Podcasts about commodore amiga

Family of personal computers sold by Commodore

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Best podcasts about commodore amiga

Latest podcast episodes about commodore amiga

Ewig Gestern – Retropodcast
Amiga Sprechstunde 20 mit Richard Löwenstein Teil 2 (Folge 145)

Ewig Gestern – Retropodcast

Play Episode Listen Later May 16, 2025 87:45


Kaum haben wir den ehemals leitenden Redakteur des Amiga Joker, Richy Löwenstein zu Gast, sprengen wir unseren eigenen Rahmen und müssen unsere Amiga Sprechstunde auf zwei Folgen aufteilen. Es geht also weiter mit interessanten Anekdoten und Einblicken in den damaligen Verlagsalltag, mit interessanten Hintergrundinfos zu getesteten Spielen und ... mit ein paar Titeln, die wir alle drei nicht kennen.

Console Shock, Retro and Modern Gaming Chat.
Console Shock Podcast 146: Saving the Amiga

Console Shock, Retro and Modern Gaming Chat.

Play Episode Listen Later May 1, 2025 65:17


Retro and current gen gaming chat, with Trev and Stu, its the Console Shockcast! In the latest instalment of our “Saving the System” series, we turn our attention to our all-time favourite gaming platform — the legendary Commodore Amiga. Its fate was sealed the moment Commodore collapsed, but can Trev and Stu breathe new life … Continue reading Console Shock Podcast 146: Saving the Amiga

The Retro Hour (Retro Gaming Podcast)
476: The Commodore Amiga at 40: The Original Developers' Story - The Retro Hour EP476

The Retro Hour (Retro Gaming Podcast)

Play Episode Listen Later Apr 18, 2025 116:13


As the Commodore Amiga celebrates its 40th birthday, we hear stories from original developers Dale Luck, Jeff Porter, Andy Finkel, and others. Recorded live at VCF East in New Jersey, our Dan gets the story of this legendary machine direct from the people who made it happen. Thanks to Amiga Bill for recording the interview, and joining us for the news this week!

Amigos: Everything Amiga Podcast
Swords, Spirits, and Sound Chips – Revisiting First Samurai on Amigos: Everything Amiga 497

Amigos: Everything Amiga Podcast

Play Episode Listen Later Apr 4, 2025 50:31


First Samurai. A game that tried to blend ancient mysticism, a big ol' sword, and that unmistakably early '90s attitude—complete with a sound chip screaming "OH NO!" and the Hallelujah Chorus. Released on the Commodore Amiga in 1991 by Vivid Image and published by Image Works, this one had style, ambition, and some truly wild level design.

Amigos: Everything Amiga
Swords, Spirits, and Sound Chips – Revisiting First Samurai on Amigos: Everything Amiga 497

Amigos: Everything Amiga

Play Episode Listen Later Apr 4, 2025 50:31


First Samurai. A game that tried to blend ancient mysticism, a big ol' sword, and that unmistakably early '90s attitude—complete with a sound chip screaming "OH NO!" and the Hallelujah Chorus. Released on the Commodore Amiga in 1991 by Vivid Image and published by Image Works, this one had style, ambition, and some truly wild level design.

Jean & Mike Do The New York Times Crossword
Tuesday, April 1, 2025 - We're fools for today's crossword

Jean & Mike Do The New York Times Crossword

Play Episode Listen Later Apr 2, 2025 16:58


Today's crossword was the perfect April 1st crossword -- as a Tuesday, it was not too difficult, but it was very meta, and very relatable, making for a great solve. We have Sande Milton (supervised, of course, by Will Shortz)  to thank for this, his third crossword for the NYTimes.Beyond the crossword, we have our heavily trademarked and patented Triplet Tuesday™️ segment, so have a listen, and let us know how you did!Show note imagery: A Commodore AMIGA, with a whopping 256K of RAM!We love feedback! Send us a text...Contact Info:We love listener mail! Drop us a line, crosswordpodcast@icloud.com.Also, we're on FaceBook, so feel free to drop by there and strike up a conversation!

Discovery Panel
Lieblingsfolge: Star Trek IV: The Voyage Home (Teil 10)

Discovery Panel

Play Episode Listen Later Feb 17, 2025 70:29


Macs, mysteriöse Hubschrauber und eine Wette auf transparentes Aluminium: Star Trek IV auf Nerd-Level 1000! Warum Sulu den Hughes 500 einen Huey 204 nennt? Und was kostet ein ALON-Fenster?

New Books Network
Jesper Juul, "Too Much Fun: The Five Lives of the Commodore 64 Computer" (MIT Press, 2024)

New Books Network

Play Episode Listen Later Jan 14, 2025 36:40


The surprising history of the Commodore 64, the best-selling home computer of the 1980s—the machine that taught the world that computing should be fun. The Commodore 64 (C64) is officially the best-selling desktop computer model of all time, according to The Guinness Book of World Records. It was also, from 1985 to 1993, the platform for which most video games were made. But although it sold at least twice as many units as other home computers of its time, such as the Apple II, ZX Spectrum, or Commodore Amiga, it is strangely forgotten in many computer histories. In Too Much Fun: The Five Lives of the Commodore 64 Computer (MIT Press, 2024), Jesper Juul argues that the C64 was so popular because it was so versatile, a machine developers and users would reinvent again and again over the course of 40 years. First it was a serious computer, next a game computer, then a computer for showcasing technical brilliance (graphical demos using the machine in seemingly impossible ways), then a struggling competitor, and finally a retro device whose limitations are now charming. The C64, Juul shows, has been ignored by history because it was too much fun. Richly illustrated in full color, this book is the first in-depth examination of the C64's design and history, and the first to integrate US and European histories. Containing interviews with Commodore engineers as well as an insightful look at C64 games, music, and software, Too Much Fun will appeal to those who used a Commodore 64, those interested in the history of computing and video games and computational literacy, or just those who wish their technological devices would last longer. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design at the IU International University for Applied Science, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/new-books-network

New Books in History
Jesper Juul, "Too Much Fun: The Five Lives of the Commodore 64 Computer" (MIT Press, 2024)

New Books in History

Play Episode Listen Later Jan 14, 2025 36:40


The surprising history of the Commodore 64, the best-selling home computer of the 1980s—the machine that taught the world that computing should be fun. The Commodore 64 (C64) is officially the best-selling desktop computer model of all time, according to The Guinness Book of World Records. It was also, from 1985 to 1993, the platform for which most video games were made. But although it sold at least twice as many units as other home computers of its time, such as the Apple II, ZX Spectrum, or Commodore Amiga, it is strangely forgotten in many computer histories. In Too Much Fun: The Five Lives of the Commodore 64 Computer (MIT Press, 2024), Jesper Juul argues that the C64 was so popular because it was so versatile, a machine developers and users would reinvent again and again over the course of 40 years. First it was a serious computer, next a game computer, then a computer for showcasing technical brilliance (graphical demos using the machine in seemingly impossible ways), then a struggling competitor, and finally a retro device whose limitations are now charming. The C64, Juul shows, has been ignored by history because it was too much fun. Richly illustrated in full color, this book is the first in-depth examination of the C64's design and history, and the first to integrate US and European histories. Containing interviews with Commodore engineers as well as an insightful look at C64 games, music, and software, Too Much Fun will appeal to those who used a Commodore 64, those interested in the history of computing and video games and computational literacy, or just those who wish their technological devices would last longer. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design at the IU International University for Applied Science, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/history

New Books in Science, Technology, and Society
Jesper Juul, "Too Much Fun: The Five Lives of the Commodore 64 Computer" (MIT Press, 2024)

New Books in Science, Technology, and Society

Play Episode Listen Later Jan 14, 2025 36:40


The surprising history of the Commodore 64, the best-selling home computer of the 1980s—the machine that taught the world that computing should be fun. The Commodore 64 (C64) is officially the best-selling desktop computer model of all time, according to The Guinness Book of World Records. It was also, from 1985 to 1993, the platform for which most video games were made. But although it sold at least twice as many units as other home computers of its time, such as the Apple II, ZX Spectrum, or Commodore Amiga, it is strangely forgotten in many computer histories. In Too Much Fun: The Five Lives of the Commodore 64 Computer (MIT Press, 2024), Jesper Juul argues that the C64 was so popular because it was so versatile, a machine developers and users would reinvent again and again over the course of 40 years. First it was a serious computer, next a game computer, then a computer for showcasing technical brilliance (graphical demos using the machine in seemingly impossible ways), then a struggling competitor, and finally a retro device whose limitations are now charming. The C64, Juul shows, has been ignored by history because it was too much fun. Richly illustrated in full color, this book is the first in-depth examination of the C64's design and history, and the first to integrate US and European histories. Containing interviews with Commodore engineers as well as an insightful look at C64 games, music, and software, Too Much Fun will appeal to those who used a Commodore 64, those interested in the history of computing and video games and computational literacy, or just those who wish their technological devices would last longer. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design at the IU International University for Applied Science, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/science-technology-and-society

New Books in Economic and Business History
Jesper Juul, "Too Much Fun: The Five Lives of the Commodore 64 Computer" (MIT Press, 2024)

New Books in Economic and Business History

Play Episode Listen Later Jan 14, 2025 36:40


The surprising history of the Commodore 64, the best-selling home computer of the 1980s—the machine that taught the world that computing should be fun. The Commodore 64 (C64) is officially the best-selling desktop computer model of all time, according to The Guinness Book of World Records. It was also, from 1985 to 1993, the platform for which most video games were made. But although it sold at least twice as many units as other home computers of its time, such as the Apple II, ZX Spectrum, or Commodore Amiga, it is strangely forgotten in many computer histories. In Too Much Fun: The Five Lives of the Commodore 64 Computer (MIT Press, 2024), Jesper Juul argues that the C64 was so popular because it was so versatile, a machine developers and users would reinvent again and again over the course of 40 years. First it was a serious computer, next a game computer, then a computer for showcasing technical brilliance (graphical demos using the machine in seemingly impossible ways), then a struggling competitor, and finally a retro device whose limitations are now charming. The C64, Juul shows, has been ignored by history because it was too much fun. Richly illustrated in full color, this book is the first in-depth examination of the C64's design and history, and the first to integrate US and European histories. Containing interviews with Commodore engineers as well as an insightful look at C64 games, music, and software, Too Much Fun will appeal to those who used a Commodore 64, those interested in the history of computing and video games and computational literacy, or just those who wish their technological devices would last longer. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design at the IU International University for Applied Science, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices

New Books in Technology
Jesper Juul, "Too Much Fun: The Five Lives of the Commodore 64 Computer" (MIT Press, 2024)

New Books in Technology

Play Episode Listen Later Jan 14, 2025 36:40


The surprising history of the Commodore 64, the best-selling home computer of the 1980s—the machine that taught the world that computing should be fun. The Commodore 64 (C64) is officially the best-selling desktop computer model of all time, according to The Guinness Book of World Records. It was also, from 1985 to 1993, the platform for which most video games were made. But although it sold at least twice as many units as other home computers of its time, such as the Apple II, ZX Spectrum, or Commodore Amiga, it is strangely forgotten in many computer histories. In Too Much Fun: The Five Lives of the Commodore 64 Computer (MIT Press, 2024), Jesper Juul argues that the C64 was so popular because it was so versatile, a machine developers and users would reinvent again and again over the course of 40 years. First it was a serious computer, next a game computer, then a computer for showcasing technical brilliance (graphical demos using the machine in seemingly impossible ways), then a struggling competitor, and finally a retro device whose limitations are now charming. The C64, Juul shows, has been ignored by history because it was too much fun. Richly illustrated in full color, this book is the first in-depth examination of the C64's design and history, and the first to integrate US and European histories. Containing interviews with Commodore engineers as well as an insightful look at C64 games, music, and software, Too Much Fun will appeal to those who used a Commodore 64, those interested in the history of computing and video games and computational literacy, or just those who wish their technological devices would last longer. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design at the IU International University for Applied Science, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/technology

New Books in Popular Culture
Jesper Juul, "Too Much Fun: The Five Lives of the Commodore 64 Computer" (MIT Press, 2024)

