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Ten odcinek to przede wszystkim kontynuacja tematów, które rozgrzewają branżę o ostatnich tygodni. W obliczu całkowicie cyfrowej przyszłości grania, wiadomości o kolejnych atakach na konta graczy, jak i awariach, nie napawają optymizmem - ale nie po tu jesteście, prawda?! Nowe informacje na temat zwolnień w XBOX oraz losów ekip, których dotknęły. Potwierdzenia (lub nie?) ekskluzywności dla konsol XBOX, które w obliczy danych sprzedażowych konsol i kolejnych podwyżek cen sprzętu wydają się oderwane od rzeczywistości. Nie mogło również zabraknąć wątku pudełkowego i... nie ma tutaj zbyt wiele do powiedzenia. To i masa innych informacji z biznesu wokół gier wideo czeka na was w odcinku. Miłego słuchania!(00:00:00) - START!(00:00:07) - Rozgrzewka
James W. Burley, APX Data Base/Report System James W. Burley is the programmer of Data Base/Report System, which was sold by Atari Program Exchange beginning with the Summer 1982 APX catalog. It was catalog number 20134 with a price of $22.95. APX sold it for about a year, through the Summer 1983 catalog. APX awarded Data Base/Report System first prize for new software in the "Business & Professional Applications/Personal Finance & Record Keeping" category: for that, James was awarded an Atari Star plaque and $2000 prize. (He received the plaque, but says he never received the money.) The software may have also been sold by Main Street Publishing. Here's what the APX catalog had to say: Data Base/Report System by James W. Burley Recommended for experienced data base users/Written in BASIC and machine language If you've ever used a data base manager on a large computer system, you'll appreciate the many features of DATA BASE/REPORT SYSTEM. This general-purpose system for ATARI 800 Home Computers creates and maintains records having up to ten units of information ("fields"), with a maximum field length of 100 characters and a maximum record length of 255 characters. The total number of records you can store varies with record key size, a key being the unique identifier for each record) and available computer memory. Generally, you can store about 1300 records having a five-character key on a system with 40K of memory. You use the main program to create a new file; add, update, and remove records; sort the file; and print reports. Auxiliary programs reorganize the data files to free unused diskette space; redefine the file by adding fields, modifying field sizes, or changing field headings; delete old files; and print special reports. ... These and other features make DATA BASE/REPORT SYSTEM a really versatile data base management system for your ATARI 800 Home Computer. REVIEW COMMENTS: You need some data base knowledge to use the program; it's a bit complex, but all the features are worthwhile. The print formatting and file reorganization features are very useful. The sort and search routines, written in assembly language, work quickly. In 1983, Antic magazine featured the program as one of the "Ten Best from APX". In 2024, Wade at the Inverse ATASCII podcast did a deep dive into Data Base/Report System: check the show notes for the link to that review, which includes dozens of screenshots, sample print output, and information about the database's file format. Wade gave the software a rating of 5 out of 8. As of this recording, the Atari community doesn't yet have a scan of the APX manual for Data Base/Report System: if you have a copy, let me know, or scan it and upload it to Internet Archive. The Main Street Publishing version — both disk and manual — are also not preserved. This interview took place on May 22, 2026. Data Base/Report System at AtariMania Data Base/Report System in the APX Summer 1982 APX catalog Antic Magazine - February 1983 - Ten Best from APX Inverse ATASCII reviews Data Base/Report System
Gulvan and Joe discuss the WOW Patch & in D&D, Doublefine layoffs, Atari signs Film deal, and Kratos replaced? Continue reading →
It's still Summer! God of War is back, the Resident Evil movie looks good, and Atari is making movies! Fun fact: Video Games! Subscribe and rate us via iTunes Subscribe on: Amazon Podcasts, Spotify, iHeartRadio, Pandora DISCORD LINK Watch us on TWITCH! RSS feed: http://sidequesting.podbean.com/feed Hosts: Dali, J.J., Zach, Taylor, Sam, Tom, Jonny, Tyler With Special Guest: No one this week SIDEQUESTING PATREON EXECUTIVES: Punkdefied SIDEQUESTING PATREON PRODUCERS: Cricket, Zero the Prototype, Exageneus, Jeff Grubb, Stefan Topics: Moss: The Forgotten Relic (Review) Assassin's Creed IV Black Flag Resynced Avatar Legends: The Fighting Game (Review) Splatoon Raiders Review & Preview products supplied by publishers SnackQuesting: Nothing Music Intro: Zero The Prototype – Powerr Music Outro: N.I.M. – Choice Comments? Questions? Email us at: sidequesting @ gmail.com Image courtesy: Resident Evil
Jim Hill and Eric Hersey take listeners inside Universal Theme Parks: The Exhibition at Philadelphia's Franklin Institute, an interactive look at how Universal Creative designs modern attractions. Along the way, they explore concept art, animatronics, coaster engineering, projection mapping, Halloween Horror Nights props, and development materials from Epic Universe. Jim and Eric also discuss the new Ozzy Osbourne Halloween Horror Nights houses, the noisy debut of Fast & Furious Hollywood Drift, Comcast's latest theme park results, and Universal's new Al Roker-led video series. NEWS • Halloween Horror Nights officially announces Ozzy Osbourne: Prince of Darkness houses for Universal Orlando and Universal Studios Hollywood. • The two Ozzy Osbourne houses will feature different scenes, music, imagery, and interpretations of the rock icon's career. • Fast & Furious Hollywood Drift begins soft openings at Universal Studios Hollywood, reaching speeds of up to 72 miles per hour. • Nearby Toluca Lake residents and golfers report hearing screams from the new coaster beyond the park. • Universal explores potential movie adaptations based on classic Atari properties, including Asteroids, Centipede, Missile Command, Pong, and Yars' Revenge. FEATURE • Jim and Eric tour Universal Theme Parks: The Exhibition at Philadelphia's Franklin Institute. • The exhibition traces the attraction-development process from early blue-sky concepts to completed rides and themed environments. • Displays feature concept art, mood boards, scale models, ride vehicles, animatronics, projection technology, costumes, and Halloween Horror Nights artifacts. • Interactive stations allow guests to operate animatronics, design roller coasters, experiment with lighting, and create themed merchandise. • Epic Universe receives significant attention through materials connected to Dark Universe, the Ministry of Magic, and other new attractions. • The exhibition highlights the engineering, storytelling, technology, food, merchandise, and live entertainment behind Universal's theme parks. HOSTS • Jim Hill - X/Twitter and Instagram: @JimHillMedia - jimhillmedia.com • Eric Hersey - X/Twitter and Instagram: @erichersey - strongmindedagency.com FOLLOW • Facebook: @JimHillMediaNews • YouTube: @jimhillmedia • TikTok: @jimhillmedia SUPPORT Support the show and access bonus episodes and additional content at https://www.patreon.com/jimhillmedia. PRODUCTION CREDITS Edited by Dave Grey Produced by Eric Hersey - https://strongmindedagency.com SPONSOR Plan your next Universal Orlando vacation with personalized concierge service from Be Our Guest Vacations. Their travel professionals can help arrange resort stays, theme park tickets, and special extras for your Universal adventure. Be sure to mention the Epic Universal Podcast sent you. If you would like to sponsor a show on the Jim Hill Media Podcast Network, reach out today. https://www.jimhillmedia.com/sponsor/ Learn more about your ad choices. Visit megaphone.fm/adchoices
Andy lives up to his name as we talk about Andy's Vegas adventures, conspiracy drinks at Velveteen Rabbit, DnD, pipe club, Pinball FX Midnight, Rabbit, Thursday Next, Lost in a Good Book, Hadestown, The Odyssey, Risk, Boston (the band), Fairy Voice Mother, Rick Beato, Pat Finnerty, Motor Coty, scorpions (not the band), pest control, Xbox ad tier, Atari movies, false imprisonment, Marvel in Hall H, Warhammer adds a name, Indiana Jones, Blade Runner, Mr. Terrific, and Star Wars collectables. Cheers, It's time for a GeekShock!
