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30 years ago: Computer industry booms as consoles slump, Nintendo announces Ultra64 & The internet gets scary 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 August 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/123352781/edit 7 Minutes in Heaven: Cliffhanger (Amiga) Video Version: https://youtu.be/KZ7J9qEpqxI https://www.mobygames.com/game/29830/cliffhanger/ Corrections: July 1994 Ep - https://www.patreon.com/posts/july-1994-part-1-116538490 https://www.patreon.com/posts/july-1994-part-2-116538674 Ethan's fine site The History of How We Play: https://thehistoryofhowweplay.wordpress.com/ Defunctland Jim Henson Series - https://youtu.be/BVoGf1JTVeI?si=PBwUInz2t7hBe-Eq https://en.wikipedia.org/wiki/Information_superhighway https://en.namu.wiki/w/RX-78%20Gundam https://fallout.fandom.com/wiki/SPECIAL https://www.theycreateworlds.com/episodes/TCW164 https://en.wikipedia.org/wiki/Monte_Cook Wrestling with Games - XBAND - https://youtu.be/k_5M-z_RUKA?si=tuuDxPGj6GnTPc-B https://en.wikipedia.org/wiki/Steam_(service) 1994: Canada to get their own ratings New VCR proves 6 heads are better than 1, The Toronto Star, August 11, 1994,Thursday, FINAL EDITION, Section: FAST FORWARD; Pg. F2, byline: BY ROBERT WRIGHT TORONTO STARON THE EDGE California presses forward with video game violence bill https://www.retromags.com/files/file/3018-egm2-issue-02-august-1994/ pg. 29 https://www.latimes.com/archives/la-xpm-1994-04-13-mn-45306-story.html IDSA board selected Mattel takes a second look at games Mattel Hires Sega Executive, The Associated Press, August 2, 1994, Tuesday, BC cycle Square goes public CORPORATE PROFILE: SQUARE, Jiji Press Ticker Service, AUGUST 5, 1994, FRIDAY Japanese companies playing with fire "As derivatives proliferate, so do worries Companies try to control risks from transactions intended to rein in costs but which can backfire, The Nikkei Weekly (Japan), August 15, 1994, Section: FINANCE; Pg. 13, Byline: BY ASAKO ISHIBASHI Staff writer" Acclaim buys Valiant ACCLAIM ACQUIRES VOYAGER COMMUNICATIONS FOR $65 MILLION Marks Company's Diversification into Comic Book Publishing, Business Wire, August 2, 1994, Tuesday https://en.wikipedia.org/wiki/Comic_book_collecting#Bust_of_the_speculator_market UK video rental market embraces games... illegally Games Spark Sagging U.K. Vid Biz; But Many Don't Have Licenses To Rent Them, Billboard, August 13, 1994, Section: HOME VIDEO; Pg. 76, Byline: BY PETER DEAN Sonic out to zap the 'swapping' boom, The Scotsman, August 23, 1994, Tuesday, Byline: By Chris Mullinger UK teens tune out to games MEDIA GUARDIAN: LUST FOR NASTIES AND HARD NEWS, The Guardian (London), August 8, 1994, Section: THE GUARDIAN FEATURES PAGE; Pg. T17 Sega announces US theme park Universal Teams With Sega on Theme Park, Disneyland Annex Scaled Back, The Associated Press, August 12, 1994, Friday, AM cycle, Section: Business News, Byline: By E. SCOTT RECKARD, AP Business Writer Report: Sega Plan to Open 50 High-Tech Theme Parks in U.S., The Associated Press, August 16, 1994, Tuesday, BC cycle, Section: Business News Sega buys Data East Pinball Sega acquires Data East Pinball, Business Wire, August 26, 1994, Friday Doom coming to arcades DOOM IS ALL AROUND US, Business Week, August 1, 1994, Business and Industry, Section: Pg. 72; https://doom.fandom.com/wiki/Trivia https://www.doomworld.com/forum/topic/112509-share-your-epic-doom-related-stories/ Atari Games President passes Play Meter, August 1994, pg. 32 Hasbro readies to enter VR market No Headline In Original, ADWEEK, August 15, 1994, Eastern