New Books in Popular Culture

Play Episode Listen Later Jan 14, 2025 36:40


The surprising history of the Commodore 64, the best-selling home computer of the 1980s—the machine that taught the world that computing should be fun. The Commodore 64 (C64) is officially the best-selling desktop computer model of all time, according to The Guinness Book of World Records. It was also, from 1985 to 1993, the platform for which most video games were made. But although it sold at least twice as many units as other home computers of its time, such as the Apple II, ZX Spectrum, or Commodore Amiga, it is strangely forgotten in many computer histories. In Too Much Fun: The Five Lives of the Commodore 64 Computer (MIT Press, 2024), Jesper Juul argues that the C64 was so popular because it was so versatile, a machine developers and users would reinvent again and again over the course of 40 years. First it was a serious computer, next a game computer, then a computer for showcasing technical brilliance (graphical demos using the machine in seemingly impossible ways), then a struggling competitor, and finally a retro device whose limitations are now charming. The C64, Juul shows, has been ignored by history because it was too much fun. Richly illustrated in full color, this book is the first in-depth examination of the C64's design and history, and the first to integrate US and European histories. Containing interviews with Commodore engineers as well as an insightful look at C64 games, music, and software, Too Much Fun will appeal to those who used a Commodore 64, those interested in the history of computing and video games and computational literacy, or just those who wish their technological devices would last longer. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design at the IU International University for Applied Science, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/popular-culture

Big Red Barrel Podcasts
BRB UK 619: The Three Amigas

Big Red Barrel Podcasts

Play Episode Listen Later Jan 10, 2025 52:27


As some of Big Red Barrel's oldest fogies, Dan, Tim and Coleman are partial to some of the finer-aged systems of the past. 2025 marks 40 years since the launch of Commodore's Amiga 1000 (a system we've all grown up with), so we've decided to show love with a run-down of our favourite games. Editor's note: We're all on our Christmas/New Year break, but we've left you with a handful of special shows to keep you company while we're gone. See you next week on January 17. Time Stamps 00:00:00 Start 00:00:10 Intro 00:00:40 We're Talking About the Commodore Amiga! 00:15:30 Switchblade 2 00:19:27 The New Zealand Story 00:23:05 Lemmings 00:26:23 Sensible World of Soccer 00:29:53 Syndicate 00:33:09 Speedball 2: Brutal Deluxe 00:37:46 Turrican 00:42:14 Alien Breed 00:45:06 The Secret of Monkey Island 2: Lechuck's Revenge 00:50:19 Outro – Alien Breed 2012 by Allister Brimble Thanks for listening to another episode of BRB UK. Here's where you can download this episode's MP3 and subscribe via Apple Podcasts, RSS, Spotify, YouTube, or anywhere else that podcasts are available.

Originalteile - Der Leute-Podcast aus Heilbronn & Region
Originalteile-Podcast - Folge #73 mit Nate da Great (Rapper) & Superior (Producer)

Originalteile - Der Leute-Podcast aus Heilbronn & Region

Play Episode Listen Later Dec 31, 2024 218:47


Es ist ein besonderer Tag im Originalteile-Studio: Mit Nate da Great und Superior sitzen zwei absolute Pioniere der Heilbronner Hip-Hop-Szene auf dem Podcast-Sofa. Einen Tag vor dem großen "Press"-Klassentreffen am 21. Dezember auf dem Kiliansplatz tauchten wir tief ein in die DNA der Heilbronner Straßenkultur der 80er und frühen 90er Jahre. Diese Folge ist der Auftakt einer dreiteiligen Serie, in der die Protagonisten der damaligen Zeit die Geschichte des Heilbronner Hip-Hop erzählen – weitere Folgen erscheinen in Kürze. Die Geschichte beginnt 1984 auf einem deutsch-amerikanischen Volksfest in den Wharton Barracks, als die ersten Breakdance-Battles zwischen deutschen und amerikanischen Jugendlichen die Fundamente einer einzigartigen Kulturszene legten. Nate, damals frisch aus den USA zurück, und der Heilbronner Superior nehmen uns mit auf eine faszinierende Reise durch diese Pionierzeit: Von ersten Rap-Versuchen auf Commodore Amiga über nächtliche Graffiti-Sessions bis hin zu legendären Auftritten mit Advanced Chemistry. Ab Minute 48 wird es besonders spannend, als die beiden von ihrem Durchbruch erzählen: Wie sie 1992 einen bundesweiten Talentwettbewerb der BRAVO gewannen, in der gleichen Ausgabe landeten wie Guns N' Roses, aber dann am eigenen Erfolg fast zerbrachen, als ihr Sound zu rau für die deutsche Musikindustrie war. Erfahrt mehr über die Entstehung des "Press" als informellem Parlament einer ganzen Jugendgeneration, über die ersten Hip-Hop-Jams im OM, und warum Heilbronn in der deutschen Hip-Hop-Geschichte einen ganz besonderen Platz einnimmt. Die beiden erzählen von Freestyle-Sessions in der Theaterunterführung, von der Entstehung des legendären "Heilbronx"-Begriffs und wie eine Stadt zwischen Stuttgart und nirgendwo ihren ganz eigenen Sound entwickelte. Die Geschichte reicht bis in die Gegenwart: Superior produziert heute Beats für internationale Rap-Größen und veröffentlicht bald eine Single mit Samy Deluxe, während Nate da Great nach wie vor die Clubs der Nation mit seinem einzigartigen Style begeistert. Am 21. Dezember 2024 schloss sich der Kreis, als sich die "Press"-Crew nach drei Jahrzehnten wieder am Kiliansplatz traf. Ein Gespräch über Authentizität, cultureclash und die zeitlose Kraft von Hip-Hop, das nebenbei auch die Geschichte einer Stadt erzählt, die sich in den 80ern und 90ern neu erfand. Audio: Philipp Seitz (www.philipp-seitz.de) Werbung wegen Namensnennung: Unterstützer und Möglichmacher ist das Autozentrum Hagelauer als Premium-Freund dieses Podcasts! Neuwagen und Elektromobilität vom #HeilbronnerOriginal gibt's hier: www.hagelauer.de Links & Social Media: Instagram Superior: https://www.instagram.com/superior27/ Instagram Nate da Great: https://www.instagram.com/natedagreatofficial/ Web Nate da Great: https://www.threesoulrecords.com/nate-da-great Mehr spannende Geschichten und Analysen zur Entwicklung Heilbronns findet ihr im Substack HEILBRONN.BETA: https://robertmucha.substack.com

The Retro Hour (Retro Gaming Podcast)
456: Scala: The Amiga's Multimedia Marvel with Jon Bøhmer - The Retro Hour EP456

The Retro Hour (Retro Gaming Podcast)

Play Episode Listen Later Nov 22, 2024 103:04


In this episode, we sit down with Jon Bøhmer, the visionary behind Scala, the groundbreaking multimedia software for the Commodore Amiga. Jon shares his early experiences with computers, the inspiration behind creating dynamic information displays, and the journey from a small startup to a global influence in digital signage. We delve into the technical challenges, collaborations with industry pioneers, and Scala's lasting impact on multimedia presentations.  Contents: 00:00 - The Week's Retro News Stories  42:59 - Jon Bøhmer Interview Please visit our amazing sponsors and help to support the show: Bitmap Books - https://www.bitmapbooks.com Check out PCBWay at https://pcbway.com for all your PCB needs The Retro Hour Book: https://retrohour.myshopify.com/ We need your help to ensure the future of the podcast, if you'd like to help us with running costs, equipment and hosting, please consider supporting us on Patreon: https://theretrohour.com/support/ https://www.patreon.com/retrohour Get your Retro Hour merchandise: https://bit.ly/33OWBKd Join our Discord channel: https://discord.gg/GQw8qp8 Website: http://theretrohour.com Facebook: https://www.facebook.com/theretrohour/ X: https://twitter.com/retrohouruk Instagram: https://www.instagram.com/retrohouruk/ Bluesky: https://bsky.app/profile/theretrohour.com Twitch: https://www.twitch.tv/theretrohour Show notes: More lost Sega Channel games found: https://tinyurl.com/59ys9sdr Battle Chest remaster, and Warcraft 1 and 2 remasters: https://youtu.be/ryZ2jiW95qo GOG launches preservation program: https://tinyurl.com/y68xetee Wings of Death for Jaguar: https://tinyurl.com/mmx9k4z7 Epic don't mind you pirating Unreal: https://tinyurl.com/mvavsppd

Ewig Gestern – Retropodcast
Amiga Sprechstunde 18 (Folge 127)

Ewig Gestern – Retropodcast

Play Episode Listen Later Sep 7, 2024 74:04


Sind das Amiga Joker Vibes? Nein, ganz so schlimm ist es dann doch nicht, aber zugegeben: Für eine Amiga Games sind hier erschreckend viele Spiele mit dabei, die wir nicht kennen, aber von denen wir zumindest schon mal gehört haben – versprochen!

Podcasts – Gaming & Technology
New Metro Siege Game for Amiga Interview – Programmer Alex Brown – Game & Gadget Podcast #37

Podcasts – Gaming & Technology

Play Episode Listen Later Jul 25, 2024 46:05


I am joined by Alex Brown, programmer of an upcoming brand new beat-em-up 2-player game for the Commodore Amiga – Metro Siege. With the target platform the Amiga A500, originally released way back in 1987! Alex takes us through the journey of pushing the limits of the Amiga A500, the experience of programming with the Amiga custom chips and how this wonderful passion project will become a final release. Topics include: How Alex ended became a programmer Alex’s favourite game influences Why create a new game for the Amiga? Pushing the limits of the Amiga A500 Taking the Amiga online with cross system online multiplayer The art of releasing a beta or technical preview and gathering feedback Keeping the gameplay smooth with 2 players, enemies and lush surroundings Parallax scrolling, moving trains and what’s needed to achieve the results Using modular character animation on the Amiga Given extra life to a retro computing platform The reason for the expansion memory of 512kb memory requirement The programming resources available for the Amiga The tricks of the trade for programming the Amiga The software and tools for creating Amiga games Emulation versus real hardware for testing The size of the team and the understanding of the capabilities of the Amiga The biggest challenge of getting the game to work Why AGA has not been targeted… yet? Ensuring there is an end goal to any “passion project” If you watch the video version of the podcast, I have captured Metro Siege running from my own Amiga A500 (which mine does have Pistorm installed, but I have been assured it will still run great without one). You can find out more by visiting the Metro Siege website. SUBSCRIBE TO THE SHOW: Amazon Music | Apple Podcasts | Deezer | Pocket Casts | RSS | Spotify | YouTube Music | YouTube SUPPORT THE SHOW: Donate to the Game & Gadget Podcast & Pixel RefreshSUBMIT QUESTIONS FOR THE SHOW: Submit a question for the Game & Gadget PodcastFIND OUT MORE: What is the Game & Gadget Podcast WEBSITE: Pixel Refresh – Gaming, Gadgets & Tech both Retro & ModernEMAIL SUBSCRIBE: Latest Articles / Reviews via EmailPIXEL REFRESH YOUTUBE CHANNEL: Pixel Refresh on YouTubeFREE GAME SOUNDTRACKS: ScummVM Music Enhancement Project Original post link: New Metro Siege Game for Amiga Interview – Programmer Alex Brown – Game & Gadget Podcast #37, created by James Woodcock. For even more content, visit Pixel Refresh - Gaming & Tech | Retro & Modern. Original post link: New Metro Siege Game for Amiga Interview – Programmer Alex Brown – Game & Gadget Podcast #37, created by James Woodcock. For even more content, visit Pixel Refresh - Gaming & Tech | Retro & Modern.

Besser Wissen
Fast ein Flop: der Commodore Amiga

Besser Wissen

Play Episode Listen Later Jul 8, 2024 84:15 Transcription Available


Ein Gespräch mit dem Youtuber und Amiga-Fan Jan Beta über alte Rechner und das Basteln vor der Kamera.