Here's the Supporter-only Q&A from July 30th 2026. All comments and questions are fielded through the supporter service Q&A page.Please consider supporting this channel via monthly support services, tips, or even just by using our affiliate links to purchase things you were already going to buy anyway, at no extra cost to you: https://www.retrorgb.com/support.htmlT-Shirts: https://retrorgb.link/tshirtsAmazon Recommended List: http://retrorgb.link/amazon TIMESTAMPS (please assume all links are affiliate / paid links that pay RetroRGB a commission on each sale. Even if links are currently not affiliate, I may update them with one, should a partner list that item for sale in the future):00:00 Welcome!00:45 AES+ Output Info?: https://retrorgb.com/new-official-neo-geo-aes.html 05:29 SMS to MK-2000 Converter: https://retrorgb.com/sms.html08:42 RetroTINK plus Monitor BFI / Headphone Amp14:28 PVM + RetroTINK Setup, Dreamcast Video Issues20:11 SuperStation One Issues, VGA output, OLED Issues27:30 Cart setup for 12 consoles + CRT: https://retrorgb.com/carts.html31:17 Genesis MiSTer Core Direct Video Issues32:52 Atari 7800 PSU34:14 Thank You: https://www.retrorgb.com/support.html
-Physical media is making a comeback!: -https://www.gameshub.com/news/features/kazeta-pc-games-sd-card-cartridges-2889047/ -https://www.tomshardware.com/video-games/pc-gaming/pc-gamer-turns-steam-games-into-cartridges-with-ingenious-2-5-inch-ssd-system-games-are-stored-on-128gb-drives-alongside-a-script-to-auto-start-the-title-once-plugged-in -Xbox official ports to PC: https://www.digitalfoundry.net/features/hands-on-with-xbox-back-compat-for-pc-a-new-initiative-that-begins-with-four-classic-games Jarron: -Nvidia shows off more DLSS 5: Nvidia finally reveals what controls devs actually have for DLSS 5, and don't worry folks, there are TWO main sliders to control the AI filter -Bethesda announces games way too early for some reason? What could the reason be? Hmm. Bethesda confirms Fallout 3 and New Vegas remasters, makes Obsidian collaboration official, and says Fallout 5 is in 'pre-production' -Kratos isn't a very tough god: God Of War TV series is recasting Kratos -Laufey coming out soon + new God of War game: Next Kratos-Led God of War Game Is Coming After Laufey, and Connects Directly to Her Story | Comic Con 2026 -Atari going big on movies for some reason: Atari signs 10-game deal with Universal for movies based on Pong, Breakout, Centipede, and yes, really, Pong Owen: -A new life for your old 2.5 SSD's. https://hackaday.com/2026/07/20/old-ssds-find-new-life-as-game-cartridges/ -We may not see DBrand's companion cube skin, but that won't stop the scrappy 3d printing community! https://steamdeckhq.com/news/we-make-steam-machine-companion-cube-case/?shem=dsdf,sharefoc,agadiscoversdl,,sh/x/discover/m1/4 https://www.printables.com/model/1784792-steam-machine-companion-cube-weighted-storage-cube/files Lando: -Do you think gamers care about specs? https://kotaku.com/shigeru-miyamoto-believes-gamers-have-grown-disinterested-in-hardware-specs-as-if-they-had-a-choice-2000719415
Dinosaurs: you love 'em. Tycoon games: you love 'em! Mash those two together, and you have a delightful peanut-butter-and-chocolate-like combination that is Parkasaurus. Under the bright and whimsical presentation lies a deep park builder with sci-fi twists and endless opportunities to build your dream Jurassic destination. While the title has been out for a few years on Switch and Steam, we partnered with Washbear Studio to bring the title to current-gen consoles with all DLC in tow. Joining me to discuss all things Parkasaurus are Washbear Studio co-founder Chris McQuinn and Atari producer Kay Bell. We go through the origins of the title, the many systems, and, of course, a quick round of trivia. YouTube: https://youtu.be/rE-gMTMfOA4 Wishlist Parkasaurus on consoles or check it out on Steam now: Steam: https://store.steampowered.com/app/591460/Parkasaurus/ Switch: https://www.nintendo.com/us/store/products/parkasaurus-dinoluxe-edition-switch-2/ PS5: https://store.playstation.com/en-us/concept/10017988/ Xbox: https://www.xbox.com/en-US/games/store/parkasaurus-dinoluxe-edition/9NV849PXZM1S Join the Atari Club on Discord: https://discord.gg/atariclub Washbear: Discord: http://discord.gg/washbear X: https://x.com/washbearstudio Atari: X: https://x.com/atari BlueSky: https://bsky.app/profile/atari.com Kay Bell: https://x.com/deersten Jason Polansky: https://bsky.app/profile/jaysofdoom.bsky.social
The boys talk about #Doomsdaytrailer #MarvelgotoCaliforna and #Atari moving to the movie business. Also #Lanterns, #Reacher. The awesome anime show #Chairsmokercat. Plus many more
We take a look at the biggest news from San Diego Comic Con on this week's Moviecast. Black Panther III, MCU Ghost Rider, Avengers: Doomsday, and DC's Lanterns all share news. Meanwhile, Atari licenses out a bunch of its franchises for film adaptations, there's a secret animated Spawn movie, a Dungeons and Dragons sequel is in the works, and a new G.I. Joe movie is also coming soon. Plus we look at some potentially huge box office numbers for The Odyssey and Spider-Man: Brand New Day. #sdcc #spidermanbrandnewday #avengersdoomsday #gijoe #dungeonsanddragons #blackpanther3 #ghostrider #marvel #mcu #dc #atarimovies #film #tv #xmen97 #streaming
Can AI make you better at Photoshop instead of replacing Photoshop? Sorg, Katie Dudas, and Dave Podnar explore that question on AwesomeCast 789 as Sorg shares a workflow for turning AI-generated concepts into editable graphics while keeping control of the final design. The crew also gets into Pittsburgh technology history with plans to preserve Westinghouse's Atom Smasher, the impressive Commercial Street Bridge replacement, and the accessibility origins of the modern audiobook. Then the geekery kicks into high gear: Xbox expands its classic-game preservation efforts to PC, Hasbro combines Transformers with Jem and the Holograms, LEGO brings Smart Play to Star Trek, Robosen releases an Optimus Prime robot designed to reopen childhood wounds, and Universal plans movies based on ten Atari properties. Plus, Chachi has gaming headlines involving Hasbro, Steam Deck and Atari, and the crew discusses the backlash surrounding a $58,000 humanoid robot proposed for use in a New York school district. It's Pittsburgh technology, AI creativity, retro gaming, accessibility, robots and pop-culture nostalgia on AwesomeCast 789.
Can AI make you better at Photoshop instead of replacing Photoshop? Sorg, Katie Dudas, and Dave Podnar explore that question on AwesomeCast 789 as Sorg shares a workflow for turning AI-generated concepts into editable graphics while keeping control of the final design. The crew also gets into Pittsburgh technology history with plans to preserve Westinghouse's Atom Smasher, the impressive Commercial Street Bridge replacement, and the accessibility origins of the modern audiobook. Then the geekery kicks into high gear: Xbox expands its classic-game preservation efforts to PC, Hasbro combines Transformers with Jem and the Holograms, LEGO brings Smart Play to Star Trek, Robosen releases an Optimus Prime robot designed to reopen childhood wounds, and Universal plans movies based on ten Atari properties. Plus, Chachi has gaming headlines involving Hasbro, Steam Deck and Atari, and the crew discusses the backlash surrounding a $58,000 humanoid robot proposed for use in a New York school district. It's Pittsburgh technology, AI creativity, retro gaming, accessibility, robots and pop-culture nostalgia on AwesomeCast 789.
After the huge response to our discussion about Sony ending physical PlayStation games, Jason and Suzi head back into The Gadget Show archives to revisit some of the biggest moments in gaming history. From Atari and the Xbox 360 to the PlayStation 3, Battlefield 3 and the launch of the PS4 and Xbox One, we look back at the innovations that shaped modern gaming—and ask whether physical games are disappearing forever.Sign the PlayStation petition here: https://www.change.org/p/don-t-kill-the-disc-tell-sony-to-keep-physical-playstation-gamesEnter our new Gadget Show competition! £5,000 to spend at CEX is up for grabs via https://www.patreon.com/thegadgetshowTo get three issues of T3 magazine for just £1, head to https://www.t3.com/gadgetshowHuge thanks to CeX for supporting the Podcast. Want to bag yourself a tech bargain or trade in your old gear? Head over to www.webuy.comFull competition Terms and Conditions can be read here: https://www.patreon.com/posts/gadget-show-and-150646343#samsung #TheGadgetShowTo get in touch with the Gadget Show Podcast, email: contact@northone.tv Hosted on Acast. See acast.com/privacy for more information.
This week! Greg's back from an F1 pilgrimage to Spa, the Video Game History Foundation digs up a trove of E3 archives, Xbox tries ad-supported streaming and original Xbox games on PC, Atari signs a 10-franchise movie deal with Universal, and the LEGO Donkey Kong set goes up for pre-order. Plus: Splatoon Raiders (is awesome), F1 25's Breaking Point, Final Fight, and much, much more. Join us, won't you? https://youtube.com/live/6BBpBrPIhDM News VGHF E3 archive Xbox is testing ad-supported game streaming Some OG Xbox games come to PC Atari movie deal DK LEGO Steve Wiebe promo What'cha Been Playing Splatoon Raiders (CJ) F1 25 (Greg) Final Fight (Greg) LEGO Batman: Legacy of the Dark Knight (Greg) Assassin's Creed Black Flag Resynced (CJ) Socials Greg's Twitch Show's Twitch Greg's Patreon Show's Blue Sky Show's YouTube Show's Facebook Check out Greg's web series Generation 16 - click here. Thanks for listening! Don't forget to visit our new web site at www.playeronepodcast.com. Running time: 01:25:46
Jeff and Christian welcome Sean Capri from Carpool Gaming to the show this week to discuss an early '27 release for God of War Laufey, a delay for Tomb Raider into the "no physical media" zone, and ten Atari classics that could become movies.The Playlist:Sean: Pragmata, Splatoon Raiders, Assassin's Creed Black Flag Resynced Christian: Splatoon Raiders Jeff: Avatar Legends: The Fighting Game, Slumber RealmParting Gifts!