Edition, Byline: By Jennifer Comiteau and Penny Warneford, with Cathy Taylor https://www.unseen64.net/2018/10/04/hasbro-toaster-virtual-reality-console/ Begone Project Reality, all hail Ultra 64 https://www.retromags.com/files/file/3018-egm2-issue-02-august-1994/ pg. 28 Sega teams up with Hitachi in Japan HITACHI SALES TO HELP SEGA MARKET VIDEO GAMES, Jiji Press Ticker Service, AUGUST 3, 1994, WEDNESDAY Sega, Hitachi Sales link up to sell video game machine, Japan Economic Newswire, AUGUST 3, 1994, WEDNESDAY Sega buys Cross Products The leading video game development tool, Business Wire, August 15, 1994, Monday https://segaretro.org/Cross_Products https://web.archive.org/web/19961227100911/http://www.crossprod.co.uk/ Jaguar CD to launch by Xmas https://www.retromags.com/files/file/3018-egm2-issue-02-august-1994/ pg. 29 ATARI CORP. ANNOUNCES SECOND QUARTER 1994 RESULTS, PR Newswire, August 1, 1994, Monday - 19:55 Eastern Time, Section: Financial News Sanyo gives console market a TRY SANYO TO RELEASE INTERACTIVE GAME MACHINE TRY, Jiji Press Ticker Service, AUGUST 31, 1994, WEDNESDAY 3DO announces losses Video Game System Company Posts $ 16.1 Million First-Quarter Loss, The Associated Press, August 11, 1994, Thursday, AM cycle, Section: Business News COMPANY NEWS; SHARES OF 3DO SOAR ON FORECAST FOR NEW SYSTEM, The New York Times, August 24, 1994, Wednesday, Late Edition - Final, Distribution: Financial Desk, Section: Section D; ; Section D; Page 3; Column 1; Financial Desk ; Column 1; 3DO UNVEILS PLANS TO BOOST POWER OF GAME PLAYERS, WALL STREET JOURNAL, August 25, 1994, Thursday, Section: Section B; Page 8, Column 4, Byline: BY JIM CARLTON ANOTHER KEY EXEC DEPARTS O&M'S, INTERACTIVE GROUP; 3DO POWERS UP TO MEET COMPETITION; INTERACTING:; OTHER NEWS: Advertising Age, August 29, 1994, Section: Pg. 14 Mortal Friday gets $10 million budget ACCLAIM'S 'MORTAL KOMBAT II' PREPARED TO STRIKE ON 'MORTAL FRIDAY,' SEPTEMBER 9; Company Spending Over $10 Million on Global Launch, Business Wire, August 4, 1994, Thursday https://archive.org/details/Computer_Gaming_World_Issue_121/page/n29/mode/2up Acclaim buys into FMV Playthings, August 1994, pg. 19 https://archive.org/details/GamePro_Issue_061_August_1994/page/n157/mode/1up?view=theater Macromedia and Microware want to bring PCs and ITV together Agreement to Make Computer Programs Available for Interactive TV Use, The Associated Press, August 1, 1994, Monday, AM cycle, Section: Business News, Byline: By STEVEN P. ROSENFELD, AP Business Writer https://en.wikipedia.org/wiki/Macromedia https://en.wikipedia.org/wiki/Microware Computer industry profits boom Not drowning, waving at profits, The Age (Melbourne, Australia), August 2, 1994 Tuesday, Late Edition, Section: COMPUTERS; Mass Storage; Pg. 34 SPA reports huge boom in sales "NORTH AMERICAN PC SOFTWARE SALES REACH $1.48 BILLION, IN FIRST QUARTER 1994; HOME EDUCATION SALES LEAD GROWTH -- UP 128%, PR Newswire, August 8, 1994, Monday - 14:29 Eastern Time, Section: Financial News" CDRom bundles discouraging sales Dataquest Consumer Survey Shows Where CD-ROM Title Developers Can Be Successful, Business Wire, August 8, 1994, Monday Sirius Publishing to release long-awaited 5-ft. 10-Pak Volume II, Business Wire, August 8, 1994, Monday https://archive.org/details/PC-Player-German-Magazine-1994-08/page/n15/mode/2up https://archive.org/details/Electronic-Games-1994-08/page/14/mode/2up Flash memory prices tumbling Not drowning, waving at profits, The Age (Melbourne, Australia), August 2, 1994 Tuesday, Late Edition, Section: COMPUTERS; Mass Storage; Pg. 34 https://en.wikipedia.org/wiki/Flash_memory Cyrix