Video Game Newsroom Time Machine

Nintendo bows to Blockbuster, Commodore enters liquidation & Acclaim-Midway divorce gets messy!   These stories and many more on this episode of the VGNRTM!   This episode we will look back at the biggest stories in and around the video game industry in April 1994. As always, we'll mostly be using magazine cover dates, and those are of course always a bit behind the actual events.   Alex Smith of They Create Worlds is our cohost.  Check out his podcast here: https://www.theycreateworlds.com/ and order his book here: https://www.theycreateworlds.com/book   Get us on your mobile device: Android:  https://www.google.com/podcasts?feed=aHR0cHM6Ly92aWRlb2dhbWVuZXdzcm9vbXRpbWVtYWNoaW5lLmxpYnN5bi5jb20vcnNz iOS:  https://podcasts.apple.com/de/podcast/video-game-newsroom-time-machine   And if you like what we are doing here at the podcast, don't forget to like us on your podcasting app of choice, YouTube, and/or support us on patreon! https://www.patreon.com/VGNRTM   Send comments on Mastodon @videogamenewsroomtimemachine@oldbytes.space Or twitter @videogamenewsr2 Or Instagram https://www.instagram.com/vgnrtm Or videogamenewsroomtimemachine@gmail.com   Links: If you don't see all the links, find them here: https://www.patreon.com/posts/107563816   7 Minutes in Heaven: Rocko's Modern Life Video Version:  https://www.patreon.com/posts/7-minutes-in-107343911     https://www.mobygames.com/game/37843/rockos-modern-life-spunkys-dangerous-day/   Corrections: March 1994 Ep - https://www.patreon.com/posts/march-1994-105189897 Ethan's fine site The History of How We Play: https://thehistoryofhowweplay.wordpress.com/     https://x.com/chrisgr93091552        1994: Ataris settle with Nintendo     https://www.nytimes.com/1994/03/26/business/company-news-time-warner-increases-its-stake-in-atari.html     Nintendo and Atari Games reach settlement in long-running court case; litigation settlement ends five-year court battle and restores Atari's status as Nintendo licensee, Business Wire, March 24, 1994, Thursday     ATARI CORP. AND NINTENDO REACH SETTLEMENT IN PATENT INFRINGEMENT CASE, PR Newswire, March 24, 1994, Thursday - 19:44 Eastern Time     Atari Corp. falsely characterizes Nintendo/Atari settlement, Business Wire, March 25, 1994, Friday     https://archive.org/details/AtariCorporationAnnualReport1992/page/n12/mode/1up     https://archive.org/details/AtariCorporationAnnualReport1993/page/n33/mode/1up     https://patents.google.com/patent/US4445114A/en   Nintendo gives in to rentals     Nintendo Reverses Stand, Will Play The Rental Game, Billboard, April 30, 1994, Section: Pg. 6   Nintendo finally pays Galoob     GALOOB TO RECEIVE $16.1 MILLION PAYMENT FROM NINTENDO TODAY, PR Newswire, April 11, 1994, Monday - 09:11 Eastern Time   EA and Broderbund to merge     https://archive.org/details/Electronic-Games-1994-04/page/n9/mode/1up?view=theater   Pearson buys Software Toolworks     https://www.nytimes.com/1994/04/01/business/pearson-enters-multimedia-software-arena.html     https://www.nytimes.com/1994/04/12/business/market-place-the-choices-are-few-for-investing-in-software-aimed-at-children.html?searchResultPosition=17   Paramount teams up with Davidson & Associates     https://www.nytimes.com/1994/04/13/business/the-media-business-software-plan-for-paramount.html?searchResultPosition=18     https://www.avid.wiki/Davidson/Simon_%26_Schuster   Warner consolidates     https://archive.org/details/cashbox57unse_29/page/30/mode/1up?view=theater   TSR and SSI call it quits     https://archive.org/details/Computer_Gaming_World_Issue_117/page/n11/mode/2up   WMS to buy Tradewest     BUSINESS BRIEFS: WMS INDUSTRIES INC TO ACQUIRE TRADEWEST IN HOME-VIDEO PUSH, WALL STREET JOURNAL, April 6, 1994, Wednesday, Section: Section B; Page 4, Column 5         WMS Industries to acquire Tradewest Inc., Business Wire, April 5, 1994, Tuesday   Acclaim signs deal for Batman Sequel     WARNER BROS. AND ACCLAIM ANNOUNCE 'BATMAN FOREVER' PACT; Blockbuster Motion Picture to be Released in 1995, Business Wire, April 26, 1994, Tuesday       SEGA SELECTS ACCLAIM AS FIRST U.S. PUBLISHER TO USE PROPRIETARY TITAN TECHNOLOGY FOR COIN-OP GAMES AND HIGH-END SEGA HOME HARDWARE PLATFORMS, Business Wire, April 7, 1994, Thursday     Big Movers in the Stock Market, The Associated Press, April 7, 1994, Thursday, AM cycle   MGM signs up with Sega     MGM, SEGA TO DEVELOP INTERACTIVE VIDEO GAMES, Extel Examiner, April 29, 1994, Friday - 03:15 Eastern Time   Could Disney buy a major games publisher?     Will Disney Chart More Adventurous Course in Wells' Absence?, The Associated Press, April 11, 1994, Monday, PM cycle, Section: Business News, Byline: By E. SCOTT RECKARD, Associated Press Writers   Living Books buys Dr. Seuss rights     https://www.nytimes.com/1994/04/22/business/the-media-business-dr-seuss-rights-are-sold.html?searchResultPosition=34   US announces Special 301 trade action against China     NINTENDO OF AMERICA STATEMENT ON SPECIAL 301 ACTION BY USTR, PR Newswire, April 30, 1994, Saturday - 19:04 Eastern Time   Japan misses chip import target     Newsbyte, US Japan Chip Wars Heat Up - Again! 01/03/94, WASHINGTON, DC, U.S.A., 1994 JAN 3 (NB)   Japanese toy wholesale system under pressure     Big stores rile small retailers with bargain toy price strategy, Industry's retail pricing structure said to have been undermined, The Nikkei Weekly (Japan), April 18, 1994, Section: INDUSTRY; Pg. 9      AFTRA signs deal with EA     https://archive.org/details/Electronic-Games-1994-04/page/n11/mode/1up?view=theater   Sega disses Summer CES     https://archive.org/details/Electronic-Games-1994-04/page/n11/mode/1up?view=theater      Dedicated cabs rule UK ATEI show     https://archive.org/details/edge-007-april-1994/page/8/mode/1up?view=theater      American Laser goes CDRom     Play Meter, April 1994, pg. 14 & Acme 13   Midway takes page from Capcom's playbook     https://archive.org/details/cashbox57unse_28/page/30/mode/1up?view=theater   AMOA teams up with Ross Perot's EDS     Play Meter, April 1994, pg. 1, 66A        https://en.wikipedia.org/wiki/Claw_(video_game)#Development       EDS' EARNINGS RISE 13 PERCENT IN FIRST QUARTER, PR Newswire, April 27, 1994, Wednesday - 16:29 Eastern Time      Saturn to launch with Jupiter     https://archive.org/details/edge-007-april-1994/page/6/mode/1up?view=theater   Jaguar UK launch botched     https://archive.org/details/edge-007-april-1994/page/13/     https://archive.org/details/edge-007-april-1994/page/17/   3DO prospects in Japan look good     So far, 3DO multiplayer living up to hype, Matsushita Claims It Sold 40,000 Of Long-Awaited Machines In First 3 Days, The Nikkei Weekly (Japan), April 4, 1994,Section: INDUSTRY DIGEST; Pg. 9, Byline: BY MASATO ISHIZAWA Staff writer     https://vgsales.fandom.com/wiki/Fifth_generation_of_video_games   3DO licenses tech to Toshiba for GPS     3DO. TOSHIBA TIE UP ON NAVIGATION SYSTEM, Jiji Press Ticker Service, APRIL 12, 1994, TUESDAY   3DO kicks off US ad campaign     3DO Kicks Off National Advertising Campaign, Business Wire, April 25, 1994, Monday       https://www.youtube.com/watch?v=-W67sqPQ9u0   MSU gives Konix Multisystem a second go     https://archive.org/details/edge-007-april-1994/page/14/mode/1up?view=theater        https://www.konixmultisystem.co.uk/index.php?id=archive        https://www.konixmultisystem.co.uk/index.php?id=msu   Japanese devs not waiting for Nintendo     https://archive.org/details/edge-007-april-1994/page/13/mode/1up?view=theater      Capcom to support 3DO and PSX     https://archive.org/details/GamePro_Issue_057_April_1994/page/n159/mode/1up?view=theater   Virgin to support CDi     https://archive.org/details/GamePro_Issue_057_April_1994/page/n159/mode/1up?view=theater   Tower Records ditches CDi and Gameboy     Tower Video Dumps CD-I; VSDA Adds Game Seminars, Billboard, April 30, 1994, Section: HOME VIDEO; Shelf Talk; Pg. 72   Lethal Enforcers comes to the SNES     https://archive.org/details/GamePro_Issue_057_April_1994/page/n171/mode/1up?view=theater   Nintendo censorship strikes again     https://archive.org/details/Electronic-Games-1994-04/page/n11/mode/1up?view=theater      Sega announces MegaJet is coming home!     https://archive.org/details/ElectronicGamingMonthly_201902/Electronic%20Gaming%20Monthly%20Issue%20057%20%28April%201994%29/page/n63/mode/2up     https://consolemods.org/wiki/Master_System:Master_System_Model_Differences#Master_System_Super_Compact/Master_System_Girl_(1994)      Commodore pulls out of World of Commodore-Amiga show     https://archive.org/details/amiga-computing-magazine-072/page/n13/mode/1up      Commodore announces liquidation     Commodore Scuttles Ship, The Associated Press, April 29, 1994, Friday, AM cycle      IBM agrees to make Cyrix chips     https://www.nytimes.com/1994/04/15/business/ibm-agrees-to-make-chips-designed-by-cyrix.html?searchResultPosition=19   EA sees big upswing in CDRom sales     Company Results Roundup, Newsbytes, April 29, 1994, Friday   Could CDRom usurp video games?     PC GAMES COULD CAPTURE SEGA, NINTENDO CUSTOMERS, WALL STREET JOURNAL,April 27, 1994, Wednesday, Section B; Page 1, Column 5, Byline: BY JOSEPH PEREIRA Argonaut, Cirrus and Diamond team up for PC 3D API standard         3-D GRAPHICS ALLIANCE FOR PC GAMES ANNOUNCED BY DIAMOND COMPUTER SYSTEMS, CIRRUS LOGIC AND ARGONAUT SOFTWARE, PR Newswire, April 25, 1994, Monday - 09:02 Eastern Time         https://blazingrender.net/   3Dlabs and Creative team up for PC 3D API standard     3Dlabs announces alliance with Creative Technology; Customized GLiNT processor to bring interactive 3D graphics to multimedia desktops, Business Wire, April 18, 1994, Monday   Spectrum Holobyte bets on fractals     Fractals to put the squeeze on the game industry, Business Wire, April 13, 1994, Wednesday         https://en.wikipedia.org/wiki/Fractal_compression#Implementations   Microprose dumps Adventure engine     https://archive.org/details/Computer_Gaming_World_Issue_117/page/n11/mode/2up   Maxis wants to turn SimCity into a sandbox     https://archive.org/details/game-developer-april-1994/page/n5/mode/1up?view=theater   Doom leaves Edge unimpressed     https://archive.org/details/edge-007-april-1994/page/60/mode/1up?view=theater      Newscorp buys Kesmai     Murdoch's News Corp. to acquire Kesmai Corp; Global media company positions Delphi to deliver the next wave of online interactive multimedia, Business Wire, April 25, 1994, Monday   AOL swamped by new signups     https://archive.org/details/Electronic-Games-1994-04/page/n9/mode/1up?view=theater     https://archive.org/details/Electronic-Games-1994-04/page/n15/mode/1up?view=theater        https://archive.org/details/edge-007-april-1994/page/92/mode/1up?view=theater   Game Developer magazines debuts     https://archive.org/details/game-developer-april-1994/page/n3/mode/1up      Second round of video game violence hearings lack fireworks     Play Meter, April 1994, pg. 12   Data East beats Capcom in court     Play Meter, April 1994, pg. 1   Ads in software patented     https://www.nytimes.com/1994/04/08/business/company-news-patent-dispute-brewing-on-software-use-of-ads.html         https://medium.com/swlh/how-i-screwed-a-patent-troll-out-of-a-billion-dollars-2849cb3e248a       https://patentimages.storage.googleapis.com/ed/d8/f2/387782f38818da/US5105184.pdf     https://www.nytimes.com/1994/12/08/business/us-revokes-cotton-patents-after-outcry-from-industry.html      Study finds no link between video violence and juvenile delinquency     Offenders do not watch more violence, The Times, April 11, 1994, Monday, Section: Home news, Byline: Alexandra Frean, Media Correspondent Middlesex University offers Gaming degrees         https://archive.org/details/PC-Player-German-Magazine-1994-04/page/n13/mode/2up        https://retrocdn.net/images/7/7f/CVG_UK_149.pdf pg. 14   RIP 3' disks     https://archive.org/details/amstrad-action-103/page/n7/mode/2up   Recommended Links:   The History of How We Play: https://thehistoryofhowweplay.wordpress.com/ Gaming Alexandria: https://www.gamingalexandria.com/wp/ They Create Worlds: https://tcwpodcast.podbean.com/ Digital Antiquarian: https://www.filfre.net/ The Arcade Blogger: https://arcadeblogger.com/ Retro Asylum: http://retroasylum.com/category/all-posts/ Retro Game Squad: http://retrogamesquad.libsyn.com/ Playthrough Podcast: https://playthroughpod.com/ Retromags.com: https://www.retromags.com/ Games That Weren't - https://www.gamesthatwerent.com/ Sound Effects by Ethan Johnson of History of How We Play. Copyright Karl Kuras

