Podcast appearances and mentions of don woods

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Best podcasts about don woods

Latest podcast episodes about don woods

Within The Realm
Gusty: Building Trust One Kid at a Time

Within The Realm

Play Episode Listen Later Aug 12, 2024 13:47


Back in the day, local TV news was important, especially the weather forecast, here in Tornado Alley. One Weatherman here in the place where the Great Plains, the Ozark Mountains and the Indian Territory collide developed a great gimmick to get kids to watch the forecast. The gimmick? The chance to hear your name on TV and get a drawing from the weatherman himself! The weatherman was the legendary Don Woods and the gimmick was the equally legendary Gusty, the little drawing he did twice daily for 35 years. He drew in kids to watch for their chance to win a Gusty drawing, but they also learned a little about the weather. This was Don Woods goal. He also created a bond of trust between his viewer and himself that was only part of his legacy. See a little more about the station Don Woods worked for in this previous episode. Eight's the Place SUPPORT INDEPENDENT ARTIST! Check out all we have to offer at withinpodcast.com! Want to advertise, sponsor or otherwise support Within The Realm? Visit with us at contact@withinpodcast.com or Support Within The Realm  Our sponsors:  jandjpoolsafety@gmail.com katchakid.com Music: The Right Direction by Shane Ivers Katchakid has a 100% safety rating and have maintained that for over 50 years. That's a lot of safety and plenty of peace of mind when it comes to your pool and your family. Martin Mountain Coffee: Small Batch Roaster for an Artisan Cup of Coffee! Check out Martin Mountain Coffee's signature Within The Realm Blend "Story Teller's Roast!" It's an artisan cup of coffee. Contact Us! Facebook: @withintherealm1 Instagram: within_the_realm contact@withinpodcast.com Within The Realm is a fiercly Independent podcast written and produced by Steve Garrett for the enjoyment of the curious soul. WTR intro: Sweat Shirt (S. Garrett) WTR outro: Baby Boy (S. Garrett) Want to advertise, sponsor or otherwise support Within The Realm? Visit with us at contact@withinpodcast.com or Support Within The Realm   

Within The Realm
Eight's The Place: Tulsa TV, Promotion and Community

Within The Realm

Play Episode Listen Later Dec 3, 2023 14:52


Back when I was a kid, there was Channel 8, Tulsa's KTUL. Channel 8 embraced the concept of local content for working stiffs, housewives, kids, lovers of moster movies...you get the idea.The news anchors and characters on these local shows were out in the small towns in their viewing area, in parades,at county fairs, whereever a crowd might gather. It built a strong between the station and its viewers.  It was about as interactive as broadcast television could be The executives in the corner offices have decided to shutter the once lively studios and offices of KTUL, to operate the station remotely from Oklahoma City. A sign of the times, but there are still lessons to learn from the heyday of KTUL. Links to KTUL local shows and promotions info: KTUL Promotions Mazzeppa Show with Gailard Sartain Mazzeppa SevenUp Commercial Uncle Zeb's Cartoon Camp KTUL Retrospective Remember to share the show with someone you know today!   Check out all we have to offer at withinpodcast.com! Want to advertise, sponsor or otherwise support Within The Realm? Visit with us at contact@withinpodcast.com or Support Within The Realm  Our sponsors:  jandjpoolsafety@gmail.com katchakid.com Music: The Right Direction by Shane Ivers Martin Mountain Coffee: Small Batch Roaster for an Artisan Cup of Coffee! Check out Martin Mountain Coffee's signature Within The Realm Blend "Story Teller's Roast!" Contact Us!

GameKeeper Podcast
EP:180 | Mississippi Record Alligator

GameKeeper Podcast

Play Episode Listen Later Sep 2, 2023 67:58


On this BONUS episode we hear the story of the recently killed Mississippi State Record Alligator. The hunters Don Woods, Will Thomas, Tanner White and Joey Clark join us to tell the exciting story, and former MDWFP gator coordinator Ricky Flynt explains even more interesting details about prior interactions with the same individual. Imagine a 14 foot jon boat and a 14 foot 3 inch 802 pound alligator!  It's an amazing story of four deserving hunters. Trust us, you don't want to miss this one.         Show Notes: Mississippi Alligator Program Biologic's Quick-Sow Deer Plot is an easy to grow no-till food plot mix exclusively available at your local Tractor Supply store.Support the showStay connected with GameKeepers: Instagram: @mossyoakgamekeepers Facebook: @GameKeepers Twitter: @MOGameKeepers YouTube: @MossyOakGameKeepers Website: https://mossyoakgamekeeper.com/ Subscribe to Gamekeepers Magazine: https://bit.ly/GK_Magazine Buy a Single Issue of Gamekeepers Magazine: https://bit.ly/GK_Single_Issue Join our Newsletters: Field Notes - https://bit.ly/GKField_Notes | The Branch - https://bit.ly/the_branch Have a question for us or a podcast idea? Email us at gamekeepers@mossyoak.com

Not Your Average Bucket List
The 10 Best Things To Do In Arizona In July, 2023

Not Your Average Bucket List

Play Episode Listen Later Jun 30, 2023 7:11


Join us as we explore the vibrant state of Arizona and uncover the top ten must-see destinations for July 2023. Whether you're a local resident or planning a visit, this series will guide you through the most thrilling experiences that await you. From the stunning natural landscapes to bustling city life, Arizona offers something for everyone. Are you ready for the 10 Best Things To Do in Arizona in July 2023?!1. Explore the Desert Botanical Garden2. Take a Jeep Tour in Sedona3. Attend the Prescott Frontier Days4. Papago Park – Go Stargazing5. Experience the Old West in Tombstone6. Grab a cocktail at Don Woods' Say When - Phoenix7. Cruise the waterways of Lake Havasu on the Dixie Bell8. Go Wine Tasting at Sonoita Vineyards - Elgin9. Spend the weekend camping on Lake Powell10. Indulge in Chick-In Waffle - TusconFor the full breakdown of all of these events, including when and where to go, check out our feature article on OnlyInYourState: The 10 Best Things To Do In Arizona In July 2023.