to take on AMD Infoworld August 8, 1994, pg. 5 Employers begin to crackdown on games Games they play, The Times, August 1, 1994, Monday, Section: Business, Byline: Jon Ashworth Microsoft targets "loosely supervised Executives" SUNDAY, August 7, 1994; Playing Games at Work, The New York Times, August 7, 1994, Sunday, Late Edition - Final, Distribution: Magazine Desk, Section: Section 6; ; Section 6; Page 12; Column 1; Magazine Desk ; Column 1; MacPlay expands lineup Playthings, August 1994, pg. 44 Ad game business booming in Germany https://archive.org/details/PC-Player-German-Magazine-1994-08/page/n29/mode/2up Media Vision collapse profiled https://archive.org/details/Electronic-Games-1994-08/page/10/mode/2up https://archive.org/details/Electronic-Games-1994-08/page/12/mode/2up Victormaxx announces Cybermaxx Virtual Reality Headset For PCs A Reality, Newsbytes News Network, August 5, 1994 http://videogamekraken.com/cybermaxx-by-victormaxx Mice go 3D Echoes of Silicon Valley, Agence France Presse -- English, August 04, 1994 08:13 Eastern Time, Section: Domestic, non-Washington, general news item, Dateline: PALO ALTO, California, Aug 4 https://www.ebay.com/itm/304724946528 Microprose to bring Magic to PC IT'S IN THE CARDS' FOR MICROPROSE(R) AND WIZARDS OF THE COAST(R);PR Newswire, August 10, 1994, Wednesday - 17:23 Eastern Time, Section: State and Regional News https://www.mobygames.com/game/530/magic-the-gathering/ https://www.mobygames.com/game/6274/magic-the-gathering-battlemage/ Star Trek licenses are a mess https://archive.org/details/Electronic-Games-1994-08/page/14/mode/2up TEN to bring SimCity online Total Entertainment Network will feature online debut of popular SimCity, game, Business Wire, August 10, 1994, Wednesday The web becomes a scary place E-mail evil, The Jerusalem Post, August 4, 1994, Thursday, Section: OPINION; Pg. 6, Byline: SANDY ROVNER Siliwood goes Online DISNEY, AMERITECH, BELLSOUTH AND SOUTHWESTERN BELL PLAN ALLIANCE TO DEVELOP AND OFFER VIDEO SERVICES, PR Newswire, August 8, 1994, Monday - 13:31 Eastern Time, Section: Financial News Fujitsu brings habitat back to USA Fujitsu to start 'cyberspace' game business in U.S., Japan Economic Newswire, AUGUST 10, 1994, WEDNESDAY Computer Porn outpacing UK lawmakers https://archive.org/details/Atari_ST_User_Issue_103_1994-08_Europress_GB/page/n39/mode/2up Labor promises telecommunications reform Party line for fun and games, The Times, August 5, 1994, Friday, Byline: Emma Woollacott https://en.wikipedia.org/wiki/Mercury_Communications Interactive TV license purchasers default SOME TOP BIDDERS AT AIRWAVE AUCTION FAILING TO PAY UP, Pittsburgh Post-Gazette (Pennsylvania), AUGUST 12, 1994, FRIDAY, SOONER EDITION, Section: BUSINESS, Byline: BLOOMBERG BUSINESS NEWS Acorn enters set top box market https://archive.org/details/AcornUser145-Aug94/page/n7/mode/2up Ziff Davis buys Compute ZIFF-DAVIS ACQUIRES ASSETS OF COMPUTE MAGAZINE; COMPUTER LIFE AND FamilyPC'S ADVERTISERS TO GET UNEXPECTED BONUS CIRCULATION, PR Newswire, August 8, 1994, Monday - 19:06 Eastern Time Teenage reviewers on the rise Teenage games writers get to call the shots, The Age (Melbourne, Australia), August 2, 1994 Tuesday, Late Edition, Section: COMPUTERS; Pg. 40, Byline: Amy Harmon Computer game book rights up for grabs Book Notes, The New York Times, August 3, 1994, Wednesday, Late Edition - Final, Distribution: Cultural Desk, Section: Section C; ; Section C; Page 20; Column 5; Cultural Desk ; Column 5;,Byline: By Sarah Lyall https://en.wikipedia.org/wiki/List_of_novels_based_on_video_games Disney gets MYST rights Out of the 'Myst': Disney