Man Behind The Machine
Confessions Dr. Obsoleto (Pt. 1) retro vintage 80s computer nerd geek spaz commodore Amiga Atari

Man Behind The Machine

Play Episode Listen Later May 30, 2024 65:04


On this episode Confessions Dr. Obsoleto (Pt. 1) --- Send in a voice message: https://podcasters.spotify.com/pod/show/man-behind-the-machine/message

MS-DOS CLUB
Floppy 75 – Impacto Fatal con Nico Galis

MS-DOS CLUB

Play Episode Listen Later May 24, 2024 49:34


Nico Galis nos cuenta su experiencia programando videojuegos en los 90 para Commodore Amiga. ¡Adelante programa! Si te gusta nuestro contenido puedes apoyarnos en Paypal, Patreon y recomendando el podcast. ¡Gracias de antemano! Podéis encontrar a Nico Galis en Twitter: @Nico_Galis y en Youtube: El canal de Nico Galis.

Sixteen:Nine
Frank Hoen, Netpresenter

Sixteen:Nine

Play Episode Listen Later May 8, 2024 36:38


The 16:9 PODCAST IS SPONSORED BY SCREENFEED – DIGITAL SIGNAGE CONTENT When the pandemic hit and a lot of people started working from home, many digital signage CMS software companies started developing and releasing solutions that pushed the digital signage messaging more normally posted on screens around workplaces to the laptop and computer monitor screens in the formal or ad hoc workspaces created around houses and apartments. It was a new but necessary feature for most companies, but something the Dutch company Netpresenter has been doing for almost 30 years. The software company started out with that problem in mind, borrowing on the concept of screensavers to create what it calls desktop digital signage. Over time, it added more conventional digital signage capabilities for workplaces - a solution that founder Frank Hoen says is not an add-on, but as robust as the many, many, many other CMS options out there. Along with offering a lot of integrations with business systems like SharePoint, the Netpresenter platform is very deep when it comes to triggered alerts for things like emergencies. That was developed in the wake of 9/11, when Netpresenter's US office in the World Trade Center complex was lost in the terror attack. Netpresenter has more than 5 million active users globally, from SMB to huge multi-nationals and government agencies that see screens on desktops and walls as the most effective way to reach and update its workers. While most of that footprint is desktop digital signage, Hoen says at least five percent of Netpresenter's software licenses are being used for conventional digital signage in workplaces. Subscribe from wherever you pick up new podcasts. TRANSCRIPT Frank, thank you for joining me. I have been aware of Netpresenter for the longest time, but we've never actually chatted, and it's interesting that you're one of the oldest companies out there but not terribly well known. Frank Hoen: We're all over the United States. We have hospitals like George Washington Memorial Hospital and big hospital chains across the US, for example, oil refineries in the Middle East, and military installations. There is just a lot of oil, a lot of industries, and a lot of offices across the globe that use our software, and it's been a while, so we have a couple of very interesting customers.  One of the very earliest ones was the US Space Command, I believe, in 1995. Can you imagine that? Those were the days of PointCast, and everybody was saying it was the next big thing.  I remember PointCast.  Frank Hoen: Which was a dragon of a piece of software. It was terrible.  Sucked all the bandwidth!  Frank Hoen: Yeah, and it is interesting because, actually, the beginnings of Netpresenter could be traced back to the fact that we were selling one of the big brands of signage out there. I can tell you it was a Scala, Commodore Amiga, which was expensive as hell. They tried to bridge TV to the PC, and well, you know, they weren't that successful. Windows was not very multimedia-oriented then, and it didn't go that well, in the beginning, at least.  We saw that, and we didn't want to build a signage solution or compete with them, but what we did see is that for the first time, all these computers out there with screens, which were managed, which were there, were available, and they were interconnected, and so you start to experiment. You put some images and videos on the server, and then the server comes down because of all the bandwidth. So we introduced some smart caching, and voila, Netpresenter was born.  It was kind of an interesting beginning, but big companies like Nokia, Sony, and the early pioneers picked up on it, and one of our early customers was actually a US Space Command. And so I literally started going to the trade show. I came across a Marine who was in this battle group who used Netpresenter, and I never heard of the people. I didn't know they were using it. They might have copied it from one Navy server to other ships, but what can you do? It's a nice story now.  So you have interesting roots in that since COVID became a thing, the pandemic bubbled up, and a lot of people were working from home. A lot of “conventional” or “mainstream” digital signage companies branched into making effective screensavers, pushing information to desktops for work-from-home people. You, on the flip side, started as a corporate screensaver company that then evolved and expanded into doing digital signage as well, correct?  Frank Hoen: Well, yes, and if I may add, and taking it a bit back from COVID, we had an office in Twin Towers, and when obviously that happened, and all the people who I knew had died, we were like, could we have actually maybe contributed in a positive way and then trying to prevent when something similar happens to be able to save more people? And that was the beginning of what we call our Emergency Alert Capability of Netpresenter.  So, sir, you had an office in the World Trade Center? Frank Hoen: Yes. Wow.  Frank Hoen: So, that was one of those pivotal moments. Obviously, COVID was as well, and I'll get back to that. But, imagine this, there, and suddenly boom, and it was, yeah, obviously terrible. But it was for us. We were like, let's introduce emergency alerts in our platform so that our customers can actually use this for emergency evacuations, fire, aiding and fire alerts, giving specific information, active shooter, tornado warnings, and the software has been with us since then, basically, and to this day, many us hospitals actually use our software for that specifically as well, for example.  Still, we have whole countries that are actually running the Netpresenter software, including the screens, all these tools, apps, and push notifications. This is a full omnichannel emergency alert system capable of serving whole countries. They're running software. So if people are buying, and that's my point, if people are buying Netpresenter, they're buying something that literally whole countries depend on to address millions and millions immediately. So, we have seen quite a few copycats over the years, and I always felt, and so our developers, they had a very high shareware component in there. It was kind of like hack on the hack. Obviously, then those, what we have very often seen is people start off with that because they have rock bottom prices, obviously, because they can't compete on features. Still, eventually, those customers end up at us.  If you need to run on corporate devices, mobile devices, PCs, and all these things and networks. The last thing you want is for that piece of software to be installed, which kills your bandwidth and causes all kinds of problems. There are big organizations, especially in hospitals and other places, that they choose for quality, and that means. You know, we're not the cheapest solution out there, most expensive either, but we've had many customers for 20-plus years. What IT company can say that?  Not a lot. So, when you're asked to describe your company, do you say you're a digital signage software company or something else? Frank Hoen: We're into corporate communications. Basically, this is a corporate communication platform. We do say that we have signage for the big screens, desktop digital signage for all existing PCs, app solutions, alerts, notifications, tickers, and all kinds of tools, basically any device in the organization. I always use the parallel of a hospital. There are big screens hanging there. We provide those; we run on those. There's all the PCs, we run on those. We run on the tablets. We run on mobile devices. There's the alert notification as well. The whole thing integrates with things already available. In organizations such as SharePoint integrations, that's not many organizations that offer that. So basically, organizations invest a lot in their intranets in their SharePoints and similar intranets, but predominantly SharePoint if organizations have Windows, but very few people are seeing the content. So that's problematic. There's a saying it's difficult to be famous if nobody recognizes you, and it's essentially here we are, they have invested a lot of money in that. So obviously, things like signage solutions, big screens, and being able to distill headlines literally, need-to-know, must-know information from intranets, that's a killer app that really is bringing the most elegant way and big heritage of push that's bringing content, throughout organizations, fully automated, and that's just beautiful because number one: organizations, they are popularizing the internet, but number two: they're the headlines of what organizations should know, everybody sees them, and that's just very cool. Your website says you have about 5 million active users. I assume a pretty high percentage of that is desktop digital signage, as you describe it. What percentage would you attribute to the larger screens sprinkled around an office building?  Frank Hoen: Well, it's actually relatively high—I would say somewhere between 5% and 10%—and it's significant. So you got a pretty big footprint out there.  Frank Hoen: Yeah, and the interesting thing is that we have customers who pay per annum or per month. The rule is, if it ain't broken, don't fix it. So if customers are happy and you keep adding relevant new features, they stay.  Well, if you've had customers for 20 years, that's a pretty good endorsement. Frank Hoen: Yeah, and that actually brings in the fact that IT revolutions come and go, and listening very carefully to your customers and then working from there, for example, integrating AI, obviously is omnipresent. That is crucial if you want to survive as an organization, whether you're in the signage or not. So I'm working for an organization that's using Netpresenter. I'm, let's say, working remotely. How does your product manifest itself on screens?  Frank Hoen: We use a couple of concepts. Basically, we don't want to be intrusive, so we do have pop-ups. However, I don't like the concept of pop-ups and things like that unless it's in your best interest that you should be immediately notified about something. So we have that, but that's not a mainstream tool.  The mainstream tool is the desktop app, and we have an app that is for mobile devices that's basically an elegant reader where you can command, and things like that, kind of a smart social internet dish, and that can actually is typically often connected with a SharePoint. So it gets automated feeds, but the key component is actually, the home is the desktop signage, desktop digital signage. That is the good old screensaver. Obviously, screens don't burn in anymore, but the elegance of these new flat screens is basically that the difference between sleep mode and active mode isn't that big.  Imagine walking through an organization, and every screen, every of those PCs displays the latest information and the latest headlines from your intranet automatically. You get so many impressions of the message. Then we actually measured that you can actually increase intranet, free fault, but more importantly, the retention to two and a half. So literally, a well-used intranet introduced Netpresenter, and a lot more people recall the key messages, and that's just beautiful. It elegantly brings without interrupting people in the core processes. We obviously want to give management from organizations a fighting chance of reaching their staff.  So if I'm banging away on emails and there's some sort of message that Corporate needs to get out to its staff, what's going to happen on my screen?  Frank Hoen: We have different levels of notifications. So you have a low, medium, and high level of notifications, and we can literally take over your whole screen if necessary. Think active shooters and things like that We call it an emergency alert, similar to the public emergency broadcast. You get lower levels than that. You have partial screens; you have pop-up notifications. We can do things on your mobile device as well. If you're constantly hammering on your PC, the screens won't disappear. So there are all kinds of forms, and basically, remember old McLuhan, “the medium is the message.”  If you have a big toolbox, you don't only have the hammer, if you know what I mean. So you have a lot more tools available at home, but the key tool is still the screensaver.  I'm going to assume having done this for so many years that you have a pretty good sense of the balance that you have to strike. You mentioned the word intrusive before. You can cross that line, I suspect, pretty easily and just start annoying your staff as opposed to educating them and making them aware.  Frank Hoen: You know, obviously, we both agree that people don't consider a signage screen intrusive. It's just there. It's the same with a screensaver; it's there when you're not actively hammering away at emails. You know, you grab a cup of coffee, take a rest break, and turn to the computer, you will see it several times a day, but it never is intrusive because, you know, it's there with your lock screen as well and we have solutions for that as well. So, basically, when you're returning to your computer or not using it for a couple of minutes, we're there on whatever screen that is out there. And are those configurable at the user end, or is that something that's set centrally?  Frank Hoen: The user has some capabilities, but most of them, obviously, you want to ensure that you have some control over internal communications. For example, the screens that won't appear when you're doing a presentation or having a team meeting wouldn't make much sense so you do have control over that, but the organization can determine which tools they use or which mixture of tools they're going to use.  