Pro Football in the 1970s
Great Rookie Running Back Season During the 1970s

Pro Football in the 1970s

Play Episode Listen Later Jun 5, 2023 9:40


Pro Football in the 1970s is part of the Sports History Network - The Headquarters For Your Favorite Sport's Yesteryear.EPISODE SUMMARYDuring the 1970s, there were several outstanding rookie running backs whose first year in the NFL were extraordinary. Any one of the following six players would have been a great addition to any team. Some of them were famous from their college days. Others gained national attention only when they produced in the pros. John Brockington of the Green Bay Packers, Franco Harris of the Pittsburgh Steelers, Don Woods of the San Diego Chargers, Tony Dorsett of the Dallas Cowboys, Earl Campbell of the Houston Oilers, and Terry Miller of the Buffalo Bills, each began their pro careers during the decade of the 1970s by breaking 1,000 yards rushing.Read the entire episode blog post and check out some other cool info regarding this episode here.PRO FOOTBALL IN THE 1970S BACKGROUNDPro Football in the 1970s is a podcast dedicated to teaching fans about the history of the NFL during the 1970s, a time when the host (Joe Zagorski) grew up as a rabid fan of the game. Joe is also an author of multiple NFL books. See Joe's books below.The NFL in the 1970s: Pro Football's Most Important DecadeThe Year the Packers Came Back: The 1972 ResurgenceAmerica's Trailblazing Middle Linebacker: The Story of NFL Hall of Famer Willie Lanier

Soul Wealth Podcast
You Must Be Out Of Your Mind with Ryan Yokome | SWP 265

Soul Wealth Podcast

Play Episode Listen Later Oct 24, 2022 16:30


I recently listened to Dr. Don Woods podcast “You must be out of your mind” and had a few take-aways around trauma and how that impacts life and making money. Take a listen. Here's a link to his podcast: https://open.spotify.com/show/6qeEgUzcgKe7jm31GpE2aN Thanks for tuning in Spirit Homie!  Ryan Yokome is an internationally recognized expert in the field of personal transformation. Over the past decade, Ryan has helped thousands of entrepreneurs get out of their own way to unleash their greatest purpose by harmonising their masculine drive and feminine flow. Ryan is an entrepreneur, business coach, nature lover and the host of the Soul Wealth Podcast. Website: https://www.soulwealthcoaching.com Soul Wealth Podcast: http://ryanyokome.com/podcast/ Instagram: http://instagram.com/ryanyokome   Much Love, Ryan YokomeSoul Wealth Coaching  PS: For questions about coaching programs please email my assistant Brandi at brandi@ryanyokome.com

much love ryan yokome don woods soul wealth podcast
The History of Computing
Colossal Cave Adventure

The History of Computing

Play Episode Listen Later Jun 2, 2022 11:28


Imagine a game that begins with a printout that reads: You are standing at the end of a road before a small brick building. Around you is a forest. A small stream flows out of the building and down a gully. In the distance there is a tall gleaming white tower. Now imagine typing some information into a teletype and then reading the next printout. And then another. A trail of paper lists your every move. This is interactive gaming in the 1970s. Later versions had a monitor so a screen could just show a cursor and the player needed to know what to type. Type N and hit enter and the player travels north. “Search” doesn't work but “look” does. “Take water” works as does “Drink water” but it takes hours to find dwarves and dragons and figure out how to battle or escape. This is one of the earliest games we played and it was marvelous. The game was called Colossal Cave Adventure and it was one of the first conversational adventure games. Many came after it in the 70s and 80s, in an era before good graphics were feasible. But the imagination was strong.  The Oregon Trail was written before it, in 1971 and Trek73 came in 1973, both written for HP minicomputers. Dungeon was written in 1975 for a PDP-10. The author, Don Daglow, went on the work on games like Utopia and Neverwinter Nights Another game called Dungeon showed up in 1975 as well, on the PLATO network at the University of Illinois Champagne-Urbana. As the computer monitor spread, so spread games. William Crowther got his degree in physics at MIT and then went to work at Bolt Baranek and Newman during the early days of the ARPANET. He was on the IMP team, or the people who developed the Interface Message Processor, the first nodes of the packet switching ARPANET, the ancestor of the Internet. They were long hours, but when he wasn't working, he and his wife Pat explored caves. She was a programmer as well. Or he played the new Dungeons & Dragons game that was popular with other programmers. The two got divorced in 1975 and like many suddenly single fathers he searched for something for his daughters to do when they were at the house. Crowther combined exploring caves, Dungeons & Dragons, and FORTRAN to get Colossal Cave Adventure, often just called Adventure. And since he worked on the ARPANET, the game found its way out onto the growing computer network. Crowther moved to Palo Alto and went to work for Xerox PARC in 1976 before going back to BBN and eventually retiring from Cisco. Crowther loosely based the game mechanics on the ELIZA natural language processing work done by Joseph Weizenbaum at the MIT Artificial Intelligence Laboratory in the 1960s. That had been a project to show how computers could be shown to understand text provided to computers. It was most notably used in tests to have a computer provide therapy sessions. And writing software for the kids or gaming can be therapeutic as well. As can replaying happier times.  Crowther explored Mammoth Cave National Park in Kentucky in the early 1970s. The characters in the game follow along his notes about the caves, exploring the area around it using natural language while the computer looked for commands in what was entered. It took about 700 lines to do the original Fortran code for the PDP-10 he had at his disposal at BBN. When he was done he went off on vacation, and the game spread. Programmers in that era just shared code. Source needed to be recompiled for different computers, so they had to. Another programmer was Don Woods, who also used a PDP-10. He went to Princeton in the 1970s and was working at the Stanford AI Lab, or SAIL, at the time. He came across the game and asked Crowther if it would be OK to add a few features and did. His version got distributed through DECUS, or the Digital Equipment Computer Users Society. A lot of people went there for software at the time. The game was up to 3,000 lines of code when it left Woods. The adventurer could now enter the mysterious cave in search of the hidden treasures. The concept of the computer as a narrator began with Collosal Cave Adventure and is now widely used. Although we now have vast scenery rendered and can point and click where we want to go so don't need to type commands as often. The interpreter looked for commands like “move”, “interact” with other characters, “get” items for the inventory, etc. Woods went further and added more words and the ability to interpret punctuation as well. He also added over a thousand lines of text used to identify and describe the 40 locations. Woods continued to update that game until the mid-1990s. James Gillogly of RAND ported the code to C so it would run on the newer Unix architecture in 1977  and it's still part of many a BSD distribution. Microsoft published a version of Adventure in 1979 that was distributed for the Apple II and TRS-80 and followed that up in 1981 with a version for Microsoft DOS or MS-DOS. Adventure was now a commercial product. Kevin Black wrote a version for IBM PCs. Peter Gerrard ported it to Amiga Bob Supnik rose to a Vice President at Digital Equipment, not because he ported the game, but it didn't hurt. And throughout the 1980s, the game spread to other devices as well. Peter Gerrard implemented the version for the Tandy 1000. The Original Adventure was a version that came out of Aventuras AD in Spain. They gave it one of the biggest updates of all. Colossal Cave Adventure was never forgotten, even though it was Zork was replaced. Zork came along in 1977 and Adventureland in 1979. Ken and Roberta Williams played the game in 1979. Ken had bounced around the computer industry for awhile and had a teletype terminal at home when he came across Colossal Cave Adventure in 1979. The two became transfixed and opened their own company to make the game they released the next year called Mystery House. And the text adventure genre moved to a new level when they sold 15,000 copies and it became the first hit. Rogue, and others followed, increasingly interactive, until fully immersive graphical games replaced the adventure genre in general. That process began when Warren Robinett of Atari created the 1980 game, Adventure.  Robinett saw Colossal Cave Adventure when he visited the Stanford Artificial Intelligence Laboratory in 1977. He was inspired into a life of programming by a programming professor he had in college named Ken Thompson while he was on sabbatical from Bell Labs. That's where Thompason, with Dennis Ritchie and one of the most amazing teams of programmers ever assembled, gave the world Unix and the the C programming language at Bell Labs. Adventure game went on to sell over a million copies and the genre of fantasy action-adventure games moved from text to video.