plays game for book, film; Hit CD-ROM software is going Hollywood, The Hollywood Reporter, August 11, 1994, Thursday, Byline: Scott Hettrick Stormfront to simulate strike season PENDING BASEBALL STRIKE PROMPTS VIDEO GAME DEVELOPER TO PINCH HIT FOR REAL THING, PR Newswire, August 12, 1994, Friday - 09:02 Eastern Time, Section: Financial New Real Unreal Baseball, The Associated Press, August 17, 1994, Wednesday, PM cycle, Section: Sports News, Byline: By JIM LITKE, AP Sports Writer Indians overtake White Sox in AL Central; Braves, Expos torrid in Nintendo, Baseball League, Business Wire, August 21, 1994, Sunday Leonard Herman releases Phoenix https://www.latimes.com/archives/la-xpm-1994-04-13-mn-45306-story.html pg. 32 Nintendo ordered to pay $208 million Nintendo U.S. unit told to pay 208 mil. dlrs in damages, Japan Economic Newswire, AUGUST 2, 1994, TUESDAY https://archive.org/details/Electronic-Games-1994-08/page/14/mode/2up No Headline in Original, Ad Day, August 8, 1994, Section: Corridor Talk Pg. 38, byline: Kevin Kerr 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
Nintendo and Sega financials dissapoint Sony gets ready for NextGen Venture money goes ga-ga over silliwood 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 May 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 or get it in the Humble Bundle here: https://www.humblebundle.com/books/game-programming-taylor-francis-books 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/110575391 7 Minutes in Heaven: Rebel Assault (SegaCD) Video Version: https://www.patreon.com/posts/7-minutes-in-may-110535204 https://www.mobygames.com/game/272/star-wars-rebel-assault/ https://en.wikipedia.org/wiki/Star_Wars:_Rebel_Assault Corrections: April 1994 Ep - https://www.patreon.com/posts/april-1994-107563816 Ethan's fine site The History of How We Play: https://thehistoryofhowweplay.wordpress.com/ 1994-05: Console market in a slump Edge 8, May 1994 pg. 18 Panasonic tries to save 3DO Edge 8, May 1994 pg. 16 https://x.com/blakejharrisNYC/status/1168364212139307008 Nintendo loosens minimum cart order rules in Japan "Nintendo easing iron grip on programmers Video-Game Giant Halves Minimum Cartridge Order, The Nikkei Weekly (Japan), May 2, 1994, Section: INDUSTRY; Pg. 8 Nintendo stock keeps dropping Nintendo shares no fun in 1994 - Emiko Terazono on reaction to the gamemaker's revised forecasts, Financial Times (London,England), May 6, 1994, Friday, London; Section: World Stock Markets; Pg. 39, Byline: By EMIKO TERAZONO Nintendo is a top earner TOYOTA RETURNS AS NO.1 INCOME EARNER IN JAPAN, Jiji Press Ticker Service, MAY 18, 1994, WEDNESDAY,Dateline: TOKYO, MAY 18 Sega profits plunge Sega Enterprises reports 22.7% pretax profit fall, Japan Economic Newswire, MAY 19, 1994, THURSDAY Sony Computer Entertainment of America formed https://www.nytimes.com/1994/05/19/business/company-news-sony-starts-a-division-to-sell-game-machines.html?searchResultPosition=1 3DO shares collapse https://www.nytimes.com/1994/05/21/business/company-news-shares-of-3do-fall-by-another-18.html Nintendo profits plunge... more Nintendo suffers first profit decline in 10 years,Japan Economic Newswire,MAY 23, 1994, MONDAY Nintendo reports solid earnings despite strong yen; outlines exciting new software plans for 1994, Business Wire, May 23, 1994, Monday THQ sales collapse T-HQ announces first-quarter results, Business Wire, May 11, 1994, Wednesday Absolute Entertainment reports first quarter results, Business Wire, May 10, 1994, Tuesday EA/Broderbund merger collapses No Headline In Original, Consumer Electronics, May 9, 1994, Section: NOTEBOOK, Vol. 34, No. 19 https://archive.org/details/Electronic-Games-1994-05/page/n21/mode/1up?view=theater https://www.smoliva.com/2024/08/07/what-the-learning-company-taught-us-about-the-history-of-computer-software/ Davidson & Associates buys Chaos Studios https://archive.org/details/Electronic-Games-1994-05/page/n17/mode/1up?view=theater Fox Interactive launches Twentieth Century Fox establishes new interactive multimedia division; new division to utilize News Corp. resources, Business Wire, May 20, 1994, Friday Fall of Park Place profiled https://archive.org/details/Electronic-Games-1994-05/page/n9/mode/1up?view=theater Forbes profiles Id Profits from the underground, Forbes, May 9, 1994,Section: COMPUTERS/COMMUNICATIONS INTERACTIVE MEDIA; Parameters; Commentary; Pg. 176, Byline: BY ANDREW J. KESSLER AOU lacks premieres Edge 8, May 1994 pg. 8 Saturn to become an arcade Titan Edge 8, May 1994 pg. 7 https://segaretro.org/Sega_Titan_Video Play Meter, May 1994, pg. 16 https://segaretro.org/Batman_Forever_(arcade) Namco consolidates Play Meter, May 1994, pg. 12 Atari links up with Bally Edge 8, May 1994 pg. 13 Virtuality goes to Japan British high-tech game maker to enter Japan, Japan Economic Newswire, MAY 6, 1994, FRIDAY Https://en.wikipedia.org/wiki/Wakayama_Marina_City#Minor_attractions Play Meter May 1994, pg. 251 Sony delivers devtools Edge 8, May 1994 pg. 13 Sega disses Jupiter for Mars Edge 8, May 1994 pg. 6 DMA signs up with Nintendo Nintendo and U.K.-based DMA design announce Project Reality agreement; 64-bit home games to debut in fall 1995, Business Wire, May 2, 1994, Monday Nintendo smashes myths https://archive.org/details/GamePro_Issue_058_May_1994/page/n31/mode/1up?view=theater Howard Lincoln to deliver CES keynote Playthings May 1994, pg. 22 Laseractive drops price Pelican Brief,' Pakula Classics Due From Warner, Billboard, May 7, 1994, Section: HOME VIDEO; Laser Scans; Pg. 96, Byline: by Chris McGowan https://youtu.be/qSdfj5O-N1Q?si=Wx7ZJ_Yvc6MafKSK NEC taps out of 3D race Edge 8, May 1994 pg. 14 NEC gives PC Engine another lease on life Edge 8, May 1994 pg. 15 Sigma Designs to bring Jaguar to PC Sigma To Make Atari Jaguar Titles Run On PC, Newsbytes, May 3, 1994, Tuesday Reinventing the Z-Machine is apparently Rocket Science Platform battle, Forbes, May 9, 1994, Section: COMPUTERS/COMMUNICATIONS INTERACTIVE MEDIA; Pg. 168, Byline: By Nikhil Hutheesing Silliwood gold rush continues... Sillywood, Forbes, May 9, 1994, Section: MANAGEMENT/CORPORATE STRATEGIES; Pg. 46, Byline: By Lisa Gubernick and Nikhil Hutheesing Rocket Science takes off with funding from Sega Enterprises and Bertelsmann Music Group; 10-month-old start up attracts major corporate investors, Business Wire, May 18, 1994, Wednesday Penn & Teller sign up with Absolute PENN & TELLER, THOSE 'BAD BOYS OF MAGIC,' MAKE THEIR VIDEO GAME DEBUT WITH ABSOLUTE ENTERTAINMENT, Business Wire, May 19, 1994, Thursday CD-i gets John Cleese No Headline In Original, Consumer Electronics, May 2, 1994, Section: NOTEBOOK; Vol. 34, No. 18; Pg. 13 Argonaut working on 3D accelerator Edge 8, May 1994 pg. 19 https://en.wikipedia.org/wiki/ARC_(processor) Sirius introduces 5 ft. 10 pack CD-ROM publishers unite-users benefit; introductory 5 ft. 10 Pak. flies from shelves, Business Wire, May 3, 1994, Tuesday https://worldroms.com/5-ft-10-pak-volume-1-details.html Commodore advertises CD32.. in the US? https://archive.org/details/GamePro_Issue_058_May_1994/page/n10/mode/1up?view=theater Commodore developing RISC CPU https://archive.org/details/amiga-computing-magazine-073/page/n33/mode/2up Commodore shows off CD drive at