¡Bienvenidos a un nuevo Nerd News de La Cueva del Nerd! La San Diego Comic-Con 2026 nos dejó una auténtica avalancha de anuncios y en este episodio repasamos las noticias más importantes del mundo geek. Comentamos los nuevos tráilers de 'Avengers: Doomsday', 'Clayface', 'Lanterns' y 'Matchbox: la película', además de todas las sorpresas que llegaron desde el legendario Hall H. También analizamos los grandes anuncios de Marvel Studios, incluyendo la llegada de Ryan Gosling como Ghost Rider, el nuevo póster de 'Avengers: Doomsday', la aparición de Ryan Reynolds, la confirmación de 'Black Panther III' con T'Challa Jr. y el papel que tendrán los mutantes con 'Maximum X-Men'. Además, hablamos de: El estreno confirmado de 'Blade Runner 2099'. El primer adelanto de la temporada 3 de 'El Señor de los Anillos: Los Anillos de Poder'. La renovación de 'Interview With the Vampire' para una cuarta temporada basada en 'Queen of the Damned'. El anuncio de 'Batman of Two Worlds'. Los ganadores de los Premios Eisner 2026. El esperado panel de 'Spaceballs 2'. El impresionante Ecto-1 de 'The Real Ghostbusters' presentado por Mondo. Las nuevas películas de videojuegos clásicos que preparan Atari y Universal. Las novedades de AniMole 4, con fechas e invitados. La colaboración entre New Era, Spider-Man y los Diablos Rojos del México. El regreso de He-Man con 'Amos del Universo' en Prime Video. El fin del rodaje de la tercera temporada de 'Daredevil: Born Again'. La actriz que dará voz a Princess Donut en la adaptación de 'Dungeon Crawler Carl'. Y el retraso del juicio que mantiene en pausa la fusión entre Paramount y Warner Bros. Discovery. Cuéntanos en los comentarios cuál fue tu anuncio favorito de la Comic-Con 2026. Si disfrutaste este episodio, no olvides darle like, suscribirte y activar la campana para no perderte las últimas noticias, reseñas y cobertura del mundo geek. #ComicCon2026 #Marvel #DC #NerdNews #LaCuevadelNerd #SDCC2026 #GhostRider #AvengersDoomsday #Batman #HeMan
Dzisiejszy odcinek sponsorują różne legalne serwisy newsowe i inne. Więc nie ma co tu szukać sensacji. Mamy wszystko poukładane i skatalogowane i nic, tylko brać i słuchać! I TO JUŻ! RAZ! RAZ! Póki gorący i świeżusi odcineczek! Mówimy (my: Tomasz Pstrągowski, Dominik Gąska i ja) dzisiaj (w tym odcinku) o tym, co Shawn Layden myśli […]
Head over to http://patreon.com/kindafunny this month to grab a membership and receive exclusive content and ad-free episodes! 00:00:00 - Start00:05:03 - Sony's Nightmare Month Gets Worse as PlayStation Network Goes Down — Leaving Fans Unable to Play Digital Games Just Weeks After Killing Disc Controversy Erupted - Tom Philips @ IGN00:25:30 - Kingdom Come Salvation trademark filed in the EU - Dave Aubrey @ VGC00:29:37 - Ad00:30:55 - Tomb Raider: Catalyst Delay to 2028 Confirmed by Amazon Games Boss - Wesley Yin-Poole @ IGN00:36:25 - Marvel's Wolverine got a new Story Trailer, let's live react00:43:10 - Even Pong is getting a live-action adaptation as Atari and Universal Pictures sign deal to make 10 movies based on some weird classic games - Lauren Milci @ Games Radar00:51:00 - Wee News!00:54:40 - SuperChats & You‘re Wrong Learn more about your ad choices. Visit megaphone.fm/adchoices
Marvel is on fire with the release of Avengers: Doomsday! But where is the DC Universe? Chris Gore and Alan Ng offer their takes on all the news and announcements from San Diego Comic-Con. Plus reviews of Motor City and more. Hilarity ensues. 0:00 Intro 8:45 Johnny Depp at San Diego Comic-Con 10:43 Ebenezer Trailer Reaction 14:27 Resident Evil Trailer Reaction 21:37 Coyote Vs. ACME Trailer reaction 28:45 Atari and Universal Make Movie Deal 34:19 The Future of Star Trek on TV 44:33 LA Filming Continues to Tumble 52:17 Comments From Chat 1:02:47 Gore Rant on The Odyssey 1:08:55 Motor City Review 1:16:00 Final Comments 1:20:51 Outro Hosted by Simplecast, an AdsWizz company. See pcm.adswizz.com for information about our collection and use of personal data for advertising.
Good Morning BT with Bo Thompson and Beth Troutman | Friday, July 24th, 2026. 6:05 Beth’s Song of the Day 6:20 Guest: Theresa Payton (Cyber Security Expert) - The Future of A.I. | Open A.I. Incident | Chick-fil-a cyber attack 6:35 Stats show fewer people moving to Charlotte 6:50 RAM Biz Update; Top 10 potential Atari themed movies | Long live "memaw" 7:05 The Bernie Fife Contest...The Mouth Flute For Those Who Can't Preview 7:20 Guest: Congressman Mark Harris - Thoughts on War in Iran 7:35 Congressman Mark Harris - Funding bill latest 7:50 Tell Me Something Good 8:05 Tell Me Something Good Cont. 8:20 The Sports Corner with Jim Szoke - Nic Scourton torn ACL | Panthers announce Stadium renovations 8:35 Friday News Quiz with Mark Garrison 8:50 Replay: Theresa Payton 9:05 Guest: John Hancock 9:20 John Hancock cont. - Best Nachos in Charlotte? 9:35 Big Weekend with John Hancock 9:50 Show wrapSee omnystudio.com/listener for privacy information.
米ユニバーサル・ピクチャーズは、1970~80年代に人気を博したビデオゲームブランドのAtariと提携し、同社の旧作ゲーム10作品の映画化権を取得しました。
It's a time to DRIVE A FREAKIN' TRAIN this week on the RETURNING ARG Presents. Join THE BRENT and Amigo Aaron as they steam HEAD ON with these game selections - Densha De Go! for the Gameboy Color and Train Simulator Classic for the PC! ALL ABOARD!!!
This episode is an unscripted, freewheeling conversation between two longtime friends who leap from 1980s nostalgia to current oddities in less than a minute. They riff on everything from boomboxes, Atari consoles and encyclopedias to Tupperware parties, mini-blinds and VHS/Betamax memories. Interspersed are frank, bawdy jokes about marriage, sex and aging, plus shout-outs about World Cup drama and local radio stations. The hosts also briefly mention supporting the Lupus Foundation, swap childhood recall and trade off punchy one-liners. Expect rapid-fire tangents, affectionate ribbing and a warmth that makes the chaos feel like a late-night living-room chat.
Tim Jenkins, Cheating at Roulette with an Atari Computer Tim Jenkins is the author of several humorous memoirs: "Missions Accomplished: And some funny business along the way", "More Missions Accomplished: And a lot more funny business", and "Business Missions Accomplished: Silly travel tales on the corporate dime". I wanted to talk to Tim about one chapter in his 2018 book More Missions Accomplished: the chapter is titled "Gaming the System" and it tells the tale of him trying to cheat a roulette using his Atari 800 computer. A brief excerpt from that chapter: "Las Vegas — 1989. Shortly after the dawn of the personal computer revolution, opportunity beckoned. Some people wrote software and sold it over retail counters. Others launched services that harnessed the databasing and processing power of the PC to help people find a job, a date, or other people with the same interests. I put my own Atari 800 computer to work simulating roulette. ... If you kept increasing your bet every time you lost a spin of the wheel, eventually your number would come up: The question was, would you earn back all the money you'd previously lost and make a profit? Yes. That is, you would if you did not first run into the table limit. ... How to get there without hitting the max bet? That's what I set out to simulate on my Atari computer. ... The program showed this to be a winning strategy, if perfectly executed." This interview took place on May 22, 2025. More Missions Accomplished at amazon: https://amzn.to/446MrVP At Internet Archive: https://archive.org/details/moremissionsacco0000timj/page/138/mode/2up Video version of this interview: https://youtu.be/EW-pDXlBDQg
If you know anything about Atari, you know about Centipede. The legendary arcade game's timeless gameplay has remained a fixture in Atari's catalogue that's persevered through generations. The title has appeared on multiple platforms in different iterations, but never quite like this. Enter Centipede Swarm. Recently launched exclusively on Amazon Luna GameNight, Centipede Swarm reimagines the classic title as a bullet heaven co-op experience that takes cues from the original, but is built from the ground up for the pick-up-and-play GameNight platform. Joining me to tell us all about it are Mark Perloff (senior producer at Atari) and Matt Raithel (studio director of Graphite Lab). We go deep into the game's mechanics and what it was like working on this collaboration. YouTube: https://youtu.be/k4zx4TT7uaA Play Centipede Swarm on Amazon Luna GameNight: https://luna.amazon.com/game/centipede-swarm/B0FP79K7WS Join the Atari Club on Discord: https://discord.gg/atariclub Follow us: Atari: X: https://x.com/atari BlueSky: https://bsky.app/profile/atari.com Graphite Lab: https://x.com/graphitelab Matt Raithel: https://x.com/raitheoshow Jason Polansky: https://bsky.app/profile/jaysofdoom.bsky.social
On this show we are speaking to super-duper influencer, Jessie Anderson all about accessible gaming. Not even 'Skinny Pete' from the TV series Breaking Bad knows as much about video games and consoles as Jessie. A veteran of the ATARI 2600 and Apple 2, Jessie walks us through how a blind or partially sighted person can navigate the world of gaming. More importantly, he tells us how to play some of the most popular games out there at the moment, using screen readers and magnifiers. Yes folks, we're talking all the favourites here; Call of Duty, Mortal Combat, Card World, Doom, Quake, The Last of Us, Forza Motor Sport, and the MODs which are the modifications that some gamers have done to make other games accessible. Whether you have an X-Box, PlayStation 5, or a PC, we've got you covered! Don't forget to email us on BlindGuysChat@gmail.com about what games you enjoy, and what your experience has been with accessible games. So, pop on your racing suit and helmet, keep a sharp eye/ear out for the secret loot stash, and press restart on the number one podcast game as recently voted by the zombies' weekly newsletter: Blind Guys Chat. 16 out of 20 gamers prefer it to finger twitches! Links discussed in the show: · Jessie's website: https://www.illegallysighted.com/ · Jessie's channel: www.youtube.com/illegallysighted · Accessible MOD for Doom: https://alando1.itch.io/toby-accessibility-mod-v90-rc1 · The Last of Us part 2: https://www.playstation.com/en-us/games/the-last-of-us-part-ii/accessibility/ · Forza Motor Sport:https://support.forza.net/hc/en-us/articles/46524064744851-Forza-Motorsport-Accessibility-Support · Game info site: www.audiogames.net · Game info site 2: https://caniplaythat.com/ Support Blind Guys Chat by contributing to their tip jar: https://tips.pinecast.com/jar/blind-guys-chatRead transcript
In 1985, Datasoft released Alternate Reality: The City, an Atari 8-bit role playing game built almost entirely by one self-taught programmer working out of a shack in the Hawaiian backwoods. In this episode, we explore how Philip Price talked his way from a stolen tic tac toe login into a career reverse engineering hardware with no manuals to guide him. We trace how he envisioned an entire interconnected series exploring captivity and free will, and how a single publishing contract quietly dismantled that vision piece by piece. Our conversation also digs into the technical feats packed into 48 kilobytes of memory, and the public dispute over who really killed the series before it could finish. Join us as we step through the portal, survive the streets of Xebec's Demise, and reckon with the cost of building something too ambitious for the industry that published it, on today's trip down Memory Card Lane.Read transcript
Hell is empty, and all the devils are here. Any good miniseries must include the best game of that genre, so let's discuss Dave Theurer's gorgeous vector Atari game, Tempest. If Tempest was a steak what cut would it be? Why does this episode leave Rob breathless? Was the Cranberries Doors and Windows the best video game of 1995? Did Tempest birth the most popular arcade-based urban legend? We answer your most pressing questions like, have we played Arcade Paradise or similar arcade operator simulators, what's our advice on staying cool, and would we rather be paid $1 million or earn $1,000 for every hotdog we eat. Join the Podouken Discord and ask your own questions that could be included in a future episode: discord.gg/k5vf2Jz You can also like, comment, and subscribe to our YouTube channel where we post content like the new Rankdouken episodes: https://www.youtube.com/@podoukenpodcast2716.