Advent of Computing
Episode 78 - INTERCAL and Esoterica

Advent of Computing

Play Episode Listen Later Mar 20, 2022 65:42


Programming doesn't have to be a very serious discipline. In fact, sometimes it's better if it's a little silly. Today we are talking about INTERCAL, the first esoteric programming language. Is it a joke? Is it a form of hacker folk art? Is it even a good language? To answer those questions we need to asses what makes a programming language "good" in the first place. Program INTERCAL online today! (https://www.tutorialspoint.com/compile_intercal_online.php) Selected Sources: https://archive.org/details/intercal-ref/mode/1up?view=theater - 1973 INTERCAL Manual https://esoteric.codes/blog/don-woods - Interview with Don Woods https://sci-hub.se/10.1145/800197.806048 - 1965 TRAC paper

Oxide and Friends
The episode formerly known as ℔

Oxide and Friends

Play Episode Listen Later Aug 24, 2021 66:21


Oxide and Friends Twitter Space: August 23rd, 2021The episode formerly known as ℔We've been holding a Twitter Space weekly on Mondays at 5p for about an hour. Even though it's not (yet?) a feature of Twitter Spaces, we have been recording them all; here is the recording for our Twitter Space for August 23rd, 2021.In addition to Bryan Cantrill and Adam Leventhal, speakers on August 23rd included Neal Gompa, Tom Lyon, Laura Abbott, Jeremy Tanner, Matt Campbell, Simeon Miteff and others. (Did we miss your name and/or get it wrong? Drop a PR!)Some of the topics we hit on, in the order that we hit them: Last week's recording on “Showstopper” with author G. Pascal Zachary, and Jessamyn West. Ashton-Tate history (there never was any Ashton, and dBASE II was the first version)  dBASE IV was “slow, buggy” and didn't get fixed in a timely manner Last week, Pascal mentioned that CEO Ed Esber “in a fit of insanity admitted to me (a journalist) he didn't know how to use his company's own product!” Friday! personal information manager, and Sidekick from Borland (like Google calendar for DOS) [@3:01](https://youtu.be/-ZRv6EHaQYM?t=181) Phrasing: operating program (vs operating system)  Steve Jobs 1992 MIT Sloan talk ~72mins on consultants, hiring people and leaving Apple (see mit.edu summary) > Jobs: NeXTSTEP is not an operating system, it's an operating environment July 5th recording discussing NeXT. Randall Stross book: Steve Jobs and the NeXT Big Thing (1993) > Mac OSX focused on user capabilities of the desktop environment, but they considered it one and the same with the operating system [@7:42](https://youtu.be/-ZRv6EHaQYM?t=462) Windows NT had “multiple personalities” > Adam: I was instantly transported to the 90's. > Bryan: I could hear Smashing Pumpkins playing on the radio.  Sun's Spring OS was the ne plus ultra of this approach Mach microkernel, GNU Hurd, Apple M1, Windows Subsystem for Linux WSL > Adam: Docker takes static linking to the extreme and just ships everything [@12:40](https://youtu.be/-ZRv6EHaQYM?t=760) Microkernels > Simeon: (Oxide) is working on a microkernel for Hubis, tell us about that  Minix, and the Tanenbaum-Torvalds 1992 microkernel vs monolithic debate QNX Unix-like real-time OS  See ACM ByteCast interview with Rashmi Mohan, Bryan tells the story ~3mins of coming to QNX after reading about it in the “Operating Systems Roundup” of Byte Magazine 1993 (see also Bryan's blog post and remembering Dan Hildebrand) L4 microkernel The QNX 1.44M demo diskThe GUI was called Photon. > Bryan: why would we not run this (QNX) absolutely everywhere? Oberon OS. Photon microGUI [@15:49](https://youtu.be/-ZRv6EHaQYM?t=949) Laura on writing a microcontroller operating system  Cliff Biffle's website Microkernels, root of trust, embedded systems There is very little (or no) dynamic memory allocation in Hubris. Tock multitasking embedded OS, and Bryan's “Tockilator: Deducing Tock execution flows from Ibex Verilator traces” video ~12mins In Tock, dynamic program loading is central. Hubris functions as a security-minded service processor. The programs it will use are all known in advance; so dynamic loading (and the accompanying security concerns) can be left out. Fit-to-purpose OSs [@24:19](https://youtu.be/-ZRv6EHaQYM?t=1459) ROPI/RWPI (aka “Ropy Rippy”) and the growing pains of RISC-V  GitHub issue ROPI/RWPI Specification (Embedded PIC) OpenTitan, ARM Cortex-M > When we set out to write Hubris, we spent a lot of time reading > and learning what's out there. QNX vs monolithic systems. QNX was robust against module failure, so bugs in modules were tolerable. At Sun, faults in a module were system faults, so bugs were unacceptable. Memory protection. Stack growing into (and corrupting) data segment, hard to debug. Stack corruption, a hit and run. [@32:39](https://youtu.be/-ZRv6EHaQYM?t=1959) Humor: Oxide rustfmt bot is named Ozymandias  Percy Bysshe Shelley's “Ozymandias” poem > LOOK UPON MY REFORMATTING YE MIGHTY AND DESPAIR! stale bot, open source maintainers, communicating bugs and issues [@39:54](https://youtu.be/-ZRv6EHaQYM?t=2394) Fun QNX bug story  QNX wrote their own POSIX utilities, they wrote their own AWK QNX developers, incl. Peter van der Veen [@43:00](https://youtu.be/-ZRv6EHaQYM?t=2580) How do you say…  vi, ed > Tom: Off with their eds! sed, ps, kubectl, /etc/passwd, QNX (quick UNIX) [@49:34](https://youtu.be/-ZRv6EHaQYM?t=2974) Octothorpe  number sign, pound sign, hash ! pronounced “bang” (see shebang) * pronounced “star”, “splat”. (see regex Kleene star) ^ pronounced “caret”, “hat”. [@53:45](https://youtu.be/-ZRv6EHaQYM?t=3225) INTERCAL > Bryan: is INTERCAL deliberately designed to be unusable? > Tom: it's designed to be hilarious. INTERCAL was created by Don Woods and Jim Lyon (Tom's brother!) see the manual Character Name | .  | spot | :  | two-spot | ,  | tail | #  | mesh | =  | half-mesh | !  | wow | ?  | what | "  | rabbit-ears | %  | double-oh-seven | ()  | wax/wane | {}  | embrace/bracelet | $  | big money | /  | slat |   | backslat | @  | whirlpool | ^  | shark or sharkfin IBM 3270 terminal, EBCDIC Extended Binary Coded Decimal Interchange Code [@55:25](https://youtu.be/-ZRv6EHaQYM?t=3325) Matt on screen readers, accessibility  NonVisual Desktop Access NVDA & ampersand as “et” Emacspeak DECtalk If we got something wrong or missed something, please file a PR! Our next Twitter space will likely be on Monday at 5p Pacific Time; stay tuned to our Twitter feeds for details. We'd love to have you join us, as we always love to hear from new speakers!