Cebit Amiga Format 59, pg. 24 C64S launches https://archive.org/details/64er_1994_05/page/n35/mode/1up https://www.c64-wiki.de/wiki/C64s CPC emulation comes to PC Amstrad Action 104, pg. 8 https://cpc-emu.org/news.html Sega Channel to launch in Japan Sega to provide to provide videogames on cable TV, Report From Japan, May 3, 1994,Section: Business Silicon Graphics founder teams up with Mosaic devs https://www.nytimes.com/1994/05/07/business/new-venture-in-cyberspace-by-silicon-graphics-founder.html?searchResultPosition=8 Lexis Nexis to get SEC filings https://www.nytimes.com/1994/05/11/business/company-news-agreement-to-utilize-sec-data.html?searchResultPosition=18 Computer biz to dominate Akihabara Akihabara shifting to 'computer town' amid recession, Japan Economic Newswire, MAY 4, 1994, WEDNESDAY, Byline: Hisa Miyatake Rewritable carts coming to Blockbuster Sega and NewLeaf to test video game software delivery system that eliminates retailer stock-outs, Business Wire, May 31, 1994, Tuesday https://segaretro.org/Game_Factory Copying goes legit in the UK with EDOS https://commodore.software/downloads?task=download.send&id=15005:commodore-format-issue-44&catid=721 pg. 22 https://blog.amigaguru.com/edos-the-software-on-demand-of-the-80s/ http://amigaguru.com/Games/EDOS_MAGAZINE_1991-1992__ENGLISH.pdf https://www.computinghistory.org.uk/det/63955/EDOS/ https://find-and-update.company-information.service.gov.uk/company/SC121687/filing-history?page=1 Psytronik keeps the C64 alive https://commodore.software/downloads?task=download.send&id=15005:commodore-format-issue-44&catid=721 pg. 8 https://www.psytronik.net/ Lieberman picks IDSA over SPA SENATORS WARN ON GAME RATINGS, Consumer Electronics, May 9, 1994, Section: THIS WEEK'S NEWS, Vol. 34, No. 19 Alpex faces off against Nintendo in court https://www.nytimes.com/1994/05/16/business/patents-108332.html?searchResultPosition=30 https://itlaw.fandom.com/wiki/Alpex_Computer_v._Nintendo Japanese Copyright change scuttled https://www.nytimes.com/1994/05/19/business/japan-likely-to-retain-curb-on-software-raiding.html?searchResultPosition=33 Jean-Claude Van Damme to headline Street Fighter movie https://archive.org/details/GamePro_Issue_058_May_1994/page/n171/mode/1up?view=theater Multimedia-centric horror film captures Zeitgeist https://www.nytimes.com/1994/05/01/movies/film-taking-the-children-like-your-mom-said-beware-sweet-serial-ads-931985.html?searchResultPosition=4 Virgin to release Music compilation CD Billboard previews music's digital future In The Brave New Technological World, Music Uses And Publishing Possibilities Seem Endless, Billboard, May 7, 1994, Section: MUSIC PUBLISHING; Spotlight; Pg. 76, Byline: BY MARILYN A. GILLEN Green Jelly wants to ooze all over multimedia Green Jelly's Land Of Ooz: Zoo Act Opens Vid Facility, Billboard,May 21, 1994,Section: Pg. 1,Byline: BY DEBORAH RUSSELL 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 30 years ago: #Nintendo and #Sega financials disappoint, #Sony gets ready for NextGen & Venture money goes ga-ga over #Silliwood These stories and many more on the VGNRTM! https://www.patreon.com/posts/110575391
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