From a janky haunted mansion on the Atari 2600 to PT breaking the internet’s brain to streamers building entire careers screaming through Phasmophobia — horror video games have come a LONG way. Tea & Karen are joined by Twitch streamers BellaRose0810 and DrakeThe_Snake getting into the full history of horror gaming and so much more. […] The post The History of Horror Video Games — From Pixels to Panic | Earth Station Boo appeared first on The ESO Network.
In this episode of The Halloween Podcast, Lyle puts Meghan's spooky game knowledge to the test with a brand-new game show. Meghan is given a series of eerie titles and clues, and she must decide whether each one is a vintage video game, a classic board game, or something completely made up. Along the way, we explore the history behind real horror games from the 1980s and 1990s, including early Atari titles, VHS board games, haunted castles, mysterious mansions, and some of the games that helped shape the survival horror genre. Play along at home and see whether you can outscore Meghan or if Lyle's fictional games fool you too. Follow The Halloween Podcast: Website: https://www.TheHalloweenPodcast.com Facebook: https://www.Facebook.com/TheHalloweenPodcast Instagram: https://www.Instagram.com/TheHalloweenPodcast Email: Info@TheHalloweenPodcast.com Haunt Line: 731-400-0472 Support the show on Patreon: https://www.Patreon.com/TheHalloweenPod Hosted by Simplecast, an AdsWizz company. See pcm.adswizz.com for information about our collection and use of personal data for advertising.
An airhacks.fm conversation with Tomasz Ptak about: discussion about the guest's path from an Atari and a 486 to professional Java development, loading games from cassette tapes, building a clock with the Logo programming language, making websites with PHP for a community, studying data management and computer science, learning Perl, Bash, Pascal, Python, C, C++, Ruby and Java, Java 1.4 and Java 5 with generics and annotations, an island optimization algorithm switching from Python to Java for memory control, preference for strictly typed languages, first job at motorola Solutions building a server-side Java configuration system with SNMP and SNMP4J, moving from Tomcat to Netty, using Ant and Maven, managing a Jenkins server, rebuilding a buggy no-code Spring CRUD generator, rewriting an application with Apache Wicket for stateful web development, comparing Wicket structure coupling with Jakarta Faces, event sourcing with the Axon Framework and domain objects, bitemporal awareness and Hibernate Envers versioning, the Naked Objects pattern and object-oriented UI generation, third job at Open Market stabilizing a legacy Java SMS gateway, weekly outages and same-day retrospectives, containerizing bare-metal systems with Testcontainers and docker Compose, near zero-downtime deployment with Ansible, migrating from Maven to Gradle and removing the Buck build tool, upgrading legacy systems from Java 1.4 to Java 8, minimalistic Maven usage, a zero-dependency Java builder zb and zero-dependency unit runner zunit using only built-in compiler and jar tools, Java 25 as an automation tool replacing Python scripts, executable JARs without external dependencies, shebang instance-method scripting, reactive or infinite streams and stream gatherers, Git-tag-based versioning for monorepos, the AWS DeepRacer and AWS AI community, the mediocris blog Tomasz Ptak on linkedin: https://www.linkedin.com/in/tomasz-ptak
Welcome to ATARI UNLIMITED! This time out we're talking TALES FROM ATARI including Quiz Show the 1970's Atari game that ran off an EIGHT TRACK! We'll talk everything from Atari's involvement with Capcom's Street Fighter series, to Nolan's Chuck E Cheese, to the competitor Atari OWNED called Kee games! It's Atari UNLIMITED, brother!
AI is making it easier than ever to build products, automate work, and scale ideas. The challenge is no longer access to technology. It's designing the systems, stories, and customer understanding that turn AI into real business outcomes.In this episode of Unlearn, I'm joined by Eric Baxley, Chief Marketing Officer at Nobody Studios. Eric shares how a seventh-grade summer teaching himself to program on an Atari 800 sparked a 30-plus year career spanning software development, product management, marketing, sales, business development, and partnerships.We explore what Eric has had to unlearn while building companies in the AI era—from challenging assumptions before execution and replacing corporate polish with authentic storytelling, to designing scalable systems instead of disconnected tools. Along the way, Eric explains why great marketing still starts with deeply understanding customers, and why AI works best when it amplifies human judgment rather than replacing it.Key TakeawaysChallenge the foundation before execution: Eric shared that in a previous large business, the team was “doing things right,” but not “doing the right things.” The segmentation was off, and correcting who they were really going after helped the team hit its goals for the next three years.Authentic stories build trust: Eric has had to unlearn the corporate habit of making everything polished before sharing it. He believes people respond when you show the journey, talk about the hardships, and ask for feedback along the way.Systems matter more than scattered tools: Eric warned against building a set of siloed point products. In a venture studio building multiple companies at once, he said you need systems that can scale, especially with the speed of AI.Use AI to strengthen your thinking, not replace it: Eric described writing and revising a LinkedIn post himself before turning to AI. The post performed well, and his takeaway was that people could sense it was naturally written and not simply generated.Real messaging starts with real customers: When Eric joined Nobody Studios, one of the first things he did was speak directly with patent attorneys for Evalify. That helped him understand their language, their concerns, and what message would actually resonate.Additional InsightsStorytelling has to match the person and the moment: Eric explained that messaging should change based on persona, stage in the buyer journey, industry, and country. A CIO, CTO, or chief product officer may each need to hear the story differently.The right message needs different levels of depth: Eric talked about having a 30-second version, a 90-second version, and a longer version of the message ready. The point is to be prepared for the amount of attention and context the listener actually has.B2B messaging has to speak to head, heart, and wallet: Eric said that in larger enterprise deals, especially six- or seven-figure buying decisions, messaging needs to appeal to logic, emotion, and business economics.Consistency across channels is hard but necessary: Eric noted that messages can quickly become confusing when sales, TikTok, Instagram, LinkedIn, and other channels are all saying different things. The challenge is keeping the story consistent while still tailoring it to the audience.Automation still needs personalization: Eric uses some automated systems, but he emphasized that he still fine-tunes and personalizes messages based on someone's background. Otherwise, outreach becomes the kind of generic message people ignore.Episode Highlights00:00 - Episode RecapEric Baxley explains why company building in the AI era requires scalable systems, curiosity, grit, and a willingness to dig into the details rather than staying at a high level.01:53 - Guest Introduction: Eric BaxleyBarry introduces Eric Baxley, Chief Marketing Officer at Nobody Studios, and highlights his work across growth, marketing, partnerships, and company building.03:13 - The Seventh-Grade SparkEric shares how teaching himself to program on an Atari 800 while growing up in Germany sparked his interest in technology and shaped the rest of his career.05:10 - Unlearning AssumptionsEric explains why he no longer assumes the base foundation of a business is solid, using a segmentation mistake from a large business as an example.06:20 - Moving Past Corporate PolishEric talks about unlearning the need for everything to be buttoned up and why showing the real journey can make the work more relatable.07:39 - Authentic Stories in a Noisy MarketBarry and Eric discuss why honest stories about what is working, what is difficult, and what is still being learned can stand out from exaggerated AI claims.10:48 - Tailoring the StoryEric breaks down how messaging needs to be adapted by persona, buyer journey stage, industry, and country.13:24 - Learning From Patent AttorneysEric shares how he started shaping Evalify's messaging by speaking directly with patent attorneys instead of creating sales and marketing materials in a vacuum.18:08 - Head, Heart, and WalletEric explains why enterprise messaging needs more than a clinical problem-and-solution structure; it also needs emotion, business value, and a clear story.22:40 - Building Systems Backwards From the CustomerEric talks about the explosion of marketing technology and why he starts with the persona, the outcome, and the channels where customers actually spend time.27:37 - Writing Before AIEric describes how he wrote and revised a LinkedIn post himself before involving AI, and why he believes the human work helped it resonate.31:48 - Human-in-the-Loop AI for Patent AttorneysEric explains how Evalify helps patent attorneys with work that can take 20 to 30 hours, while making clear that the product amplifies their work rather than replacing them.33:49 - Building Companies Faster and More FrugallyEric shares why he is excited that small teams can now use AI capabilities to build, fund, and scale companies differently than in the past.35:36 - Closing ReflectionsBarry thanks Eric for sharing lessons from his work at Nobody Studios and looks forward to continuing to build together.FAQsQ1. Who is Eric Baxley?Eric Baxley is the Chief Marketing Officer at Nobody Studios. In the episode, he describes a career that began in software development and later moved into product management, marketing, sales, business development, and partnerships.Q2. What does Eric Baxley say leaders need to unlearn?Eric says he has had to unlearn assuming the foundation is already right, relying too much on corporate polish, and building around siloed tools instead of scalable systems.Q3. Why does Eric Baxley focus so much on customer segmentation?Eric believes many teams jump straight to execution without checking whether they are going after the right customers. He shared an example where fixing segmentation helped a business focus on the right audience and hit its goals.Q4. How does Eric Baxley approach messaging for AI products?Eric starts by talking to the people the product is meant to serve. With Evalify, he spoke with patent attorneys, used their language, tested the message, and worked with an advisory board to see whether the story resonated.Q5. What role should AI play in marketing, according to this episode?AI can help with speed, systems, and efficiency, but Eric and Barry emphasize that human judgment still matters. Eric's examples show that personalization, customer understanding, and careful writing are still needed for the message to land.Useful ResourcesEric Baxley on LinkedIn - https://www.linkedin.com/in/ericbaxley/ Nobody Studios on LinkedIn - https://www.linkedin.com/company/nobodycrowd/ Nobody StudiosEvalifyThe Challenger SaleArtificial Organizations - https://artificialorganizations.com/ Follow the HostBarry O'Reilly on LinkedIn: https://www.linkedin.com/in/barryoreillyBarry O'Reilly's website:
Em mais um episódio do QueIssoAssim de temática livre, Brunão, Zitos e Andreia (Livros em Cartaz) conversam sobre amenidades da semana. Entre elas, o falecimento do ator e dublê japonês Hikaru Kurosaki que ficou famoso por eternizar o herói Jaspion. Entre memórias e nostalgia, comentamos também sobre o fim definitivo da mídia física por conta do anúncio da Sony de que não serão mais produzidos discos para os jogos de PS5. E o saudosismo bateu forte e fomos até a época do Atari. Não esqueça de comentar e compartilhar!