Growth Island
#84: Dr. Don Wood, PhD - Healing trauma using alpha brain waves

Growth Island

Play Episode Listen Later Jul 27, 2021 42:43


What if I told you you can repair your mind from past trauma? We usually hear of people coping with trauma never fixing it, well it came as a surprise to me as well when my guest in this episode shared that it's not only possible but he has centered his work around that very topic, Dr. Don Wood has a PhD in clinical, counseling & applied psychology and has developed the Inspired Performance Institute after spending years researching how trauma affects our minds and our lives. Dr. Wood began to understand that events and experiences throughout our lifetime continue to play a role in how we experience life in the present. He also realized that there was a better way of treating the issue. “Teaching people to live with, manage and cope with daily stress doesn't fix the problem. The solution comes from understanding it's source and providing a long-term permanent solution”. Dr. Wood has written two books about his research including the science about how our minds work and why we experience our own unique perspective of the world. Both books are focused on how we can all make the desired changes by allowing our mind to reset and reboot. In this episode we discuss:

I Heart My Life Show

Do you ever find yourself getting in your own way as you work toward your dreams? Maybe you're stuck in a cycle of Imposter Syndrome or negative self-talk. Maybe you notice fear and anxiety are keeping you from achieving your goals. Or maybe you can't quite put your finger on the what, but you know that something is holding you back. If any of that resonates with you, this episode is a must-listen.  Follow along as I talk with Dr. Don Wood, the founder of the Inspired Performance Institute. Don has spent years researching and learning about how trauma impacts the human mind and body. He has since dedicated his time to sharing this information and helping others overcome traumas, both big and small, that prevent them from living life to the fullest. He's helped people overcome everything from post-traumatic stress and sexual abuse to health complications and limiting fears. I hope this episode can be a step in helping you move past any fears and traumas that are impacting your capacity for success.  The truth is, this trauma is anything that elicits an emotional response when thinking about it. Sometimes it's a little experience from our childhood that stuck with us over the years. Maybe it's an emotional experience from adulthood. Whatever the root is, this episode is an important reminder that your brain can be rewired and reset. There are steps you can take so your traumas don't determine your future.  It's about how your memories are stored. That's why it's important to understand how to interrupt traumatic loops that initiate the fight or flight response. I agree with Don in that minds and bodies are capable of healing. You can fully step into the life you want to live and achieve all the goals you have. It's about taking back control and writing the narrative you want to live.  Just as our brain is a powerful protector, it's a powerful healer as well. Follow along as Don reveals how to focus on healing and positive energy, leaving the fear behind. Listen as we discuss how trauma impacts your capacity for success and what you can do to move through trauma and into high performance. Don shares many incredible examples of how his work has changed the lives of his clients, proving just how vital this type of mindset work is— especially for entrepreneurs. We talk about the correlation between trauma and fear. We also take a look at how trauma can drain your energy, taking away from your ability to achieve all you want to do. I'm telling you, this is some of the most important mindset work you can do.  So, I invite you to listen to this episode and consider the next steps you can take in moving past your fears and traumas. Maybe it's joining Don's life-changing 4-hour program (he even has a special offer for IHML listeners). Perhaps it's getting support from a business coach. Maybe it's therapy. Whatever it is, remember that the key is in taking action.  So, after listening to this episode, what will your next step be?  In this episode…  [04:40] Welcome to the show, Don.  [05:21] Don shares the realization that led to the work he does today.  [09:10] The definition of trauma and how it can impact your health.  [14:02] The mind and body are designed to heal. (How trauma interferes.)  [18:11] How trauma impacts your capacity for success.  [19:45] The correlation between trauma and fear.  [25:45] Learn how trauma drains your energy.  [29:55] Don reviews the 4-hour process for healing trauma.  [36:04] Learn more about how Don plans to move forward with this work.  [40:47] Don's advice for living a life better than your dreams. [42:42] Why trauma work is imperative for entrepreneurs.   Quotes: “The reason you're experiencing either anxiety or panic attacks or depression is your mind has a reason for it. There's nothing wrong with you. It's just how our brains work. It's survival-based. So, all we have to do is get to the root of what created that behavior or created that response and then basically pull it out by the root.”-Dr. Don Wood “The brain is the computer. The body's the printer. If the computer is not sending the right signals to the body, you're going to get sick. You can have all the ink and toner, and the printer can't print on its own without the brain sending it the correct information. So, what we have to do is update that computer. Once we get it updated, we close out all these looping programs that have been draining energy and focus. Then everything goes back into homeostasis.” -Dr. Don Wood “[This is] probably the most valuable tool you can use to get your life to where you want it to be because we all have those aspirations and goals of what we would like to see. And the reason sometimes people can't reach that is not because they're not capable, but because their mind is experiencing some pain that is then distracting and draining them from their ability to stay focused on target. Or their mind sees pain ahead and will divert them from reaching that goal or target.”-Dr. Don Wood “So much about successes is having that awareness and then being willing to get the support that we need from people to actually move through all of that and figure out what is actually going on here, because [you] know there's something more for [yourself].” -Emily Williams   Links & Resources:  Stay up to date with the latest episodes: Follow the I Heart My Life Show on Apple Podcasts https://podcasts.apple.com/us/podcast/i-heart-my-life-show/id1569047758 Subscribe to the I Heart My Life Show on Spotify https://open.spotify.com/show/1Zw6fI37FrfVjZMXlMiZZ6 Want to work with Dr. Don Woods? Check out this special offer for IHML listeners! https://gettipp.inspiredperformanceinstitute.com/heart/ Connect with Emily:  I Heart My Life Website https://www.iheartmylife.com/ I Heart My Life on Instagram https://www.instagram.com/iheartmylife/ I Heart My Life on Facebook https://www.facebook.com/iheartmylifenow I Heart My Life on LinkedIn https://www.linkedin.com/company/i-heart-my-life/ https://www.iheartmylife.com/join Join the IHML community to receive exclusive announcements and tips. Email: info@iheartmylife.com mailto:info@iheartmylife.com Book a Call http://www.iheartmylifebooking.com/ Episode Sponsor: 7-Figure Framework Workshop https://www.iheartmylife.com/7ff