I assume there's a percentage of people who don't want to be bothered and would be looking for ways to disable the application. How do you fight that?  Frank Hoen: That is easily done, of course, through configuring your PC. If it's an office PC, it's easy to do, but you know, I should state that it's ridiculous the amount of time people at work spend on their social media. It's getting crazy, and it's literally two hours or more at work. And it's just not being able as an organization actually to have access, even simple access, to your staff. That's what we're talking about. So we're giving them back a little fighting chance. We're never going to be able to compete one-on-one against social media and all their algorithms and elegant persuasion mechanisms but with Netpresenter, you have a fighting chance of getting your need-to-know information, your must-know information well, between the years of employees, basically.  How do they know it's that much time on social media? Is that IT department just looking at browser activity?  Frank Hoen: Oh, no, these are studies. That's easily googled. There are several big studies out there, and it's what I see here is from Gallup State of the Global Workplace 2023. It basically says that employees are disengaging. They want more recognition for their work, more communication from the leaders, more communication from the leaders, clear goals, stronger guidance, and engagement or culture. How do you do that when working at home? So, how do you actually get culture across while working predominantly at home? Many employees experience stress often because of social media. They already overworked well before entering the office, so basically, there are a lot of studies out there. If you want to have the chance to keep connecting with your employees, your communication platform needs to be adapted to that so that you don't add to the information overload but basically bring some peace and quiet.  But if you cannot reach your staff while working at home, you will lose out. There will be no connection at all at your organization.  How much of this is integrated into other business systems? You mentioned SharePoint before, but you know, companies use Slack and so on.  Frank Hoen: Yeah. We also have Teams connections, for example, and several other connections. Basically, if you have the data, we'll be able to intelligently deliver it to the screens.  We're even able to analyze how much of that was read and understood through AI, through smart AI solutions. So imagine letting AI summarize the key headlines your staff or your management wants employees to know. AI literally analyzes it, compacts it, makes an abstract out of it, puts it out to the screens, and then actually keeps an eye on it, does small polls, two—or three-question polls, and checks whether they have understood it.  So basically, we're seeing now the move from isolated tools or very smart apps into integrated systems, which are basically working like the director of a big news broadcaster. When information comes in, they determine: is it breaking news? Is it news for the app? Is it news on TV? Is it news just for a website? Is it no news? So you have our AI analyzing information, then deciding whether it will be how important it is, putting it out there on the right spot and on the right medium, but also, and that's really new, it can actually detect among these thousands of employees, we actually typically see that on big signage screens or on the screen savers. It can actually detect if they understood it, if they know the basics of, for example, cybersecurity awareness or compliance, and that's really cool. Basically we're bringing signage into massive learning systems without being intrusive, and to elegantly pull, if they know it, not everyone, just a couple and just enough, so, you know, okay, now we need to snooze this campaign that now we need to snooze this campaign or now we need to upscale the campaign and show it more on screens more frequently or maybe even on other channels as well.  So that's awareness. Can you do training?  Frank Hoen: Well, you know, it's not full-blown training in that you're sitting and having your course on C programming. No, it doesn't do that.  This is meant for relatively small pieces of information, not whole ISO manuals or full compliance manuals. Still, the essence of the things the organization has identified is that nobody knows but they should. So, you need to know that those crucial pieces of information are crucial; you can put that in there. It can actually detect if the employees have read it, if they understood it, and it then can report back to management and say, “Hey, you know, did you know that your organization was 85% aware of the basic rules of cybersecurity awareness? It has gone down to 65%. As an AI, upon your instruction, I've decided to show more messages and cybersecurity awareness, and I'm happy to report that after two weeks, 95% of everybody knows cybersecurity awareness.”  So yeah, it's basically bringing signage into the big world where because of all these PCs out there, added real estate screen, real estate is literally football fields more than the screens you have typically hanging out there if you're only using big screens.  Right, and the screens themselves are physically bigger. As I'm chatting with you, I forgot the size of this curved screen thing I have here, but I could have a screensaver on one side and have a big desktop going anyway.  Frank Hoen: Exactly, and basically, you can imagine how big of a screen it is while you are hammering away on emails, but while you're still working in the office or environment, you literally can see the screens to the corners of your eyes or colleagues, or when you walk through the canteen, it's basically, it's everywhere. Your messages are omnipresent because you literally use every screen in your organization.  So if I'm using this solution, is it a license that I buy, do I subscribe, or is it a bit of both?  Frank Hoen: We have on-premise customers that's our current form, and that's preferred by, for example, defense and some of the large organizations, but we also have a new cloud platform, and that's license-based, so we have all variations of licensing.  I assume the cloud side is pretty much essential for the work-from-home crowd. Frank Hoen: Yeah. Although, actually, if they just installed it on their servers, then obviously the organization and the people have access to VPNs, and then it would be available as well. So it's that flexibility, which is really nice because some current customers don't need advanced AI integrations and things like that. However, they still want to be able to convey messages on their PC and rhe desktop digital signage, the alerts, that's all in there, and if they want the more advanced integrations with SharePoint, AI, and learning through signage screens, then they need to move to the Netpresenter Cloud. Workplace has become a very hot vertical in digital signage. What was your reaction during the COVID era when all kinds of digital signage CMS software companies added some variation on corporate screensavers, desktops, and digital signage to their product suite?  Frank Hoen: We saw plenty of them, and most of them were just one of them. “We have those kinds of features-ish” types of companies. There have been no further developments. Some have been limited to an announcement or very basic functionality. It's very easy to hack a browser module, display something on it, and wrap it in there. Still, it's much more difficult to have a full-blown, reliable system that integrates with all back offices and middleware applications. So, basically, it brings back vibes from the shareware days of some competitors. Unless you're committed to developing, keeping it secure, adding new features, making sure it's not an island, it's not something I would advise big organizations to invest in because, basically, it's just a side note for those organizations,  Yeah. When you're talking, I was thinking it's the difference between a company saying, yeah, we can do that versus another company like you're saying, this is what we do.  Frank Hoen: Exactly. It's the same with signage. Everybody can connect a big screen to PowerPoint. That's not signage. That's like the Nike network and USB sticks. That's not signage. Well, I don't consider that signage, and it still is a thing. If organizations would simply calculate the total cost of ownership of the applications, which includes support, which includes messy things with drivers or special PC configurations and things like that, you don't have that when that with Netpresenter, you know, it has for 25 years, it had to run on anything out there, anything, and while being elegant in terms of PC resources and a network resource. With that much experience, no other competitor comes even close there.  Sometimes, when a solution is focused on one thing, the other stuff it does isn't as robust as a pure-play digital signage CMS. How would you answer that? Frank Hoen: We have an extremely robust CMS. Technically, it doesn't matter whether our signage is running on the desktop or big screen. It's even more difficult to run on a computer with dozens of applications open, and then we need to run reliably. Being able to run on those computer environments is so extreme, which means that Netpresenter software needs to be incredibly robust. So, I would argue that in terms of CMS, nobody can teach us lessons there.  Again, whole countries use our software—the original Netpresenter software—and you would use it in your organization. They literally run it too; for example, we had a system a couple of years ago in the Netherlands that was addressing 50,000 public screens and millions of apps, and if you're able to do emergency public broadcast on such a massive scale and reliably run every day on millions of desktop computers abused by users every day, basically, that says something.  Tell me about the company. How big are you?  Frank Hoen: Truth be told, we're a relatively small organization. There was a very deliberate strategy never to go to the stock exchange or attract investor's money, it was never necessary. We kept growing and have been profitable for 25 years in a row. We're very comfortable financially, very secure, and very robust.  But yeah, I have a lot of friends. They did try to go to the stock exchange in the US, and some made it, but most didn't. So there are many organizations we see in our area that are just going bust trying to collect the big check on the stock exchange or investors becoming impatient and are downscaling. It's terrible, and it's killing the industry, and again, what kind of organization would you prefer? Are you entirely self-funded, then?  Frank Hoen: Oh yeah.  So it's your company? Frank Hoen: It's my company.  And how do you sell? Do you go through channel or direct?  Frank Hoen: Both, and there's a big opportunity for any of your listeners in the SharePoint or corporate world to connect with us for free. There's a big opportunity because how are you going to distinguish yourself from all these other internet integrators?  So there's that. So we work through these integrators and there's direct sales as well for, if organizations are of such a scale that it becomes more comfortable to do so. So, last question, what might we see over the next year or so from Netpresenter?  Frank Hoen: Every new technology brings new capabilities, including the omnipresent AI and smart learning through signage, and that is our big focus right now. We want to be able to literally prove to management that through signage on your desktop and on the big screens, you can guarantee that your employees have seen and understood it. That's going to be our year.  Yeah. I mean, that's made a big difference to the digital out of home community, the analytics and proof of view, and so on. So it makes sense that if you're going to make that investment in the enterprise, in the workplace, it'd be great if you actually knew it was working. Frank Hoen: It's not just about counting views. That's not it. Imagine a piece of information comes on and is conveyed on signage, and a small part of the organization receives polls to answer a pop-up, for example, very small, as little as possible, and they're actually being asked if they understood the question. So it's not about counting views. It's much more than that.  Gotcha. All right, Frank, thank you so much for your time.  Frank Hoen: Thank you, Dave. It's been very nice. 

MS-DOS CLUB
InfoClassic Vol 2

MS-DOS CLUB

Play Episode Listen Later May 6, 2024 10:49


Música: Alberto González McAlby. InfoClassic es tu semanario de noticias actuales para sistemas obsoletos. Si tienes alguna noticia del sector que quieras dar a conocer no dudes en hacérnosla llegar. En este Infoclassic hablamos de: Retro Barcelona tendrá lugar los días 18 y 19 de mayo en la Farga de L'Hospitalet. Jornada de cacharreo y reparaciones en Retro Parla el 25 de mayo en Casa de la Juventud Pedro Zerolo de Parla. Amstrad Run» tendrá lugar en el fossat del Mercat de Sant Antoni de Barcelona el 26 de mayo. Se ha entregado el Pegaso honorífico a la carrera de Muriel Tramis. Entrevista a Jose Antonio Quijada, autor del juego de Amstrad Peral, en el podcast Cepeceros podcast. They Create Worlds ha publicado la primera parte de su repaso a la historia de la desarrolladora Accolade (podcast en inglés). The Retro Hour ha publicado una entrevista a Sam Dicker por su trabajo en Williams y en el desarrollo del Commodore Amiga. Betrayed Alliance es una aventura gráfica realizada con el SCI de Sierra para MS-DOS. Doctor Robotniks Ring Racers es un juego estilo Mario Kart creado con el motor de Doom Legacy y ambientado en el mundo de Sonic. Pakete Soft ha lanzado The Key, aventura gráfica para Amstrad CPC. Bitfans ha lanzado su ficción interactiva Innsmouth ambientada en el mundo Lovecraftiano para Spectrum. Clothes Line, aventura gráfica actual y gratuita.

Ewig Gestern – Retropodcast
Amiga-Sprechstunde 17 (Folge 115)

Ewig Gestern – Retropodcast

Play Episode Listen Later Mar 22, 2024 87:24


Für Tobi ist diese Ausgabe der Amiga Games etwas ganz besonderes, denn es war seinerzeit seine erste (haptische) Ausgabe des Magazins.