This week we talk about Sony, Nintendo, and the Playstation.We also discuss Grand Theft Auto, the 3DO, and digital dark ages.Recommended Book: 3 Days, 9 Months, 27 Years by John ScalziTranscriptThe earliest video game consoles that were made to be used in the home, as opposed to being set up in an arcade, were hardwired like their arcade kin. That means rather than being able to play a bunch of different games, they were basically just single-game boxes: you would buy a machine that allowed you to play Pong, for instance, and if you wanted to play another game, even by the same maker, Atari, you would have to buy another whole console with its own screen, controls, etc, to do so.That was the state of the art in the early to mid 1970s. By the late-70s, the concept of swappable games became reality with the introduction of what are called ROM cartridges. ROM stands for read-only memory and is a type of storage common in computers and other devices, which allows whatever you store on it to persist, which is a contrast to RAM, which is the type of memory that determines how much you can do on a device at any given moment, and which disappears when the device is turned off.So these ROM cartridges were kind of like the portion of the hard drive that's used to boot up your computer, storing the bare-basics of the system so it can be initialized and understand how to run all the other software that builds upon that baseline. And that memory was stored in durable, plastic cases that made them usable by ordinary, non-techy people. You could buy a game and handle the cartridge, popping it into your game console hardware and removing it, to make way for another game, over and over and over again, and that use would be unlikely to damage the ROM chip.This same general format was flexible enough that it lasted through the mid-90s, the capacity of the ROM chip continuing to grow as the associated tech improved, and the capabilities of the central console hardware that used these cartridges became more sophisticated. Upgrades were slowly added to the innards of the plastic case, as well, including things like battery backups that enabled saved games, and the Super Nintendo's Super FX chip, which enabled 3D graphics that would have otherwise been impossible with the contemporary state of the art.The next generation of gaming consoles relied on another medium, though, and one that had several benefits over the long-lived game cartridge.CD-ROM discs, which were flat, circular, and contained information that was encoded and read with lasers, had been around in some form since the late-1980s, and were even used in a few early gaming consoles, like the PC Engine CD-ROM, which barely anyone bought, and the Sega-CD add-on for the Sega Genesis, and 3DO consoles, which a few more, but still relatively few people purchased.The release of the first Sony Playstation, now known as the PS1, in 1994 changed that, though, and this shift was partially the result of Sony's impressive game lineup, but was also due to the strength of the CD medium. Each CD-ROM could hold 650-700 MB of information, which was more than 100-times the capacity of the competing Nintendo 64's cartridges.There were downsides to this new standard; CD-ROMs were less durable than plastic-encased cartridges, and they were very slow to load, as well, because information stored in ROM chips could be more or less instantly booted, while the info stored on discs had to be spun up and read first, resulting in sluggish load screens throughout the gaming experience, and especially on the initial boot-up of the system.That said, the far superior storage, and the dramatically reduced cost of these laser-etched discs—cartridges could cost $15-20 apiece to manufacture, while CD-ROMs often cost pennies apiece—that triggered a rapid transition in the gaming world to this new medium. Handheld consoles stuck with cartridges for a lot longer, due to the nature of the use-case and difficulties associated with trying to use spinning discs in portable hardware, but everyone else moved to discs pretty rapidly, after Sony proved the utility of the model, and many aspects of video gaming were upgraded as a result of all that additional storage capacity.That capacity continued to grow as CD-ROM were replaced with DVDs, which could hold 4.7-8.5 GB per disc, again, up from 650-700 MB; the industry made that change in the years 2000 and 2001, with the PS2 and Xbox consoles. And then in 2006, the PS3 moved to Blu-ray discs, which could hold a whopping 25-50 GB per disc, once again resetting gaming expectations—though Xbox stuck with DVDs, and Nintendo's Wii, Wii U, and Gamecube consoles used proprietary disc formats that had a lot lower capacity compared to their competition.Leading into the 2010s, even those Blu-rays were straining under the weight of some big-name, AAA games, some of which required multiple discs and mandatory hard drive installs from those discs, because the scope of these gaming worlds and their high-end graphics required just a stunning amount of space.Video game companies had already started making the shift to digital products in the early 2000s, though, Xbox Live Arcade and the Playstation Store emerging in 2005 and 2006 respectively, and Steam, which popped up in 2003, was making digital downloads for games common on PCs several years earlier.Digital became even more popular in the 20-teens, and in 2020, digital sales of console games surpassed physical sales for the first time. The PS5 and Xbox Series S shipped console versions without disc drives for the first time, and many physical games became basically methods of checking a game's license, to ensure it's not pirated, because the discs installed the game on the console's hard drive, just like a download, anyway.What I'd like to talk about today is the perhaps natural next step in this transition: a recent announcement by Sony that they'll no longer be making disc-based Playstation games beginning in 2028, and why some critics are calling this a worrying and anti-consumer move.—On July 1, 2026, Sony announced that's it's going all-in on digitally delivered games. It will halt production of game discs beginning in January of 2028, and after that, customers will only be able to purchase new games digitally, via their Playstation Store and retailers.This follows another recent announcement by game company Rockstar Games that their massively anticipated Grand Theft Auto VI game, which is set to hit digital shelves on November 19 of this year, will not be available on disc at all; it will be downloadable, and the physical copies customers can buy in stores won't be physical copies at all: it will be a box with a download code inside, which amounts to the same thing—you use the code to download the game, exactly the same as if you had bought it online, but with packaging for that code.That's a big deal because the Grand Theft Auto series is one of the biggest and most popular series in gaming history; other game makers have been scrambling to adjust their own release dates so as not to overlap with this new, highly anticipated game's release; it's expected to be an absolutely massive moment in the gaming world when this new entry in the series finally lands.That said, the writing has been on the wall for the transition to digital games for a while, now. Game company Capcom recently announced that 93% of its game sales were digital in its last fiscal year, and other companies have reported similar numbers; it's currently around 85% for Sony. As a result, many consoles are now shipping models without disc drives, and some, like the recently announced Steam Machine, don't even have a disc-drive version.Digital games are also cheaper to make because the company behind them only has to provide download keys, rather than having to pay some amount for each and every physical item produced, packaged, and shipped, and these companies, and the retailers that sell their games, will never run out of a popular game, which might otherwise be an issue for big released like the aforementioned Grand Theft Auto.There are quite a few downsides to the digitization of games, though, including that in many cases, you don't actually own the games you buy, you just own a license to download and play them. That means if licensing changes, or the storefront through which you bought a game closes, you will likely lose access to that game you bought, without getting any kind of refund.If your account is banned or you lose access to your account for some reason, all your games will suddenly be inaccessible, too. If you don't have access to the internet, allowing your console to phone home and check to make sure you're not pirating things on a regular basis, that might also mean no gaming for you.Almost always, you can't sell or trade digital games, while physical games allow for a thriving secondary market, often allowing gamers to buy old discs and cartridges decades after a game was released, and often for far lower prices. Many of these games can even be played by later consoles