Dev Game Club
DGC Ep 250: Our First Adventures

Dev Game Club

Play Episode Listen Later Mar 3, 2021 84:21


Welcome to Dev Game Club, where this week we celebrate our five years of podcasting by doing something a little bit different. We look at our first Adventures, the Atari 2600 Adventure and Colossal Cave Adventure. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Issues covered: why we're doing the adventure games, the Mammoth Cave in Kentucky, birds and videos, connecting the printer to the modem, arcade games we played, action games, seeing a representation of a dungeon crawl, the dynamics of the simulation, clockwork and the surprising depth, a surprising story of a bat and a sword and a dragon, playing games with Dad, what you show the player and what you leave to the imagination, mapping problems, a score rush, muscle memory, wanting to explore to find new text, discovery, using text as game design and the emergence of narrative design, the ongoing life of interactive fiction, being able to page back through your work, other games of interest, the evolution of the design, the many dynamic aspects of the game, programming the Atari 2600, the first Easter Egg, a new timeline, being humbled to hear someone is making games, some other introductions, format fiddling, the first time planning a podcast. Games, people, and influences mentioned or discussed: Atari 2600, Will Crowther, Don Woods, Oregon Trail, Space Invaders, Boot Hill, Galaga, Pac-Man, Asteroids, Dungeons & Dragons, Commodore 64, IntelliVision, Zork, Planetfall, Hunt the Wumpus, Enchanter (series), Deadline, Witness, King's Quest, Space Quest, Richard Powers, Plowing the Dark, Twitch Plays Pokemon, Andrew Plotkin (zarf), Pitfall, Tomb Raider, Sierra On-Line, Racing the Beam, Nick Montfort, Ian Bogost, Warren Robinett, Lode Runner, Baldur's Gate, Johnny "Pockets", Dave from Seattle, Super Metroid, Keith "mysterydip" Wagner, Robert Smith, The Cure, Hitman, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: We return and finish Baldur's Gate! Links: Emulated Adventure 2600 Colossal Cave Adventure PHP implementation Colossal Cave Sources Article The Easter Egg Juno StarPlanet The type of paper we used Twitch: brettdouville, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com

Salon Owners Collective
The Keys to Managing & Understanding our Emotions

Salon Owners Collective

Play Episode Listen Later Apr 20, 2020 39:17


There is one main thing that keeps Salon Owners up all night. There are so many owners that I know who find this one thing the most stressful & challenging part of owning a business. Do you know what that 1 thing is? Humans! The nature of the Hair & Beauty industry is that we’re constantly surrounded by humans... or as you know them: your team. The stressful thing about managing the humans inside of your business is dealing with the different personalities, emotions, dramas and never-ending challenges. But there’s one key thing that will help you deal with this a whole lot better, and that’s understanding emotions. Understanding the emotions of both yourself and your team members is key to successfully leading a team that functions like a well-oiled machine. In this episode, I'm joined by Dr Don Woods. He is the CEO and founder of the Inspired Performance Institute, a company which works to create innovative strategies to help people heal from the limiting effects of trauma, so they can feel and perform at their best Don will share with us his expert knowledge about managing & understanding our own emotions and the emotions of our teams, so that we can be better leaders and better all-round people.   ENROLMENT NOW OPEN- Join The Momentum Program CLICK HERE (https://bit.ly/MomentumProgram) to enroll NOW in the Momentum Program (https://bit.ly/MomentumProgram) Recommended Links CLICK HERE (https://www.inspiredperformanceinstitute.com/salon) to check out the Inspired Performance Institute Dr. Wood is offering a 10% DISCOUNT off his ON-LINE Training Program.    