Ludico Forum
LUDICO FORUM 4x06: PixelDebh07 - Ricordi di Cinemaware

Ludico Forum

Play Episode Listen Later Mar 21, 2024 207:04


Sul canale YouTube di PixelDebh è andata in scena una live dove abbiamo raccontato i giochi di Cinemaware senza alcuna esigenza di coerenza storiografica. Il nostro racconto si è basato sui ricordi e su una carrellata basata anche su quello che ci è rimasto impresso.Abbiamo trasformato questa live in un episodio podcast per tutti coloro che trovano più pratico ascoltare in audio. ATTENZIONE: L'episodio dura quasi 3 ore e mezza.ISCRIVETEVI AL CANALE DI PIXELDEBH: (50) Pixel Debh - YouTube

Amigos: Everything Amiga
Indianapolis 500 - The Amiga's Crown Jewel of Racing? Amigos: Everything Amiga 439

Amigos: Everything Amiga

Play Episode Listen Later Feb 24, 2024 53:47


Join Amigo Aaron and John "Boatofcar" Shawler as we hop in the drivers seat and take a test run with Indianapolis 500 - The Simulation on the Amiga! Plus, stay around for all the Commodore Amiga news of the week and MORE!

Amigos: Everything Amiga Podcast
Indianapolis 500 - The Amiga's Crown Jewel of Racing? Amigos: Everything Amiga 439

Amigos: Everything Amiga Podcast

Play Episode Listen Later Feb 3, 2024 54:04


Join Amigo Aaron and John "Boatofcar" Shawler as we hop in the drivers seat and take a test run with Indianapolis 500 - The Simulation on the Amiga! Plus, stay around for all the Commodore Amiga news of the week and MORE!

Retro Asylum -  The UK’s No.1 Retro Gaming Podcast
Episode 324: Indiana Jones and the Last Crusade - The Graphic Adventure

Retro Asylum - The UK’s No.1 Retro Gaming Podcast

Play Episode Listen Later Jan 23, 2024 119:07


We whip ourselves into shape for 2024 by looking back at the final game club game for 2023: Indiana Jones and the Last Crusade.  Boxing gloves at the ready, let's find out if THOSE action sequences are really as bad as we remember. Thanks to all of our Patreon's who made this episode possible, we really appreciate your kind donations! Shot2Bits Plasticman Schnitzel Von Krumm with a new Brazilian bum Cillian O'Brien Robert Ilott Richard Pickles mrrockitt Peter Badrick Pete Rogers Rune P New Game Old Flame - Podcast Christopher Bolton Damon Crockett Dylan D'Arch Bitmap Soft Alec Plint Derek Young Howard Price Matthew Turner Adam Hinde Chris O'Regan James Dunn Hans aka Muppets4 roushimsx Guto Threadbare Chris Atwill Harvey Watson Martyn Jones Tim TJ Walker Ricardo Engel HeavyMetalDon James Bentley Tony Parkinson drnovocalcords Mal Woods Cane and Rinse LamptonWorm Salvio Calabrese Mitsoyama Rhys Wynne Clint Humphrey Mark Bylund Paul Ashton Chris Rowe Jon Sheppard Laurent Giroud Deadl0ck Aaron Maupin Jim-OrbitsIT Thomas scoffham Patrick Fürst Laurens Andrew Gilmour Stephen Stuttard Matt Sullivan Darren Coles Garry Heather Nick Lees Blake Brett   Looking for some MiSTer FPGA accessories? Give https://misterfpga.co.uk/ a visit and use the code retroasylum to gain a 6% discount. Looking for some new games for your favourite retro system? Then checkout https://www.bitmapsoft.co.uk/ Help support the Retro Asylum by becoming a patron: https://www.patreon.com/retroasylum Retro Asylum on Facebook: https://www.facebook.com/retroasylum/ Retro Asylum YouTube Channel: https://www.youtube.com/channel/UCfCC9rIvCKoW3mdbuCsB7Ag Retro Asylum on Instagram: https://www.instagram.com/the_retro_asylum/ Retro Asylum on Twitch:https://www.twitch.tv/theretroasylum Twitter: @theretroasylum Retro Asylum Merchandise: https://retroasylumstore.myspreadshop.co.uk/  

The FrogPants Studios Ultra Feed!
PLAY RETRO 89: Syndicate

The FrogPants Studios Ultra Feed!

Play Episode Listen Later Oct 6, 2023 68:42


Syndicate is an isometric real-time tactical and strategic game from Bullfrog Productions created in 1993, and released for a variety of platforms beginning with the PC and Commodore Amiga. It is the first title in the Syndicate series. Set in a dystopian future in which corporations have replaced governments, Syndicate puts the player in control of a corporation vying for global dominance. Hosted on Acast. See acast.com/privacy for more information.

Spectrum Days - retro games and movies
#26: Street Fighter 2 Retro Look - Exploding Fists

Spectrum Days - retro games and movies

Play Episode Listen Later Sep 28, 2023 39:57


In this episode, we look back at Street Fighter 2! Can you remember what it was like when it first came out in the Arcade? Or did you first see it on a home console like the SNES or the Sega Mega Drive? Did you ever play it on the Commodore Amiga? Have you seen the ZX Spectrum fan made version? Are you still playing it on the Nintendo Switch?Who taught you how to throw your first Hadoken?Sign up for our newsletter - https://spectrumdays.ck.page/newsletterFollow us on Twitter - https://twitter.com/SpectrumDaysPodCheck out the YouTube channel - https://www.youtube.com/@spectrumdaysRead things on our blog - https://spectrumdays.com/blog/ Hosted on Acast. See acast.com/privacy for more information.

New Books in Science, Technology, and Society
The Future Was Here: The Commodore Amiga

New Books in Science, Technology, and Society

Play Episode Listen Later Aug 20, 2023 18:27


Long ago, in 1985, personal computers came in two general categories: the friendly, childish game machine used for fun (exemplified by Atari and Commodore products); and the boring, beige adult box used for business (exemplified by products from IBM). The game machines became fascinating technical and artistic platforms that were of limited real-world utility. The IBM products were all utility, with little emphasis on aesthetics and no emphasis on fun. Into this bifurcated computing environment came the Commodore Amiga 1000. This personal computer featured a palette of 4,096 colors, unprecedented animation capabilities, four-channel stereo sound, the capacity to run multiple applications simultaneously, a graphical user interface, and powerful processing potential. It was, Jimmy Maher writes in The Future Was Here, the world's first true multimedia personal computer. Maher argues that the Amiga's capacity to store and display color photographs, manipulate video (giving amateurs access to professional tools), and use recordings of real-world sound were the seeds of the digital media future: digital cameras, Photoshop, MP3 players, and even YouTube, Flickr, and the blogosphere. He examines different facets of the platform--from Deluxe Paint to AmigaOS to Cinemaware--in each chapter, creating a portrait of the platform and the communities of practice that surrounded it. Of course, Maher acknowledges, the Amiga was not perfect: the DOS component of the operating systems was clunky and ill-matched, for example, and crashes often accompanied multitasking attempts. And Commodore went bankrupt in 1994. But for a few years, the Amiga's technical qualities were harnessed by engineers, programmers, artists, and others to push back boundaries and transform the culture of computing. Jimmy Maher is an independent scholar and writer living in Norway. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/science-technology-and-society

New Books in Communications
The Future Was Here: The Commodore Amiga

New Books in Communications

Play Episode Listen Later Aug 18, 2023 18:27


Long ago, in 1985, personal computers came in two general categories: the friendly, childish game machine used for fun (exemplified by Atari and Commodore products); and the boring, beige adult box used for business (exemplified by products from IBM). The game machines became fascinating technical and artistic platforms that were of limited real-world utility. The IBM products were all utility, with little emphasis on aesthetics and no emphasis on fun. Into this bifurcated computing environment came the Commodore Amiga 1000. This personal computer featured a palette of 4,096 colors, unprecedented animation capabilities, four-channel stereo sound, the capacity to run multiple applications simultaneously, a graphical user interface, and powerful processing potential. It was, Jimmy Maher writes in The Future Was Here, the world's first true multimedia personal computer. Maher argues that the Amiga's capacity to store and display color photographs, manipulate video (giving amateurs access to professional tools), and use recordings of real-world sound were the seeds of the digital media future: digital cameras, Photoshop, MP3 players, and even YouTube, Flickr, and the blogosphere. He examines different facets of the platform--from Deluxe Paint to AmigaOS to Cinemaware--in each chapter, creating a portrait of the platform and the communities of practice that surrounded it. Of course, Maher acknowledges, the Amiga was not perfect: the DOS component of the operating systems was clunky and ill-matched, for example, and crashes often accompanied multitasking attempts. And Commodore went bankrupt in 1994. But for a few years, the Amiga's technical qualities were harnessed by engineers, programmers, artists, and others to push back boundaries and transform the culture of computing. Jimmy Maher is an independent scholar and writer living in Norway. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/communications

New Books in Technology
The Future Was Here: The Commodore Amiga

New Books in Technology

Play Episode Listen Later Aug 16, 2023 18:27


Long ago, in 1985, personal computers came in two general categories: the friendly, childish game machine used for fun (exemplified by Atari and Commodore products); and the boring, beige adult box used for business (exemplified by products from IBM). The game machines became fascinating technical and artistic platforms that were of limited real-world utility. The IBM products were all utility, with little emphasis on aesthetics and no emphasis on fun. Into this bifurcated computing environment came the Commodore Amiga 1000. This personal computer featured a palette of 4,096 colors, unprecedented animation capabilities, four-channel stereo sound, the capacity to run multiple applications simultaneously, a graphical user interface, and powerful processing potential. It was, Jimmy Maher writes in The Future Was Here, the world's first true multimedia personal computer. Maher argues that the Amiga's capacity to store and display color photographs, manipulate video (giving amateurs access to professional tools), and use recordings of real-world sound were the seeds of the digital media future: digital cameras, Photoshop, MP3 players, and even YouTube, Flickr, and the blogosphere. He examines different facets of the platform--from Deluxe Paint to AmigaOS to Cinemaware--in each chapter, creating a portrait of the platform and the communities of practice that surrounded it. Of course, Maher acknowledges, the Amiga was not perfect: the DOS component of the operating systems was clunky and ill-matched, for example, and crashes often accompanied multitasking attempts. And Commodore went bankrupt in 1994. But for a few years, the Amiga's technical qualities were harnessed by engineers, programmers, artists, and others to push back boundaries and transform the culture of computing. Jimmy Maher is an independent scholar and writer living in Norway. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/technology

New Books in Economic and Business History
The Future Was Here: The Commodore Amiga

New Books in Economic and Business History

Play Episode Listen Later Aug 14, 2023 18:27


Long ago, in 1985, personal computers came in two general categories: the friendly, childish game machine used for fun (exemplified by Atari and Commodore products); and the boring, beige adult box used for business (exemplified by products from IBM). The game machines became fascinating technical and artistic platforms that were of limited real-world utility. The IBM products were all utility, with little emphasis on aesthetics and no emphasis on fun. Into this bifurcated computing environment came the Commodore Amiga 1000. This personal computer featured a palette of 4,096 colors, unprecedented animation capabilities, four-channel stereo sound, the capacity to run multiple applications simultaneously, a graphical user interface, and powerful processing potential. It was, Jimmy Maher writes in The Future Was Here, the world's first true multimedia personal computer. Maher argues that the Amiga's capacity to store and display color photographs, manipulate video (giving amateurs access to professional tools), and use recordings of real-world sound were the seeds of the digital media future: digital cameras, Photoshop, MP3 players, and even YouTube, Flickr, and the blogosphere. He examines different facets of the platform--from Deluxe Paint to AmigaOS to Cinemaware--in each chapter, creating a portrait of the platform and the communities of practice that surrounded it. Of course, Maher acknowledges, the Amiga was not perfect: the DOS component of the operating systems was clunky and ill-matched, for example, and crashes often accompanied multitasking attempts. And Commodore went bankrupt in 1994. But for a few years, the Amiga's technical qualities were harnessed by engineers, programmers, artists, and others to push back boundaries and transform the culture of computing. Jimmy Maher is an independent scholar and writer living in Norway. Learn more about your ad choices. Visit megaphone.fm/adchoices