that have back-compatibility.Doing away with discs and other physical media is great for companies like Sony, then, because they no longer have to pay to create the individual discs, no longer have to pay for the drives that play the discs, so the price of making consoles drops a bit, and it also means that secondary market for games goes away: if you want to play old games, you have to buy them from Sony, and all those used games already on the secondary market, or a game disc borrowed from a friend, are no longer competition for them, serving as alternatives to the digital version they'd prefer to sell you.Another bigger-picture concern here, though, is that this will make game preservation efforts a lot more difficult, and for many of the same reasons it will make maintaining a library and back-catalog of games difficult for consumers.Often, when a video game store shuts down, either for economic reasons or because it sells content for devices that are no longer maintained, those games and other content also go away. Sometimes they can remain on those older devices, and sometimes the digital rights management software, the DRM in that content and on those devices auto-deletes games from the hardware.Right now, for instance, Sony is saying that after it halts digital sales of PS3 and Vita games, that halting taking place over the next year, players will still be able to download their previously purchased content for the foreseeable future. That ‘foreseeable future' phrasing is doing a lot of work, there, though, and historically this kind of shut down has eventually become a full shut down, a lot of games, those that haven't been carried over to new stores to be played as vintage options on newer consoles, have simply disappeared; maybe still existing on some old hardware somewhere, if it wasn't deleted by DRM, but maybe not. In either case, preserving that software for historic research and archiving purposes becomes very difficult and expensive, at least compared to archiving the same game on a disc or cartridge.That closure of the PS3 and Vita stores, for example, is expected to result in the loss of about 2,200 digital-only games that will no longer be available for purchase, and of those, about 138 are not available on any other platform, and will thus essentially disappear.This game industry concern echoes larger concerns about what's called a digital dark age: a moment in time, maybe just a few years, maybe a few decades long during which a whole lot of the content that was created and available, disappears, possibly because of outdated file formats, maybe because the storage mediums that were used didn't hold up over time, or possibly because the data from the era was somehow corrupted, encrypted, or decayed.There's concern that a whole lot of information from the early personal computing era will disappear from historical records, for instance, because the floppy disks on which a lot of that information was stored are obsolete and thus increasingly difficult to access; few people have hardware that allows them to use floppy disks, these days.CD-ROMs, DVDs, and other optical discs are also a concern because of so-called disc rot, which refers to the chemical degradation of this storage medium. Many such discs are prone to failure because of light damage, the oxidation of their reflective layer, and the de-bonding of the adhesive that was used to hold the disc's multiple layers together.A lot of seemingly archival media might then degrade, even after being stored in a seemingly long-term fashion, which could also contribute to a dark age moment, a whole period's worth of data and entertainment and art lost because the CDs and DVDs on which they were stored simply fell apart before they could be converted to a longer-form medium. This could serve as an argument in favor of digitization, then, because many of the mediums on which these games are currently stored might degrade, anyway, and moving them to hard drives, rather than discs, could serve as a superior long-term home.That said, the concern with digitizing everything is similar, in that media made available for online purchase is simply stored in a hard drive somewhere else on the planet. If something happens to the data centers in which these games are stored, or those data centers are needed for another, more profitable purpose, or a bunch of them are destroyed in a conflict, that could result in the same outcome as disc rot and the storage of data in formats that are no longer accessible.It also makes these games susceptible to economics, though, because if the company behind them decides it's time to move on, there won't be physical copies archivists can scoop up and save; they could try to download these games, but often the nature of the software, of the DRM that keeps them from being pirated, hinders or prevents such efforts.The digitization of gaming and the shift away from physical copies of games seems to be inevitable at this point, and there are a lot of good economic, technological, and convenience reasons for it.There are quite a few downsides to this evolution as well, though, including those that negatively impact game consumers, alongside many of the same issues that threaten other types of media and data. And we don't, technologically or civilizationally, have solutions for those problems yet. And that gap could someday result in massive gulfs in our knowledge and documentation of this moment in video gaming history.Show Noteshttps://blog.archive.org/2026/04/23/gone-but-not-forgotten-recovering-the-dead-web/https://www.engadget.com/2207297/playstation-just-struck-a-hammer-blow-to-game-preservation/https://www.engadget.com/forza-horizon-4-will-be-pulled-from-digital-stores-and-game-pass-in-december-134510642.htmlhttps://arstechnica.com/gaming/2023/03/why-game-archivists-are-dreading-this-months-3ds-wii-u-eshop-shutdown/https://www.engadget.com/2205792/sony-will-stop-making-disc-based-playstation-games-starting-2028/https://www.engadget.com/2207546/sony-repurposing-austrian-playstation-disc-factory/https://www.engadget.com/2206315/xbox-is-reportedly-testing-a-way-to-digitize-your-disc-based-games/https://www.engadget.com/2205792/sony-will-stop-making-disc-based-playstation-games-starting-2028/https://www.theverge.com/report/960173/microsoft-xbox-disc-to-digital-feature-physical-game-collectionhttps://www.theverge.com/games/956389/grand-theft-auto-6-gta-digital-code-in-box-physical-gameshttps://en.wikipedia.org/wiki/Digital_dark_agehttps://longnow.org/ideas/shining-a-light-on-the-digital-dark-age/https://www.americanscientist.org/article/avoiding-a-digital-dark-agehttps://en.wikipedia.org/wiki/History_of_video_game_consoleshttps://www.videogameconsolelibrary.com/history-of-game-media/https://en.wikipedia.org/wiki/Disc_rot This is a public episode. 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Dies ist Folge 2 von 2. Folge 1 erschien vor einer Woche. Worum geht's? Nachdem der TI-99/4 endlich fertig entwickelt ist, muss er sich nun auf dem hart umkämpften Heimcomputermarkt beweisen – gegen Tandy, Atari und vor allem gegen Commodore. Henner und Chris erzählen, wie Texas Instruments seinen Rechner vermarktet, warum die Verpackung bewusst auf das technische Kürzel verzichtet und stattdessen groß „Home Computer“ verspricht, und wie sich der Nachfolger 99/4A entwickelt: mit besserer Tastatur, neuem Grafikmodus, aufgebohrter Sprite-Engine, aber auch gnadenlosem Rotstift bei Lautsprecher und Kopfhöreranschluss. Es geht um die Werbekampagne mit Bill Cosby, der in unzähligen Spots stets denselben Satz wiederholt: „This is the one.“ Um ein teures Rückrufproblem wegen potenziell gefährlicher Netzteile. Und um die immer verzweifeltere Suche nach Software für ein System, dessen exotische Prozessorarchitektur Entwicklerinnen und Entwickler eher abschreckt als einlädt – im Gegensatz etwa zum gut dokumentierten 6502 in Ataris Rechnern. Trotzdem entsteht nach und nach ein überraschend vielfältiges und teils hochwertiges Spieleangebot, nicht zuletzt dank der kreativen Freiheit, die TI seinen eigenen Entwicklerinnen und Entwicklern lässt, und dank externer Partner wie Milton Bradley mit ihrem kuriosen MBX-Erweiterungssystem. Am Ende dreht sich alles um den ruinösen Preiskampf mit Commodore, der TI schließlich einen Quartalsverlust von 100 Millionen Dollar beschert und die Aktie einbrechen lässt. Noch auf der Sommer-CES 1983 kündigt TI mit dem winzigen TI-99/2 und einem neuen Topmodell einen Neuanfang an – doch beide Projekte werden nie veröffentlicht. Stattdessen zieht sich Texas Instruments im selben Jahr komplett aus dem Heimcomputergeschäft zurück und verramscht die Restbestände für 50 Dollar das Stück. Was bleibt, sind rund 2,8 Millionen verkaufte Geräte weltweit – und ein paar Chips wie der Soundbaustein SN76489, die in vielen anderen Systemen noch lange weiterleben. Produktions-Credits: Sprecher, Redaktion: Henner Thomsen, Christian Schmidt Audioproduktion: Johannes DuBois, Christian Schmidt Titelgrafik: Johannes DuBois Vielen Dank an Karl Guttag und Paul Urbanus.