The History of Computing
Dungeons && Dragons

The History of Computing

Play Episode Listen Later Dec 27, 2019 15:35


What does insurance, J.R.R. Tolkien, HG Wells, and the Civil War have in common? They created a perfect storm for the advent of Dungeons and Dragons. Sure, D&D might not be directly impactful on the History of Computing. But it's impacts are far and wide. The mechanics have inspired many a game. And the culture impact can be seen expansively across the computer gaming universe. D&D came of age during the same timeframe that the original PC hackers were bringing their computers to market. But how did it all start? We'll leave the history of board games to the side, given that Chess sprang up in northern India over 1500 years ago, spreading first to the Persian empire and then to Spain following the Moorish conquest of that country. And given that card games go back to a time before the Tang Dynasty in 9th century China. And Gary Gygax, the co-creator and creative genius behind D&D loved playing chess, going back to playing with his grandfather as a young boy. Instead, we'll start this journey in 1780 with Johann Christian Ludwig Hellwig, who invented the first true war-game to teach military strategy. It was good enough to go commercial. Then Georg Julis Venturini made a game in 1796, then Opiz in 1806, then Kriegsspiel in 1824, which translates from German to wargame. And thus the industry was born. There were a few dozen other board games but in 1913, Little Wars, by HG Wells, added hollow lead figures, ornately painted, and distance to bring us into the era of miniature wargaming. Infantry moved a foot, cavalry moved two, and artillery required other troops to be around it. You fought with spring loaded cannons and other combat resulted in a one to one loss usually, making the game about trying to knock troops out while they were setting up their cannons. It was cute, but in the years before World War II, many sensed that the release of a war game by the pacifist Wells was a sign of oncoming doom. Indeed it was. But each of these inventors had brought their own innovations to the concept. And each impacted real war, with wargaming being directly linked to the blitzkrieg. Not a lot happened in innovative new Wargames between Wells and the 1950s. Apparently the world was busy fighting real war games. But Jack Scruby started making figures in 1955 and connecting communities, writing a book called All About Wargames in 1957. Then Gettysburg was created by Charles Roberts and released by Avalon Hill, which he founded, in 1958. It was a huge success and attracted a lot of enthusiastic if not downright obsessed players. In the game, you could play the commanders of the game, like Robert E Lee, Stonewall Jackson, Meade, and many others. You had units of varying sizes and a number of factors could impact the odds of battle. The game mechanics were complex, and it sparked a whole movement of war games that slowly rose through the 60s and 70s. One of those obsessed gamers was Gary Gygax, an insurance underwriter, who started publishing articles and magazines, Gygax started a the Lake Geneva Wargames Convention in 1968, which has since moved to Indianapolis after a pitstop in Milwaukee and now brings in upwards of 30,000 attendees. Gygax collaborated with his friend Jeff Perren on a game they released in 1970 called Chainmail. Chaimail got a supplement that introduced spells, magic items, dwarves, and hobbits - which seems based on Tolkien novels, but according to Gygax was more a composite of a lot of pulp novels, including one of his favorite, the Conan series. 1970 turned out to be a rough year, as Gygax got laid off from the insurance company and had a family with a wife and 5 kids to support. That's when he started making games as a career. At first, it didn't pay too well, but he started making games and published Chainmail with Guidon Games which started selling a whopping 100 copies a month. At the time, they were using 6 sided dice but other numbering systems worked better. They started doing 1-10 or 1-20 random number generation by throwing poker chips in a coffee can, but then Gary found weird dice in a school supply catalog and added the crazy idea of a 20 sided dice. Now a symbol found on t-shirts and a universal calling card of table top gamers. At about the same time University of Minnesota history student, Dave Arneson met Gygax at Gencon and took Chainmail home to the Twin Cities and started improving the rules, releasing his own derivative game called Blackmoor. He came back to Gencon the next year after testing the system and he and Gygax would go on to collaborate on an updated and expanded set of rules. Gygax would codify much of what Arneson didn't want to codify, as Arneson found lawyer balling rules to be less fun from a gameplay perspective. But Gary, the former underwriter, was a solid rule-maker and thus role-playing games were born, in a game first called The Fantasy Game. Gary wrote a 50 page instruction book, which by 1973 had evolved into a 150-page book. He shopped it to a number of game publishers, but none had a book that thick or could really grock the concept of role-playing. Especially one with concepts borrowed from across the puIn the meantime, Gygax had been writing articles and helping others with games, and doing a little cobbling on the side. Because everyone needs shoes. And so in 1973, Gygax teamed up with childhood friend Don Kaye and started Tactical Studies Rules, which would evolve into TSR, witch each investing $1,000. They released Cavaliers and Roundheads on the way to raising the capital to publish the game they were now calling… Dungeons and Dragons. The game evolved further and in 1974 they put out 1,000 copies of in a boxed set. To raise more capital they brought in Brian Blume, who invested 2,000 more dollars. Sales of that first run were great, but Kaye passed away in 1975 and Blume's dad stepped in to buy his shares. They started Dragon magazine, opened The Dungeon Hobby Shop and started hiring people. The game continued to grow, with Advanced Dungeons & Dragons being released with a boatload of books. They entered what we now call a buying tornado and by 1980, sales were well over 8 million dollars. But in 1979 James Egbert, a Michigan State Student, disappeared. A private eye blamed Dungeons and Dragons. He later popped up in Louisiana but the negative publicity had already started. Another teen, Irving Pulling committed suicide in 1982 and his mom blamed D&D and then started a group called Bothered About Dungeons and Dragons, or BADD. There's no such thing as bad publicity though and sales hit $30 million by 83. In fact, part of the allure for many, including the crew I played with as a kid, was that it got a bad wrap in some ways… At this point Gary was in Hollywood getting cartoons made of Dungeons and Dragons and letting the Blume's run the company. But they'd overspent and nearing bankruptcy due to stupid spending, Gygax had to return to Lake Geneva to save the company, which he did by releasing the first book in a long time, one of my favorite D&D books, Unearthed Arcana. Much drama running the company ensued, which isn't pertinent to the connection D&D has to computing but basically Gary got forced out and the company lost touch with players because it was being run by people who didn't really like gamers or gaming. 2nd edition D&D wasn't a huge success But in 1996, Wizards of the Coast bought TSR. They had made a bundle off of Magic The Gathering and now that TSR was in the hands of people who loved games and gamers again, they immediately started looking for ways to reinvigorate the brand - which their leadership had loved. 3rd edition open gaming license was published by Wizards of the Coast and allowed third-part publishers to make material compatible with D&D products using what was known as the d20 System Trademark License. Fourth edition came along and in 2008 but that open gaming License was irrevocable so most continued using it over the new Game System License, which had been more restrictive. By 2016 when 5th edition came along, this is all felt similar to what we've seen with Apache, BSD, and MIT licenses, with TSR moving back to the Open Gaming License which had been so popular. Now let's connect Dungeons and Dragons to the impact on Computing. In 1975, Will Crowther was working at Bolt, Beranek, and Newman. He'd been playing some of those early copies of Dungeons and Dragons and working on natural language processing. The two went together like peanut butter and chocolate and out popped something that tasted a little like each, a game called Colossal Cave Adventure. If you played Dungeons and Dragons, you'll remember drawing countless maps on graph paper. Adventure was like that and loosely followed Kentucky's Mammoth Cave system, given that Crowther was an avid caver. It ran on a PDP-10, and as those spread, so spread the fantasy game, getting updated by Stanford grad student Don Woods in 1976. Now, virtual words weren't just on table tops, but they sprouted up in Rogue and by the time I got to college, there were countless MUDs or Multi-User Dungeons where you could kill other players. Mattel shipped the Dungeons & Dragons Computer Fantasy Game in 1981 then Dungeon! For the Apple II and another dozen or so games over the the years. These didn't directly reflect the game mechanics of D&D though. But Pool of Raidance, set in the Forgotten Realms campaign setting of D&D popped up for Nintentendo and PCs in 1988, with dozens of D&D games shipping across a number of campaign settings. You didn't have to have your friends over to play D&D any more. Out of that evolved Massive Multiplayer Online RPGs, including EverQuest, Ultima Online, Second Life, Dungeons and Dragons, Dark Age of Camelot, Runescape, and more. Even more closely aligned with the Dungeons and Dragons game mechanics you also got Matrix online, Star Wars Old Republic, Age of Conan and the list goes on. Now, in the meantime, Wizardy had shipped in 1981, Dragon Warrior shipped in 1986, and the Legend of Zelda had shipped in 1986 as well. And these represented an evolution on a simpler set of rules but using the same concepts. Dragon Warrior had started as Dragon Quest after the creators played Wizardy for the first time. These are only a fraction of the games that used the broad concepts of hit points, damage, probability of attack, including practically every first person shooter ever made, linking nearly every video game created that includes combat, to Dungeons and Dragons if not through direct inspiration, through aspects of game mechanics. Dungeons and Dragons also impacted media, appearing in movies like Mazes and Monsters, an almost comedic look at playing the game, ET, where I think I first encountered the game, reinvigorating Steven Jackson to release nearly the full pantheon of important Tolkien works, Krull, The Dark Crystal, The Princess Bride, Pathfinder, Excalibur, Camelot, and even The Last Witch Hunter, based off a Vin Diesel character he had separation anxiety with. The genre unlocked the limitations placed on the creativity by allowing a nearly unlimited personalization of characters. It has touched every genre of fiction and non-fiction. And the game mechanics are used not only for D&D but derivatives are also used for a variety of other industries. The impact Dungeons and Dragons had on geek culture stretches far and wide. The fact that D&D rose to popularity as many felt the geeks were taking over, with the rise of computing in general and the reinvention of entire economies, certainly connects it to so many aspects of our lives, whether realized or not. So next time you pick up that controller and hit someone in a game to do a few points of damage, next time you sit in a fantasy movie, next time you watch Game of Thrones, think about this. Once upon a time, there was a game called Chainmail. And someone came up with slightly better game mechanics. And that collaboration led to D&D. Now it is our duty to further innovate those mechanics in our own way. Innovation isn't replacing manual human actions with digital actions in a business process, it's upending the business process or industry with a whole new model. Yet, the business process usually needs to be automated to free us to rethink the model. Just like the creators of D&D did. If an insurance underwriter can have such an outsized impact on the world in the 1970s, what kind of impact could you be having today. Roll a d20 and find out! If you roll a 1, repeat the episode. Either way, have a great day, we're lucky you decided to listen in!

Link Endurance Podcast
Episode 207: Exactly What you Need for Breakthrough Performance and Health

Link Endurance Podcast

Play Episode Listen Later Oct 30, 2019 50:42


In this special episode recorded by ATP Science during the Spartan World Media Fest in Tahoe during the Spartan World Championships Mo sits on a panel along side Drew Manning from Fit to Fat to Fit, Dr. Don Woods from Inspired Performance Institute and Liz Nierzwicki from Happy Healthy Fit to discuss the state of health in the world.  We dive VERY deep into the mental side of fitness and health and provide you with the information you need to begin creating a bomb proof mindset for all aspects of health and performance.  This episode is absolute GOLD and a must listen!

Flame Christian Radio
HERITAGE - Visit Wirral with Don Woods songs

Flame Christian Radio

Play Episode Listen Later Apr 4, 2017 15:16


The delight of Wirral UK encapsulated by local singer/songwriter Don Woods.