New Books in Popular Culture
The Future Was Here: The Commodore Amiga

New Books in Popular Culture

Play Episode Listen Later Aug 14, 2023 18:27


Long ago, in 1985, personal computers came in two general categories: the friendly, childish game machine used for fun (exemplified by Atari and Commodore products); and the boring, beige adult box used for business (exemplified by products from IBM). The game machines became fascinating technical and artistic platforms that were of limited real-world utility. The IBM products were all utility, with little emphasis on aesthetics and no emphasis on fun. Into this bifurcated computing environment came the Commodore Amiga 1000. This personal computer featured a palette of 4,096 colors, unprecedented animation capabilities, four-channel stereo sound, the capacity to run multiple applications simultaneously, a graphical user interface, and powerful processing potential. It was, Jimmy Maher writes in The Future Was Here, the world's first true multimedia personal computer. Maher argues that the Amiga's capacity to store and display color photographs, manipulate video (giving amateurs access to professional tools), and use recordings of real-world sound were the seeds of the digital media future: digital cameras, Photoshop, MP3 players, and even YouTube, Flickr, and the blogosphere. He examines different facets of the platform--from Deluxe Paint to AmigaOS to Cinemaware--in each chapter, creating a portrait of the platform and the communities of practice that surrounded it. Of course, Maher acknowledges, the Amiga was not perfect: the DOS component of the operating systems was clunky and ill-matched, for example, and crashes often accompanied multitasking attempts. And Commodore went bankrupt in 1994. But for a few years, the Amiga's technical qualities were harnessed by engineers, programmers, artists, and others to push back boundaries and transform the culture of computing. Jimmy Maher is an independent scholar and writer living in Norway. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/popular-culture

Ransom Note
PREMIERE: Kristen Roos - Diablo I [We Are Busy Bodies]

Ransom Note

Play Episode Listen Later Jul 4, 2023 7:21


Vancouver artist Kristen Roos' Universal Synthesizer Interface Vol II celebrates algorithmic Music Making In a realm where magic and technology intertwined, Kristen Roos was a renowned adventurer. Armed with her trusty sword and enchanted armour, she set out on a quest to conquer the treacherous world of Diablo I. Little did she know, her journey would transcend the boundaries of the virtual realm. As she battled demons and explored labyrinthine dungeons, whispers of her exploits reached the ears of We Are Busy Bodies, a secret guild of mystical beings. Impressed by her valour, they summoned her to their hidden sanctuary. There, they bestowed upon Kristen ancient scrolls and enchanted melodies, enhancing her skills and infusing her weapons with arcane power. With her newfound abilities, she became a legendary warrior, feared by demons and revered by her fellow adventurers. Kristen Roos, the champion of Diablo I, now stood as a beacon of hope, protecting the realm from the forces of darkness. Her name would forever be etched in the annals of tales of that time, a symbol of courage and determination. Kristen Roos' The album pays homage to the early era of algorithmic music making, inspired by vintage software. Roos stumbled upon Laurie Spiegel's 'Music Mouse' on a Commodore Amiga floppy disk, a groundbreaking MIDI sequencer from 1985. Intrigued by its simplicity, Roos delved further into this 'first wave' of music software development. Vol II of Universal Synthesizer Interface focuses on two personal favourites: 'Music Mouse' and Frank Balde's 'Diablo.' The album showcases the interaction between repeating loops, forming vast tapestries of sound. Roos spent over a year studying, experimenting, and collaborating with software creators to craft this musical journey. The album's released on We Are Busy Bodies.. Order/Buy/Stream Etc Etc here: https://kristenrooswabb.bandcamp.com/album/universal-synthesizer-interface-vol-ii

Amigos: Everything Amiga Podcast
Commodore Amiga HAM Games - Pioneer Plague and OLOFight - ARG Presents 258

Amigos: Everything Amiga Podcast

Play Episode Listen Later Apr 9, 2023 69:42


HAM Games! What the heck IS this? Food based? Games with a pig? Well, NO, it's Commodore Amiga HAM Games...Hold And Modify! This week on ARG we attempt to explain this whole gimmick, and talk about ALL the known games on the Amiga that PLAY in HAM mode. Then, school is OUT and Amigo Aaron and THE BRENT attempt to PLAY a few HAM games. Sit back, relax, and fix your gaze upon the screen as we HAM it up with Pioneer Plague and OLOFight! --- Send in a voice message: https://podcasters.spotify.com/pod/show/amigospodcast/message

ARG Presents
Commodore Amiga HAM Games - Pioneer Plague and OLOFight - ARG Presents 258

ARG Presents

Play Episode Listen Later Apr 9, 2023 69:52


HAM Games! What the heck IS this? Food based? Games with a pig? Well, NO, it's Commodore Amiga HAM Games...Hold And Modify! This week on ARG we attempt to explain this whole gimmick, and talk about ALL the known games on the Amiga that PLAY in HAM mode. Then, school is OUT and Amigo Aaron and THE BRENT attempt to PLAY a few HAM games. Sit back, relax, and fix your gaze upon the screen as we HAM it up with Pioneer Plague and OLOFight! --- Support this podcast: https://podcasters.spotify.com/pod/show/arg-presents/support

Spectrum Days - retro games and movies
Spectrum Days - games we played - TRAILER

Spectrum Days - retro games and movies

Play Episode Listen Later Feb 13, 2023 1:36


A podcast ruining childhood memories game by game. We try to remember a game, then play it to find out how much we were wrong.Spectrum Days is a podcast where Chris and Phil ruin our childhood memories of the games we played as kids back in the 80s and 90s. Each episode features a new game that we discuss from our memories before pausing and playing. We then come back and let you know what we think now, 30 to 40 years after first playing it. We mostly cover ZX Spectrum, Sega Master System, and the Mega Drive but will cover other platforms like the Commodore Amiga, and Nintendo. There's a new episode every two weeks featuring a new old game and conversation from two middle-aged gamers - tune in to see if we completed it, or got stuck on level one.You can find the podcast on all the major podcast platforms and YouTube.Follow us on Twitter - @SpectrumDaysPodCheck out the YouTube channel - https://www.youtube.com/@spectrumdaysRead things on our blog - https://spectrumdays.com/blog/ Hosted on Acast. See acast.com/privacy for more information.

Smashing Bricks: A Retro Gaming Podcast
Smashing Bricks 11: Another World

Smashing Bricks: A Retro Gaming Podcast

Play Episode Listen Later Jan 16, 2023 119:30


Hey retro gamers! On today's episode of Smashing Bricks, it's a particle acceleration experiment gone wrong in Another World! Join me, Eddie Inzauto, and guest Neilan Naicker from the Board Game Barrage podcast as we die repeatedly in Another World, a cinematic action-adventure platformer originally released for the Commodore Amiga and Atari ST in 1991! Next Episode: Comix Zone for the SEGA Genesis, with guest Kyle Stallock! Make sure you get your hands on the game and play through with us before the show airs! You're also invited to drop us a line on Instagram or Twitter or via email—smashingbrickspodcast {at} gmail {dot} com—with your comments on Another World, Castlevania, Wizards & Warriors, Resident Evil 2, Metroid, any other game we've played, Smashing Bricks in general, or just to say hi. You can even leave a voice message about a past or upcoming game on our Anchor page to potentially be aired on a future episode! Also, please email me with any and all suggestions for games you'd like to see covered on future episodes of the show. Check out the Smashing Bricks Retro Games List (SBRGL) and help me fill in the gaps, or even simply let me know that a game that's already on the list is a must-play for the show! Here's that link: https://docs.google.com/spreadsheets/d/1-5kxVLc12amW4gbG80DzhEItUNmUi-Mh9yiKdfncJuM/edit?usp=sharing Smashing Bricks now has a Discord server! Follow this link to connect with your small but mighty community! https://discord.gg/gfnpx62JzS LINKS: Board Game Barrage Podcast: http://boardgamebarrage.com Smashing Bricks on Anchor: http://anchor.fm/smashingbricks SB on Intagram: http://instagram.com/smashingbricks SB on Twitter: http://twitter.com/smashing_bricks Eddie's Photography on Instagram: http://instagram.com/edwardinzauto Eddie's Music on Instagram: http://instagram.com/lightseekersoundwaves --- Send in a voice message: https://podcasters.spotify.com/pod/show/smashingbricks/message Support this podcast: https://podcasters.spotify.com/pod/show/smashingbricks/support

airhacks.fm podcast with adam bien
Obsessed With Performance

airhacks.fm podcast with adam bien

Play Episode Listen Later Jan 15, 2023 57:25


An airhacks.fm conversation with Jakob Jenkov (@jjenkov) about: the great Commodore 128, The Last Ninja game, starting to program Basic, Commodore Amiga 500, starting with Borland Pascal on a PC, optimising code with assembly and C, starting in IT University in Copenhagen, switching to Java, the catch up with Java, Java from the Source Sun books, performance tuning, one application per server, using the Silverstream application server, SIlverStream was acquired by Novell, WebObjects from Apple, building a logistics system for UPS with Java, what is a solution architect?, architect vs. designer, Jakob Jenkov tutorial page: jenkov.com, the LMAX disruptor, Martin Thompson performance work the EJB lambda talk: Hey Enterprise EJB Developers Now Is The Time To Go Serverless, AWS Lambda for enterprise applications, cloud complexity and portability, Infrastructure as Code with Java, using Java CDK for provisioning, quarkus and Micronaut cloud optimizations Jakob Jenkov on twitter: @jjenkov

BSD Now
473: Rusty Kernel Modules

BSD Now

Play Episode Listen Later Sep 22, 2022 46:21 Very Popular


Writing FreeBSD kernel modules in Rust, Details behind the FreeBSD aio LPE, Linux subsystem for FreeBSD, FreeBSD Journal: Science, Systems, and FreeBSD, NetBSD improves Amiga support, OpenBSD on Scaleway Elastic Metal, and more NOTES This episode of BSDNow is brought to you by Tarsnap (https://www.tarsnap.com/bsdnow) and the BSDNow Patreon (https://www.patreon.com/bsdnow) Headlines Writing FreeBSD Kernel modules in Rust (https://research.nccgroup.com/2022/08/31/writing-freebsd-kernel-modules-in-rust/) Details behind the FreeBSD aio LPE (https://accessvector.net/2022/freebsd-aio-lpe) News Roundup Linux Subsystem for FreeBSD (https://medium.com/nttlabs/linux-subsystem-for-freebsd-500b9a88fda4) FreeBSD Journal: Science, Systems, and FreeBSD (https://freebsdfoundation.org/wp-content/uploads/2022/08/03ae2705ab4362602a6bb90c5b9628c595d8b4fa.2.pdf) NetBSD improves its support for the Commodore Amiga (https://thenewstrace.com/netbsd-an-operating-system-that-is-serious-about-being-cross-platform-now-improves-its-support-for-the-commodore-amiga-1985/243892/) Installing OpenBSD on Scaleway Elastic Metal (https://www.senzilla.io/blog/2022/08/10/installing-openbsd-scaleway-elastic-metal/) Beastie Bits /usr/games removed from the default $PATH (http://undeadly.org/cgi?action=article;sid=20220810120423) How to install and configure mDNSResponder (https://forums.FreeBSD.org/threads/how-to-install-and-configure-mdnsresponder.70713/) How to use consistent exit codes in shell scripts (https://sleeplessbeastie.eu/2022/08/12/how-to-use-consistent-exit-codes-in-shell-scripts) Tarsnap This weeks episode of BSDNow was sponsored by our friends at Tarsnap, the only secure online backup you can trust your data to. Even paranoids need backups. Feedback/Questions [TheHolm - zfs question)[https://github.com/BSDNow/bsdnow.tv/blob/master/episodes/469/feedback/TheHolm%20-%20zfs%20question.md] *** Send questions, comments, show ideas/topics, or stories you want mentioned on the show to feedback@bsdnow.tv (mailto:feedback@bsdnow.tv) ***

Wanted Podcast
Wanted podcast #96 // Kátai Tamás (Thy Catafalque)

Wanted Podcast

Play Episode Listen Later Sep 20, 2022 43:41


Ha létezik hálószobapop, akkor bizony létezk hálószobametal is, hiszen Kátai Tamás mára egyszemélyes projektje, a Thy Catafalque 1998-as megalakulása óta leginkább a falak között működött, miközben fű alatt a nemzetközileg leginkább elismert magyar metalzenekarrá nőtte ki magát. Hogy mindez hogyan alakult, hogyan formálódott az elmúlt időszakban színpadi produkcióvá, zenekarrá a Thy Catafalque, milyen szerepet játszott életében a Basic nyelv és a Commodore Amiga számítógép, ciki lehet-e egy piros Junoszty tévé a Gire zenekarban, milyen volt a zenei élet Makón a kilencvenes években, mennyire szövi át a zeneipari tudatosság Tamás életét, de az is kiderül, mikor várható az új Thy Catafalque-album. A Wanted podcast adása az NKA Hangfoglaló program támogatásával készült.