Mike Lorenzen: Atari Program-Text Editor, Pitfall II Mike Lorenzen worked at Atari, Activision, and Accolade, creating games for the Atari 2600, Atari 8-bit, and Commodore 64 computers. At Atari, Mike coded Golf and Circus Atari for the Atari 2600. For the 8-bit computers, he wrote MEDIT (which he told me stands for Mike's EDITor.) Atari got a lot of mileage from MEDIT, using versions of that text editor in several products: first, in Atari Program-Text Editor (which was bundled with Atari's Macro Assembler), and in two Atari Program Exchange products: APX 20075, Atari Program-Text Editor; and APX 20076: Word Processing Diskette, where it was bundled with a text formatter. Both Program-Text Editor and Word Processing Diskette first appeared in the Winter 1981 APX catalog (the second APX catalog) with a price of $39.95 for Program-Text Editor and $49.95 for Word Processing Diskette — relatively hefty prices, considering the median price for software in that catalog was just $17.95. At Activision, he ported Pitfall and Pitfall II Lost Caverns to the Atari 8-bit — and in that, created the undocumented Easter egg of an additional game inside: Pitfall III, which appears only in the Atari 8-bit version. At Accolade, Mike developed the game "Psi-5 Trading Company" for the C64, which he called "the most sophisticated Commodore 64 program ever written". This interview took place on June 4, 2026. Software mentioned: Macro Assembler and Program-Text Editor at AtariMania APX 20075: Atari Program-Text Editor at AtariMania APX 20076: Word Processing Diskette at AtariMania Pitfall at AtariMania Pitfall II Lost Caverns at AtariMania People mentioned: Scott Scheiman interview Dale Yocum interview Chris Crawford interview Fred Thorlin interview Brad Fregger on Lorenzen's overwork More information: Inverse ATASCII reviews APX Program-Text Editor AtariWiki on Program-Text Editor Psi-5 Trading Company
If you're a fan of fast-paced boomer shooters, you should know CULTIC. Influenced by classics like Blood, but with faster and more visceral gameplay, AND it was developed by one guy in Kansas, Jason Smith. While Jason was gracious enough to join the podcast and tell us the story behind the game's development, he was even more gracious to allow Atari to bring his title to consoles. And so, we find ourselves here. Joined by Atari producer Kay Bell, the three of us get deep into Jason's journey to this point and how he built CULTIC into a game that has earned its... cult... status... Enjoy! Preorder CULTIC on consoles or check it out on Steam now: Steam: https://store.steampowered.com/app/1684930/CULTIC/ PS5: https://store.playstation.com/en-us/product/UP0182-PPSA35094_00-CULTIC0000000000 Xbox: https://www.xbox.com/en-US/games/store/cultic/9NNQ1JQ1FSZL Join the Atari Club on Discord: https://discord.gg/atariclub Follow us: Atari: X: https://x.com/atari BlueSky: https://bsky.app/profile/atari.com Jason Smith: https://x.com/JasozzGames Kay Bell: https://xcancel.com/deersten Jason Polansky: https://bsky.app/profile/jaysofdoom.bsky.social
Pat Casey was the first person besides founder Fred Luddy to write code at ServiceNow back in 2005, when it was called Glide and lived above a friend's restaurant. Twenty years later, he's CTO of a company where 85% of the Fortune 500 are customers, and until recently ran all of engineering: 10,000 people, 7,000 of them writing code. Almost nobody survives the journey from first engineer to public-company CTO. Pat did. Tobi and Pat dig into how ServiceNow actually works under the hood: a metadata processing engine running 90,000 single-tenant databases and over 25 billion queries an hour, why they bought a 15-person German database company and turned it into RaptorDB, and why tearing apart a 20-year-old monolith is harder than every senior engineer thinks. Then the conversation turns to AI. Pat bought 7,000 Windsurf licenses and measured a real, but unglamorous, 15% productivity bump, with a small subset of engineers going 5–6x while most barely changed. His thesis: AI coding is like playing five chessboards at once, and it's reshuffling the deck on who the top engineers will be. On agents, ServiceNow's answer is disarmingly simple: create a user called "AI Pat," assign it cases, and make it follow the exact same rules as humans because you should not trust an LLM more than you trust a human being. Topics covered: - From Atari 400 and floppy-disk jockey at Aldus to first engineer at ServiceNow - Scaling engineering from a stuffed fish on a monitor to 10,000 people — and the productivity trough at ~100 engineers - Single-tenant architecture: 90,000 databases, 25B+ queries/hour, and the monolith-to-Kubernetes migration - Why ServiceNow bought Swarm64 and built RaptorDB on a Postgres fork - 7,000 Windsurf licenses, Claude Code, and the real numbers on AI coding productivity - "AI Pat": the anthropomorphic model for enterprise agents outcomes, not toolkits - Whether AI kills seat-based SaaS, and why incumbents may have the inside track - Pat's advice to CTOs: this is not a time for excessive caution
Have fun storming the castle! We circle back with Cinematronics to see what they cooked up to compete with Atari's Asteroids - the beautiful vector classic Star Castle. Did this game's life begin as a game about the beginning of life? How did Atari's failure to port this Star Castle lead to one of their biggest hits? If arcade games rose up to kill humans based on what the game was about, what would be the most terrifying game to die by? Why did Star Castle show up in so many films? Questions answered this episode include how we decide what games make the cut for our arcade, do we have any games that we'd never put in there, and what tips do we have for buying pinball games in today's market. Join the Podouken Discord and ask your own questions that could be included in a future episode: discord.gg/k5vf2Jz You can also like, comment, and subscribe to our YouTube channel where we post content like the new Rankdouken episodes (so far we've ranked burger places and Nintendo consoles. What could be next?): https://www.youtube.com/@podoukenpodcast2716.
ANTIC Episode 129 - SDX and FNSlots In this episode of ANTIC The Atari 8-Bit Computer Podcast…Brad plays around with SDX, Kay and Randy bring you news from some vintage computer shows, we drool over all the new hardware news, and we bring you FujiNet news, including FNSlots… READY! Recurring Links Floppy Days Podcast AtariArchives.org AtariMagazines.com Kay's Book "Terrible Nerd" New Atari books scans at archive.org ANTIC feedback at AtariAge Atari interview discussion thread on AtariAge Interview index: here ANTIC Facebook Page AHCS Eaten By a Grue Next Without For What we've been up to Box of stuff from Bob Fraser Light pen - https://atari8bitads.blogspot.com/2017/04/the-light-pen-is-here-and-now-its-gone.html Disks! Six early versions of MEDIT - https://forums.atariage.com/topic/381770-source-code-for-editorassembler-and-programtext-editor-released/#findComment-5854788 Prerelease version of DOS 2.0S - https://github.com/savetz/ballsong INIT HELLO https://init-hello.org/ at System Source Computer Museum https://museum.syssrc.com/ Print Slop https://www.savetz.com/print-shop-camera/atari.html discussion at https://forums.atariage.com/topic/324752-print-shop-atari-related-graphics/#comment-5854339 ANTIC Interview Transcripts site - https://www.savetz.com/antic-interviews/ SDX - https://sdx.atari8.info/index.php VCF SW - https://www.vcfsw.org/ National Videogame Museum - https://www.nvmusa.org ABBUC - https://www.abbuc.de Recent Interviews ANTIC Interview 457 - Atari at the Science Fair: Lisa Link Melville, Weather Prediction ANTIC Interview 458 - Allan Bushman, Atari archivist New & Updated Games EDGE: Eight-bit D*****! Game Engine - https://forums.atariage.com/topic/390906-edge-eight-bit-d-game-engine/ Delete Me Hard by ilmenit: https://forums.atariage.com/topic/390965-delete-me-hard/ Video - https://www.youtube.com/watch?v=ZGQCR9spQns New & Updated Software FNSlots: Save and restore your disk slot configurations - https://forums.atariage.com/topic/390713-fnslots-save-and-restore-your-disk-slot-configurations/ CrustyBASIC, a BASIC cross-compiler for 1980s machines, including Atari 2600 console and Atari 8bit computers. Runs on Windows, MacOS and Linux - https://telengard.itch.io/crustybasic TinyBASIC https://forums.atariage.com/topic/390807-back-to-tinybasics-after-50-years-finally-got-around-to-writing-a-tinybasic-for-atari-8-bit/ https://unfinishedbitness.info/2026/05/31/scriptee/ - Wade Ripkowski Publications Atari Insights - https://www.ataribasics.com - June, 2026 issue Compute's Gazette - https://www.computesgazette.com - May, 2026 The download files for ABBUC Issue 164 (1Q2026) and two disk images - https://abbuc.de/members/download/ABBUC-Magazines/Magazine-164/index.html Atari Legacy https://atarilegacy.com taking preorders now at website - https://retrolemon.co.uk/atari-magazines/280-atari-legacy-01.html New & Updated Hardware Revive Machines RM 800XL update - https://www.facebook.com/share/p/1Co44Q7w9B/ The Atari XT: https://forums.atariage.com/topic/391150-the-atari-xt/ https://atari-xt.com/ Project Thunder: https://forums.atariage.com/topic/390511-project-thunder/ https://github.com/scrameta/tonnere Blue2Joy - Bluetooth Adapter for Atari 8-bit - https://forums.atariage.com/topic/390643-blue2joy-bluetooth-adapter-for-atari-8-bit/ GE IFM Interface Module for cassette recorders to Atari or C64 - https://www.ebay.com/itm/127924405327 The Company That Calls Itself Atari "This downtown Phoenix radio landmark has been marked for death" - https://www.phoenixnewtimes.com/arts-culture/koy-building-demolition-plan-phoenix-atari-hotel-40671854/ https://gameworldobserver.com/2026/06/01/atari-just-got-bigger-it-has-acquired-the-creators-of-crossy-road Other The Brewing Academy Inventory has been SOLD! - https://forums.atariage.com/topic/390695-all-brewing-academy-inventory-is-being-sold-please-read-for-details/ https://www.reddit.com/r/OldTech/s/K70gojiubH https://www.atarinside.com/blog/index.php/atari-france/interview-jean-richen/ Atarium the Atari Encyclopedia: https://atarium.mycomuapp.com/ https://www.producthunt.com/products/atarium FujiNet Getting Started Guide for ATARI: https://forums.atariage.com/topic/390896-fujinet-getting-started-guide-for-atari/ https://github.com/FujiNetWIFI/fujinet-manuals/blob/main/atari/owners_guide_400_800/fujinet-owners-guide-400-800.pdf Upcoming Shows Silly Venture SE (Summer Edition) - July 30-Aug. 2 - Gdansk, Poland - https://www.demoparty.net/silly-venture/silly-venture-2026-se Southern Fried Gaming Expo and VCF Southeast - July 31-Aug 2, 2026 - Atlanta, GA - https://gameatl.com/ Long Island Retro Gaming Expo - August 7-9, 2026 - Cradle of Aviation, Garden City, NY - https://liretro.com/ Fujiama - August 26-30 - Lengenfeld, Germany - http://atarixle.ddns.net/fuji/2026 Vintage Computer Festival GB 2026 - September 11-13 - Aintree Racecourse, near Liverpool, United Kingdom - https://www.facebook.com/events/25457837877216829/ Vintage Computer Festival Midwest - September 12-13 - Schaumburg Convention Center in Schaumburg, IL - https://vcfmw.org/ Portland Retro Gaming Expo - October 9-11 - Oregon Convention Center, Portland, OR - https://retrogamingexpo.com/ Event page on Floppy Days Website - https://docs.google.com/document/d/e/2PACX-1vSeLsg4hf5KZKtpxwUQgacCIsqeIdQeZniq3yE881wOCCYskpLVs5OO1PZLqRRF2t5fUUiaKByqQrgA/pub New at Archive.org https://archive.org/details/axlon-ramdisk-128k-atari-800/ https://archive.org/details/xio-3-garden-city-atari-computer-enthusiasts-newsletter-november-december-1995 https://archive.org/details/xio-3-garden-city-atari-computer-enthusiasts-newsletter-january-february-1996 https://archive.org/details/xio-3-garden-city-atari-computer-enthusiasts-newsletter-july-august-1995 https://archive.org/details/twaug-newsletter-13/ https://archive.org/details/computer-shopper-june-1985-images/ https://archive.org/details/computer-shopper-may-1985-images https://archive.org/details/kluwer-leren-omgaan-met-de-atari-600-xl-800-xl-d.