Don Woods
Karma with the Dalai Lama

Don Woods

Play Episode Listen Later Sep 24, 2016


#Don Woods brings the song of the #mersey #angelinajolie #bradpitt #emmerdale #paralympics #dalailama #piersmorgan #brianferry #roxymusic #billyfury #bbc4 #theartschannel #miranda

Don Woods
Karma with the Dalai Lama

Don Woods

Play Episode Listen Later Sep 24, 2016


#Don Woods brings the song of the #mersey #angelinajolie #bradpitt #emmerdale #paralympics #dalailama #piersmorgan #brianferry #roxymusic #billyfury #bbc4 #theartschannel #miranda

Burger Records Rock & Roll Radio Show
Exotic Adrian Street and the Pile Drivers - Imagine What I Could Do To You

Burger Records Rock & Roll Radio Show

Play Episode Listen Later Aug 27, 2016 2:13


THE EXOTIC ADRIAN STREET & THE PILE DRIVERS "SHAKE WRESTLE N ROLL" 30 YEAR ANNIVERSARY LP/CD/CS OUT NOW ON BURGER RECORDS!!! www.burgerrecords.com #NICE WATCH THE VIDEO: https://www.youtube.com/watch?v=S8sdry1EMPE LP/CD/CS: https://burgerrecords.11spot.com/exotic-adrian-street-and-the-pile-drivers-shake-wrestle-n-roll.html SPOTIFY: open.spotify.com/album/282IP8PMcUamzcHbkOSJXI A Welsh coal miner who lifted weights with Sean Connery in the ‘50s, who was later refashioned into a “transvestite with a broken nose,” the Exotic Adrian Street was the first glitter kid rallying cry in the bone-crushing world of professional wrestling. “I needed the spotlight, not the darkness,” says Street, who left the cole mine’s and became a wrestler in 1957. He began by boxing for $2 dollars a fight all throughout England, but by the time Marc Bolan was Top of the Pops in 1971, Street was frolicking around international wrestling rings in his Crayola-bright wrestling trunks, silver lipstick, glittery cheeks, bleached blonde hair, and unmanly vanity — which made him wrestling’s most hated “heel,” and the punkest man in the business. “Marc Bolan told a reporter he got the idea for his costumes from watching me,” says Street, who began his transformation into glam-metal grappler by singing in legendary British rock and roll coffeehouses like The 2i’s in Soho, where Gary Glitter got his start, to designing wardrobes for Chelsea fashion hive Granny Takes a Trip, where Elton John would walk in and ask if there was any of Street’s suits he could buy; it’s also where David Bowie would look for glamorous looks. “Ziggy Stardust is a carbon copy of what I was doing,” says Street, who’s bombast came to life when he wrote the lyrics to his own entrance theme, titled “Imagine What I Could Do To You,” produced and orchestrated by musician Don Woods, who took Street’s megalomaniacal charm and turned it into hummable glam-rock that blends the sinful stiletto-sweetness of Rocky Horror with Marc Bolan’s gift for catchy melodies. The process began in 1974, with Street’s entrance song, and eventually led to 12 bizarrely pop recordings with music videos attached to each and released in 1986 as Exotic Adrian Street and the Pile Drivers' Shake Wrestle ’N’ Roll. Street, who sings such dazzling lyrics as “tough as Marciano and as sexy as Mae West,” has since written seven books, some named after his music, which include such delicious ​titles a “Sweet Transvestite with a Broken Nose” and “Sadist in Sequins” along with a music video for “I’m in Love With Me” that was, according to Street, produced by Michael Jackson’s videographer and later borrowed by “The King of Pop” — never to be returned! “So I began using a loaded rhinestone glove to flatten my opponents,” say Street, who claims, quite seriously, that he hated Joan Collins, but loved her clothes. He also cut off Dusty Rhodes’ hair and feuded with the legendary “Macho Man” Randy Savage, so his vain superficiality is never to be questioned. For it's 30th anniversary, Burger Records is now reissuing the cult classic Shake Wrestle ’N’ Roll on July 18th with all the original artwork depicting Street with his sensational valet and wife, the Lovely Linda. The repressing will be flattened, much as Street would do to his opponents’ noses, on CD, vinyl, and cassette."

Nude Clan: A Video Game Podcast | Part of the [Nude]Clan gaming network
#017 - The History of Video Games - Part II: Attack of the Clones