The Retro Hour (Retro Gaming Podcast)
342: Video Toaster with NewTek Founder Tim Jenison - The Retro Hour EP342

The Retro Hour (Retro Gaming Podcast)

Play Episode Listen Later Sep 2, 2022 89:40


We're joined by a legend this week, NewTek founder and the 'father of desktop video', Tim Jenison, to hear the story of how the Commodore Amiga changed the movie and TV industry. Tim's Vermeer: https://www.sonyclassics.com/timsvermeer/  Please visit our amazing sponsors and help to support the show: Bitmap Books https://www.bitmapbooks.com/ Check out PCBWay at pcbway.com for all your PCB needs Thanks to our latest Patreon backers, in the Hall of Fame this week: Damien Smith We need your help to ensure the future of the podcast, if you'd like to help us with running costs, equipment and hosting, please consider supporting us on Patreon: https://theretrohour.com/support/ https://www.patreon.com/retrohour Get your Retro Hour merchandise: https://bit.ly/33OWBKd Join our Discord channel: https://discord.gg/GQw8qp8 Website: http://theretrohour.com Facebook: https://www.facebook.com/theretrohour/ Twitter: https://twitter.com/retrohouruk Instagram: https://www.instagram.com/retrohouruk/ Twitch: https://www.twitch.tv/theretrohour Upcoming events: Amiga 37 - 15th and 16th October Notts VGA Festival - https://www.nottsvge.com/ - 17th & 18th December 2022 Show notes:  Resident Evil cancelled after one season: https://bit.ly/3B8ngVx Pac Man World Re-Pac: https://bit.ly/3Q9VIDk Wireless controller mod for GameCube: https://bit.ly/3B4eZBR Janet Jackson crashes your hard drive: https://bit.ly/3KFfhlH Game publisher Sunsoft is back: https://bit.ly/3KCYHmJ

The Retro Hour (Retro Gaming Podcast)
334: The Commodore Amiga 500 Story - The Retro Hour EP334

The Retro Hour (Retro Gaming Podcast)

Play Episode Listen Later Jul 8, 2022 103:51


We catch up with documentary makers Ant & Nic Caulfield to chat about their latest project, dedicated to the history of the Amiga 500.  What made it so special? Did piracy help or harm the machine and lots of our memories in this very nostalgic episode. The Gaming Chronicles - The Amiga 500 on Kickstarter FINAL HOURS: https://www.kickstarter.com/projects/gamingchronicles/the-gaming-chronicles-episode-1-the-amiga-500 Please visit our amazing sponsors and help to support the show: Bitmap Books https://www.bitmapbooks.com/ Check out PCBWay at https://pcbway.com for all your PCB needs Grow your business today with a 14 day FREE trial of Shopify, use our link at https://shopify.co.uk/retrohour We need your help to ensure the future of the podcast, if you'd like to help us with running costs, equipment and hosting, please consider supporting us on Patreon: https://theretrohour.com/support/ https://www.patreon.com/retrohour Get your Retro Hour merchandise: https://bit.ly/33OWBKd Join our Discord channel: https://discord.gg/GQw8qp8 Website: http://theretrohour.com Facebook: https://www.facebook.com/theretrohour/ Twitter: https://twitter.com/retrohouruk Instagram: https://www.instagram.com/retrohouruk/ Twitch: https://www.twitch.tv/theretrohour Show notes:  Atari 50th anniversary collection: https://bit.ly/3PgDuA5 Our chat with Nolan Bushnell: https://bit.ly/3RgjzTF  The Simpsons Hit and Run fan remake is open world: https://bit.ly/3ypyoL5 Ron Gilbert stops giving Monkey Island updates after fan backlash: https://bit.ly/3alza3M Metal Slug for Mega Drive and Atari ST: https://bit.ly/3ysF1fq Game Cube Pico Mod Chip: https://youtu.be/qwL4ZSa0xMo

The Mr. Bill Podcast
MBP #113 cTrix

The Mr. Bill Podcast

Play Episode Listen Later Jun 10, 2022 90:32 Very Popular


cTrix is a musician and promoter of music created with and incorporating the sounds of computers from the 1980's and 90's.  He is best known for his live energetic performances at shows incorporating original tunes playing live from combinations of a Nintendo Entertainment System, Gameboy, Atari 2600, SNES, Vectrex, Sega Megadrive, PC Engine, Neo Geo and Commodore Amiga.   He also hosts a YouTube channel called Debug Live which focuses on the budget home studio gear of the late 1980s and 90s and modern composition tools for taking retro music programming to the next level.   cTrix has toured Mexico, New Zealand, Germany, Japan, The Netherlands, Australia, USA and the UK.    cTrix Links: http://ctrix.net/ https://www.youtube.com/user/debuglive https://www.facebook.com/ctrix64/ https://soundcloud.com/ctrix https://twitter.com/ctrix64 Mr. Bill's Links: https://live.mrbillstunes.com/ https://discord.gg/ySjhgWQ https://mrbill.bandcamp.com/ https://www.youtube.com/user/MrBillsTunes   Podcast Produced & Edited by: https://twitter.com/303FuMo

HaskinCast PodCast
243 Music Review - Commodore Amiga Music

HaskinCast PodCast

Play Episode Listen Later Jun 8, 2022 46:50


Enjoy a look back on the glory days of the Commodore Amiga computer and the advanced sound abilities that allowed users to create sings like the ones I play on the show.  Some came from bulletin boards, others came from disks from Amiga Magazine.   Album Links: No real links for this episode as there are no official albums or releases that I am aware of.   Song covered in this episode: Journey Into Sound Synth Song 8 Channel Demo Fairlight Ballad Altar Of Light Deep Deep Ocean Mod Awesome 3 Mod Awesome 5 Mod Awesome Mod Sad Ballad   HaskinCast Podcast links:   My Website: https://www.scotthaskin.com/podcast   Official Facebook page: https://www.facebook.com/profile.php?id=1210703585754449&ref=br_rs   Spotify: https://open.spotify.com/show/3hr9NNZSe6Q9tFOjD5bX8j?si=Tqme3XQXQXq8Qo4EDE2rjw https://open.spotify.com/show/3hr9NNZSe6Q9tFOjD5bX8j   iTunes: https://itunes.apple.com/us/podcast/haskincast-podcast/id1437772872?mt=2   YouTube: https://www.youtube.com/user/ScottHaskinMusic   Google Play: https://playmusic.app.goo.gl/?ibi=com.google.PlayMusic&isi=691797987&ius=googleplaymusic&apn=com.google.android.music&link=https://play.google.com/music/m/Ipsjavxsi5u4l4t5xvzmxjess4i?t%3DHaskinCast_PodCast%26pcampaignid%3DMKT-na-all-co-pr-mu-pod-16   Podbean: https://www.podbean.com/site/Search/index?v=haskincast   #RetroCompoeter #RetroComputerMusic #Mod #Commodore #Amiga #Chiptune #ComputerMusic #LasVegas #Composer #Author #AudioEngineer #Drummer #Podcast #PodcastLife #HaskincastPodcast

Press any Button: A Video Game Podcast
Episode 32: Shaq Fu (snes 1994)

Press any Button: A Video Game Podcast

Play Episode Listen Later May 18, 2022 57:31


This week we reveal all the dark secrets of the infamous game, Shaq Fu. Shaq Fu is a 2D fighting game released for the Sega Genesis and Super Nintendo in 1994 and ported to Game Gear, Game Boy, and Commodore Amiga in 1995. The game was developed by Delphine Software International and published by Electronic Arts. It features former professional basketball player Shaquille O'Neal as a playable fighter and the main protagonist of the story mode. About us: Press Any Button hosts Nicky (a new gamer) and Eric (a lifetime gamer) are a married couple who both love video games. For every video game they will discuss its past (history of the game, developers story, and fun facts), present (game play, game review and strategy), and future (will there be a sequel?? A movie?) BUT WAIT THERE'S MORE… Every game also comes with a challenge presented by the host that chose the game. If the challenge is not completed then whoever failed has to do a video game rap! So if you want to learn more about video games, hear some nerdy video game raps, or just have a good time this is the podcast for you. We try to cover all types of video games including: Retro and New video games Playstation, Nintendo, Xbox, Sega, and PC games Any and all genres including RPG, Simulation, Beat em up, platforming, mystery, first person shooter, sandbox, puzzle, action adventure, etc. Follow us on Instagram: https://www.instagram.com/pressanybutton_podcast/ Credits: Nicky Smith Eric Luedtke Music by Mark Spurlock References: https://www.rollingstone.com/movies/movie-news/qa-shaquille-oneal-is-sorry-for-shaq-fu-raising-money-for-sequel-112988/ talkingames.com/paul-cuisset-chapter-ii/ https://en.wikipedia.org/wiki/Shaq_Fu https://en.wikipedia.org/wiki/Delphine_Software_International https://shaqfu.fandom.com/wiki/Shaq-Fu https://tvtropes.org/pmwiki/pmwiki.php/Trivia/ShaqFu https://shaqfu.com https://saveshaqfu.com http://www.bozocircus.free.fr/e_shaqfu2.php

Nebuchadnezzar
El cerebro de la bestia

Nebuchadnezzar

Play Episode Listen Later Jan 30, 2022 126:58


Analizamos todos los últimos grandes procesadores presentados por todas las marcas y aprendemos a cómo entenderlos y compararlos Hubo un tiempo en que solo unas pocas compañías tenían el suficiente peso en investigación y desarrollo para crear microprocesadores. En todo el siglo XX, Intel era la reina indiscutible, seguida por Motorola quien también creó algunos de los microprocesadores más icónicos como la serie 68000 que fue el corazón de los Macintosh o los Commodore Amiga hasta mediados de los 90. Con la llegada del nuevo siglo, IBM y sus PowerPC intentaron competir con Intel pero fracasaron, dejando al gigante de Santa Clara como rey indiscutible y a AMD a su zaga haciendo chips compatibles, desde los 90 del siglo XX. Pero en las sombras, cual anillo de poder, los procesadores que fueron el cerebro de los primeros Apple, el MOS 6502, evolucionaron su arquitectura dando paso a ARM, los Acorn RISC Machines. Mientras Intel iba aumentando la potencia consumiendo cada vez más energía, ARM estaba diseñado para ser eficiente aunque fuera menos potente, hasta que en la pasada década, el balance fue cambiando y de pronto, ARM, encontró la fórmula mágica consiguiendo suficiente potencia. Hoy, Intel intenta recuperar un mercado que ya no cree en él, AMD (trabajando en su misma arquitectura) ha conseguido superarles en muchos aspectos. Y Apple le ha superado con su propia arquitectura, Apple Silicon, basada en ARM. Hoy, todos quieren y tienen procesadores propios: Qualcomm, Amazon, Microsoft, Google, Apple, Huawei, Samsung… y algunos de ellos están llamados a presentar una competencia inesperada a Intel. Oliver Nabani Twitter: @olivernabani Twitch: Se Dice Mashain Julio César Fernández Twitter: @jcfmunoz Twitch: Apple Coding Podcast: Apple Coding Formación: Apple Coding Academy Consultoría: Gabhel Studios