-b.-baarda-a.-van-londen YouTube Videos Atari 1200XL with DVI/HDMI and digital audio - FlashJazzCat - https://www.youtube.com/watch?v=rd1hY0G29xU Atari XL/XE with PokeyMax: Tony Montezuma's Gold - DEMO - Piotr D. Kaczorowski - https://www.youtube.com/watch?v=yTPbdqkiYUg RM 800XL. The final countdown… - Serenity - https://www.youtube.com/watch?v=78HOxGcyrsI Will AI Take Over Retro Game Development? We Play Every Atari AI Made Game! - ZeroPage Homebrew - https://www.youtube.com/watch?v=1MIrI2t1Pec New at Github https://github.com/JeremyJStarcher/yahtzee-a8 https://github.com/CycoPH/PokeyForge 192p Test Suite: https://github.com/HanJammer/192p_Test_Suite https://forums.atariage.com/topic/390987-192p-test-suite-my-first-6502-assembly-project/ https://github.com/mikolajmikolajczyk/madside
Hey friends! This is a tough one to write. My dad passed away on Friday, and instead of the hacker-y tech episode I had planned, I pivoted to something more personal — another installment of our "Securing Your Family During and After a Disaster" series. I talk pretty raw and transparently today about loss, grief, and the practical stuff that makes a hard situation just a little less hard. Fair warning: it's about death and dying, so if that's not where your head is today, it's totally okay to duck out – we'll catch you next week. Here's what I cover: My dad's last day — He spent Thursday doing all his favorite things: chainsaws, ATVs, trap-shooting, mowing, and weed-whipping. Then Chinese food with the family and marveling at modern video games for the first time since the Atari 5200. It was, by all accounts, a perfect day for him. How we found out — My son Cameron, who's finishing up paramedic school, was visiting and sprung into EMT mode when my dad was found unresponsive Friday morning. He did CPR for 10 straight minutes — on his grandpa, who was his favorite person in the world. That's the stuff that's going to stay with Cam (and me) for a long time. Getting some closure — Cameron had the presence of mind to ask the paramedics to leave my dad in place so I could have a few minutes with him when we arrived. That was both devastating and, in its own way, healing. Why pre-planning your funeral is a gift to your family — My parents had nearly everything already picked out: the pastor, Bible verses, music, the military honors ceremony, photos for the display board, and even a time limit on service length (45 minutes and no more!). My dad had pre-written his own obituary. When we sat down with the funeral home, the heavy lifting was already done — and that was a genuine gift to all of us in an incredibly hard moment. Storyworth — seriously, do this — Years ago we signed my dad up for Storyworth, a service that sends your loved one a weekly question via email (things like "What's your earliest childhood memory?" or "Do you have any regrets?") and compiles their answers into a hardcover book. It runs about $100. Reading that book the last few nights has been incredibly comforting — including finding out my dad started smoking at age 8 using used cigarette butts rolled in toilet paper. Gross! Get your end-of-life wishes in writing — My wife's mom had verbally told us she wanted to be cremated, but it wasn't documented, and other family members made a different call. My dad put "cremation" right in his paperwork, no ambiguity. My recommendation: have this conversation with your loved ones, write their wishes down and make them official. Funeral home "upsell" moment — I had no idea there were apparently 627 ways to incorporate your loved one's remains into keepsakes — pendants, rings, necklaces with fingerprints, biodegradable urns for water scattering, etc. Some family members were very into this. I was not quite ready to turn my dad into an Atari cartridge, but your mileage may vary. On grief itself — Everybody handles it differently, at different speeds and intensities. My approach is to head straight into it rather than put on a happy face and deal with unprocessed grief years later. I encourage everyone — especially the kids — to not hold back. Ask the questions. Tell the stories. Cry if you need to. Give each other grace. Coming up next week — Back to pentesting content! I'll share details on a new lab from the folks who brought us Game of Active Directory, and I'm getting back on the CARTP (Certified Azure Red Team Professional) horse. I'm also tentatively eyeing the third Thursday of July for an unedited livestream of owning Ninja Hacker Academy from start to finish — Kali setup, tools, Mythic C2, BallisKit obfuscation, the whole thing. More details to come. If you're the thoughts, prayers, and/or good vibes type, I'd really appreciate you sending some my family's way over the next few weeks.
Matthew Stepka is a product of Silicon Valley — a teenager who built worlds on an Atari, a founder of one of the first internet cafés, and a Google insider shepherding its mission projects. He offers a deeply personal account of a place that once believed companies should do good, the anxiety shadowing it now, and why he hopes artificial intelligence might yet honor those older California values.
Send us Fan MailHear ye, hear ye! Gather round fair people of podland and lend the bold knaves and jesters of TGTPTU your ears for Episode Two-Beyond-a-Dozen of Season Seven-and-Ten. Hark, forthwith the trio tell tale of the Atari-level ren faire, chopped Star Wars glory that is KRULL (1983). This second selection by host Ken to bookend the career of hack director Peter Yates, a two-time Oscar-nominated director (in 1979 for Breaking Away covered next ep and for his other film in 1983 The Dresser), Krull was an international production with a James Horner score and a young Liam Neesom and an as-young-as-he-maybe-ever-got Robbie Coltrane in supporting roles, although it should be noted the latter was redubbed by a Brit. Krull is a scifi-ish fantasy movie that opens with voiceover prophecies for events that will not occur during the film and closes with more of the same. It has a young prince who becomes king, lovers with the powers of fire on water, a merry band of criminals turned good, a cyclops, flying horses, a shapeshifter, a kid, a puppy, baddies with medieval weapons that shoot lasers unless the fight is within melee proximity, quicksand death, a legendary weapon of +2 spinning, the black void, and a giant head to be attacked and defeated Contra-style. What it lacked (NOTE: following list not exhaustive) was a convincing lead actor, coherent worldbuilding, box office success, and artistic merit. Beyond this, Krull belies both description and explanation. But listen anyway this week as the hosts try to find some rhyme or reason for its being while also competing to find the best worst-thing about the film, with Thomas accusing Ken of Krull and unusual punishment for his film selection. THEME SONG BY: WEIRD A.I.Email: thegoodthepodandtheugly@gmail.comFacebook: https://m.facebook.com/TGTPTUInstagram: https://instagram.com/thegoodthepodandtheugly?igshid=um92md09kjg0Bluesky: @goodpodugly.bsky.socialYouTube: https://www.youtube.com/channel/UC6mI2plrgJu-TB95bbJCW-gLetterboxd (follow us!):Podcast: goodpoduglyKen: Ken KoralRyan: Ryan Tobias
What if millions of video games were buried in the desert? For decades, people thought it was just a strange rumor. Then, in 2014, archaeologists dug into a New Mexico landfill and uncovered a real-life gaming mystery. Discover the story of Atari, the infamous E.T. video game, the Video Game Crash of 1983, and the treasure hunt that proved one of gaming's wildest legends was true.Birthday Shout Out FormInstagramUse Code MKP for Harbor & SproutBecome a Patron Or a Subscriber on Spotify!
(0:00) Bill Maris joins the Besties! (0:33) Four critical lessons from a career in technology (5:58) Building Google Ventures with data and machine learning (9:51) Why small VC funds beat big ones on average (14:36) OpenAI's valuation problem and the AI price war (19:09) AI's "Atari Stage": what comes next? (25:23) VC's broken incentives and the future of deep tech Thanks to our partners for making this possible! EY - Agentic AI is introducing a new investment discipline. As AI shifts to consumption-based models, EY connects spend to enterprise value. https://www.ey.com/en_us/insights/ai/agentic-ai-token-costs?WT.mc_id=3501318&AA.tsrc=sponsorship NYSE - Thank you to our partner, the New York Stock Exchange - a modern marketplace and exchange for building the future. It all happens at the NYSE. https://www.nyse.com Plaud - Never miss a moment. Plaud, our official wearable AI note-taking partner at All-In Liquidity Summit, captured every insight. https://www.plaud.ai Follow the besties: https://x.com/chamath https://x.com/Jason https://x.com/DavidSacks https://x.com/friedberg Follow on X: https://x.com/theallinpod Follow on Instagram: https://www.instagram.com/theallinpod Follow on TikTok: https://www.tiktok.com/@theallinpod Follow on LinkedIn: https://www.linkedin.com/company/allinpod Intro Music Credit: https://rb.gy/tppkzl https://x.com/yung_spielburg