Nude Clan: A Video Game Podcast | Part of the [Nude]Clan gaming network

Play Episode Listen Later Apr 23, 2016 95:45


History of Video Games 2: Attack of the Clones   The first generation of videogame consoles were all related by the following characteristics: Discrete transistor-based digital game logic gate. (an idealized or physical device implementing a Boolean function; that is, it performs a logical operation on one or more logical inputs, and produces a single logical output) Games were native components of consoles rather than based on external or removable media. Entire game playfield occupies only one screen. Players and objects consist of very basic lines, dots or blocks. Colour graphics are basic (mostly black and white or other dichromatic combination; later games may display three or more colours). Either single-channel or no audio. Manufacturer Magnavox Type Dedicated console Generation First generation Retail availability NA August 1972 43 years ago EU 1973 JP 1974 Introductory price US$99 (equivalent to $560.05 in 2015) Discontinued 1975[1] Units sold 330,000[1] CPU None Controller input Two paddles Successor Magnavox Odyssey² The system can be powered by six C batteries, which were included. An optional A/C power supply was sold separately. The Odyssey lacks sound capability.  Ralph Baer proposed a sound extension to Magnavox in 1973, but the idea was rejected. The Odyssey uses a type of removable printed circuit board,[7] called a game card, that inserts into a slot similar to a ROM cartridge slot The system was sold with translucent plastic overlays that players could put on their television screen[8] to simulate color graphics,[7] though only two TV sizes were supported. Some of these overlays could even be used with the same cartridges, though with different rules for playing. Odyssey came packed with dice,[8] poker chips, and score sheets to help keep score, play money, and game boards much like a traditional board game. The Odyssey was also designed to support an add-on peripheral, the first-ever commercial video "light gun" called the Shooting Gallery. This detected light from the television screen, though pointing the gun at a nearby light bulb also registered as a "hit". Only 20,000 sales were made and the peripheral could only be used with 4 compatible games. This was also the first involvement of Nintendo in video games. According to Martin Picard in the International Journal of Computer Game Research: "in 1971, Nintendo had -- even before the marketing of the first home console in the United States -- an alliance with the American pioneer Magnavox to develop and produce optoelectronic guns for the Odyssey (released in 1972), since it was similar to what Nintendo was able to offer in the Japanese toy market in 1970s" Magnavox settled a court case against Atari, Inc. for patent infringement in Atari's design of Pong, as it resembled the tennis game for the Odyssey. Over the next decade, Magnavox sued other big companies such as Coleco, Mattel, Seeburg, and Activision and either won or settled each suit.[14][15]In 1985, Nintendo sued Magnavox and tried to invalidate Baer's patents by saying that the first video game was William Higinbotham's Tennis for Two game built in 1958. The court ruled that this game did not use video signals and could not qualify as a video game. As a result, Nintendo lost the suit and continued paying royalties to Sanders Associates. Over 20 years, Magnavox won more than $100 million in the various patent lawsuits and settlements involving the Odyssey related patents.[16] A total of 27 games distributed and 12 different game cards were released for the Magnavox Odyssey. All of them were developed by Magnavox in 1972, except for Interplanetary Voyage, which was developed in 1973. (Almost all were sports games).   The Magnavox Odyssey never really caught on with the consumers, possibly because of its limited functionality.   In 1974 Magnavox was bought by a company called Phillips, and they were put to work making newer and newer versions of their console to compete with the competitors that began popping up in 1975.   First Competitor Japan On September 12, 1975, Epoch released Japan's first console, the TV Tennis Electrotennis, a home version of Pong, several months before the release of Home Pong in North America. A unique feature of the TV Tennis Electrotennis is that the console is wireless, functioning through a UHF antenna.   Pong USA By the middle of the 1970s the ball-and-paddle craze in the arcade had ignited public interest in video games and continuing advances in integrated circuits had resulted in large-scale integration (LSI) microchips cheap enough to be incorporated into a consumer product. The first Arcades were being built, and multiple Pong Clones - Starting with the original smash-hit HOME PONG in Christmas of 1975. were being produced for arcades and at-home consoles.   Binatone TV Master Uk copy of Magnavox odyssey, also came with paddles and a light gun.   Telstar Colortron produced by Coleco USA Pong clone that ran a series of consoles from 1976 to 1978   Nintendo's Color TV Game Japan's most successful console of the first generation was Nintendo's Color TV Game, released in 1977.[4] The Color TV Game sold 3 million units,[5] the highest for a first generation console.   ARCADES   While all of these at-home consoles and pong clones were coming out, another surge of electronic gaming was happening in the form of Arcades. Now, arcades already existed with physical games like pinball, but starting with Atari’s pong in 1972, video games were coming on in with companies  Ramtek, Allied Leisure, Williams, Chicago Coin, and Midway producing coin-operated arcade game machines.   Not long into the market, these companies began to produce more than just pong copycats, but racing games, dueling games, and target shooting games.   Hits include: Gran Trak 10 (1974) Tank (1974) Wheels (1975) Gun Fight, (1975) Sea Wolf (1976) COMPUTER GAMES   In the 1970s computers at universities were beginning to outgrow the game “spacewar” and various creative programmers were creating a whole new type of game.   As opposed to the real-time graphics of the at-home consoles, most mainframe and microprocessor computers lacked the display capabilities of those games, and instead opted for text-based input games. These games would often be printed in books as code to input.   Notable games include: Star Trek(1971) by Mike Mayfield, Hunt the Wumpus (1972) by Gregory Yob Empire (1977) by Walter Bright Colossal Cave Adventure created in 1976 by Will Crowther by combining his passion for caving with concepts from the newly released tabletop role-playing game (RPG) Dungeons and Dragons (D&D). Expanded by Don Woods in 1977 with an emphasis on the high fantasy of J.R.R. Tolkien, Adventure established a new genre based around exploration and inventory-based puzzle solving that made the transition to personal computers in the late 1970s.   In the late 1970’s, more computers were available that could handle graphics that weren’t text-only, allowing for a first person view of primative vector graphics mixed with text-input. Notable Games like these in the first generation include:  Moria (1975), Oubliette (1977), and Avatar (1979)   IN CLOSING   In 1977 video games both at home and abroad began to lag in sales, possibly due to a crowded market and possibly due to electronically enhanced pinball games, but that would all change with Midway’s Space invaders in 1979.

Don Woods
How Cool was that!

Don Woods

Play Episode Listen Later Mar 22, 2014


The Budget…..Osborne has been holding up the red bag….which has pleased the old folk (prospective voters)….so it looks like our savings will make a bit of interest for a change. However up jumps Ed Balls with his totally negative view on the whole thing….no matter what one side does - the other will disagree with. There has been a programme on the attempted kidnapping of Princess Anne 20 years ago…I can’t remember this can you?...apparently her car was blocked by another on the Mall and her bodyguard got out and was shot three times….he has received an award for his bravery…the guy tried to drag Anne out of the car….what was I doing 20 years ago? There is a programme called “The Big Re-Union” where boy and girl bands are reforming to go back on the road…it’s quite interesting but I think some of them need therapy. It all looks a bit contrived to me…and has a feeling of desperation about it….but good luck to them…I think they will need it. The Northern Lights are back in the news….Carole Kirkwood the weathergirl did an item on them where she went back to her native Scotland to see them…camera crew at the ready…but it was too cloudy so that was that….I know the feeling…as I have told you previously that I went to Tromso in Norway to see them…and you can’t get any closer…but it was one of those RARE cloudy nights…however I had the pleasure of Patrick Moore’s company with whom I discussed planets you can see which are light years away…I learnt a lot from this character. I tuned in to radio 2 during the week and caught an interview with Albert Lee…who for my money is the best guitarist in the world…and he was saying that because he played country in the sixties he was overlooked because everyone was switching to heavy metal….he’s backed The Everlys,Emmy lou Harris,Shakin’ Stevens,Clapton and loads of others….including Don Woods. Last year I had the pleasure of standing in at a rehearsal with him and James Burton….I can now say I’ve been backed by Albert Lee and James Burton …AT THE SAME TIME !!!...if that aint cool I don’t know what is.

Don Woods
How Cool was that!

Don Woods

Play Episode Listen Later Mar 22, 2014


The Budget…..Osborne has been holding up the red bag….which has pleased the old folk (prospective voters)….so it looks like our savings will make a bit of interest for a change. However up jumps Ed Balls with his totally negative view on the whole thing….no matter what one side does - the other will disagree with. There has been a programme on the attempted kidnapping of Princess Anne 20 years ago…I can’t remember this can you?...apparently her car was blocked by another on the Mall and her bodyguard got out and was shot three times….he has received an award for his bravery…the guy tried to drag Anne out of the car….what was I doing 20 years ago? There is a programme called “The Big Re-Union” where boy and girl bands are reforming to go back on the road…it’s quite interesting but I think some of them need therapy. It all looks a bit contrived to me…and has a feeling of desperation about it….but good luck to them…I think they will need it. The Northern Lights are back in the news….Carole Kirkwood the weathergirl did an item on them where she went back to her native Scotland to see them…camera crew at the ready…but it was too cloudy so that was that….I know the feeling…as I have told you previously that I went to Tromso in Norway to see them…and you can’t get any closer…but it was one of those RARE cloudy nights…however I had the pleasure of Patrick Moore’s company with whom I discussed planets you can see which are light years away…I learnt a lot from this character. I tuned in to radio 2 during the week and caught an interview with Albert Lee…who for my money is the best guitarist in the world…and he was saying that because he played country in the sixties he was overlooked because everyone was switching to heavy metal….he’s backed The Everlys,Emmy lou Harris,Shakin’ Stevens,Clapton and loads of others….including Don Woods. Last year I had the pleasure of standing in at a rehearsal with him and James Burton….I can now say I’ve been backed by Albert Lee and James Burton …AT THE SAME TIME !!!...if that aint cool I don’t know what is.