
 
Example 
Example= |
 
todo 
todo= |
 
creators 
 
today 
interesting game in the development line of the text adventures of the 80ies and their language pattern. new possible with modern ai. 
today= |
 
developers 
 
creators 
 
coding 
coding= |
 
website 
website= |
 
today 
today= |
 
Example 
Example= |
 
texts 
texts= |
 
development 
 
videos 
videos= |
 
collection 
/
 
quote 
/
Die Zeitschrift SPIEL. Neue Folge ist eine internationale Zeitschrift, die sich allen Themen und Fragen der Medien- und Kulturwissenschaften widmet. Dabei spielt eine besondere Rolle, dass die in SPIEL. Neue Folge behandelten Fragen und Antworten dazu beitragen, die theoretischen, methodischen und methodologischen Perspektiven der medienkulturwissenschaftlichen Forschung zu erweitern und zu verbessern.
SPIEL. Neue Folge is an international academic journal dedicated to a wide range of topics and research questions in the discipline of Culture and Media Studies. In particular, SPIEL. Neue Folge aims to publish research that addresses theoretical and methodological questions and that helps to broaden, advance and improve existing research approaches to the discipline.
quote= |
 
installation 

Installation

really find the correct channel in tv! 
 
meta 
meta= |
 
creators 
 
creators 
 
products 
 
copyprotections 
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 
 
texts 
texts= |
 
Installation 
Use a zip for uploading different files.
 
output 
/
output= |
 
lookat 
/
lookat= |
 
relation 
 
awards 
awards= |
 
hunters 
hunters= |
 
Experimental Archeology 
 
origin 
origin= |
 
subgroup 
 
relation 
 
dev 
dev= |
 
Processors 
The after mainframe-area (based on c and co) was driven by coding near the hardware to get more speed. espacially in games. So Assembler was important. 
 
grouping 
 
international 
 
area 
area= |
 
creators 
 
subgroup 
 
today 
today= | today= |
 
group 
group= |
 
todo 
todo= |
 
educations 
 
experimentalarcheologie 
 
exhibitions 

Kassetten, Schallplatten, Super 8 – das Kunsthaus Langenthal wird für fünf Monate zu einem Labor obsoleter Medien.Entdecken Sie das Heim für obsolete Medien!

 
creators 
 
awards 
awards= |
 
tools 
tools= |
 
artgroups 
A lot of works in the area of electromechanic/optic calculation in games.
 
publishers 
 
tools 
tools= |
 
lookingfor 
 
pictures 
 
founders 
 
research 
persons:
  • who was there?
  • why?
interviews: 
- sandmeier
- heubi
- roman werner
what happened with the rest?
 
communication 
 
Comments 
'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 … 
 
pictures 
/
 
founders