Sega previews Saturn at CES, Commodore warns of bankruptcy & Doom brings corporate networks to their knees 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 March 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/105189897 7 Minutes in Heaven: Mega Turrican Video Version: https://www.patreon.com/posts/104910543 https://www.mobygames.com/game/16645/mega-turrican/ Corrections: February 1994 Ep - https://www.patreon.com/posts/february-1994-103514526 Ethan's fine site The History of How We Play: https://thehistoryofhowweplay.wordpress.com/ https://en.wikipedia.org/wiki/Nicktoons https://en.wikipedia.org/wiki/Famicom_Disk_System 1994: Coinop goes BIG! Edge March 1994, pg. 16 Coinop goes small Edge March 1994, pg. 14 https://www.gamesthatwerent.com/2021/03/zool-arcade/ Daytona gets new name Play Meter, March 1994, pg. 1 Irem shuts down arcade division Play Meter, March 1994, pg. 1 Karaoke goes CD https://archive.org/details/cashbox57unse_22/page/38/mode/1up?view=theater US Rating System to be in place by Xmas VIDEO-GAME MAKERS WILL SET UP SYSTEM FOR RATING PRODUCTS, WALL STREET JOURNAL, March 7, 1994, Monday, Section: Section B; Page 7, Column 6 UK Rating system to start in March https://archive.org/details/AmigaFormatMagazine_201902/Amiga_Format_Issue_057_1994_03_Future_Publishing_GB/page/n21/mode/2up 3DO issues ratings system https://archive.org/details/Electronic-Games-1994-03/page/n10/mode/1up?view=theater https://www.mobygames.com/game/1824/hell-a-cyberpunk-thriller/cover/group-13661/cover-30908/ Current NextGen falters at CES Edge, March 1994, pg. 6 Sega Previews Saturn https://archive.org/details/ElectronicGamingMonthly_201902/Electronic%20Gaming%20Monthly%20Issue%20056%20%28March%201994%29/page/n57/mode/2up Edge, March 1994, pg. 6 Nintendo fools no one with SGi demos Edge, March 1994, pg. 6 Acclaim The Duel demo details https://archive.org/details/Electronic-Games-1994-03/page/n9/mode/1up?view=theater Gregory Fischbach Part 2 - Acclaim - https://www.patreon.com/posts/47720122 Gregory Fischbach Part 1 - Activision - Acclaim - https://www.patreon.com/posts/46578120 3D tool makers show wares at CES https://archive.org/details/powerplaymagazine-1994-03/page/15/mode/1up?view=theater https://en.wikipedia.org/wiki/Wavefront_Technologies https://en.wikipedia.org/wiki/Softimage_3D https://archive.org/details/powerplaymagazine-1994-03/page/17/mode/1up?view=theater Sega of America announces 32X MONITOR, The Irish Times, March 15, 1994, CITY EDITION, Section: EDUCATION & LIVING; Pg. Supplement Page 12 SEGA TO ENTER 32-BIT VIDEO GAME MARKET IN FALL WITH PRICE BREAK ON HARDWARE, WALL STREET JOURNAL, March 15, 1994, Tuesday, Section: Section B; Page 6, Column 4, Byline: BY DON CLARK PSX shown to UK Devs Edge, March 1994, pg. 13 3DO announces new licensees and PC add-on card No Headline In Original, WALL STREET JOURNAL, March 11, 1994, Friday, Section: Section B; Page 5, Column 4 https://en.wikipedia.org/wiki/3DO_Interactive_Multiplayer#Licensed_systems Microsoft WON'T provide an OS for Saturn Microsoft plays down Sega video game role, Financial Times (London,England), March 10, 1994, Thursday, London, Section: International Company News; Pg. 30, Byline: By LOUISE KEHOE and MICHIYO NAKAMOTO Crystal Dynamics signs on for Saturn development https://archive.org/details/Electronic-Games-1994-03/page/n11/mode/1up?view=theater https://www.mobygames.com/game/company:1281/platform:sega-saturn/sort:-date/page:1/ CD32 haralds CD revolution in UK MONITOR, The Irish Times, March 15, 1994, CITY EDITION, Section: EDUCATION & LIVING; Pg. Supplement Page 12 Nintendo announces Super Gameboy NINTENDO UNIT UNVEILS DEVICE, WALL STREET JOURNAL, March 15, 1994, Tuesday, Section: Section C; Page 6, Column 6 Nintendo still smug, despite share price collapse Nintendo still at the top of its game, Despite sagging shares, firm outscores rivals in efficiency, profitability, The Nikkei Weekly (Japan), March 28, 1994, Section: INDUSTRY; Pg. 9, Byline: BY ASAKO ISHIBASHI Staff writer Nintendo profits expected to fall by 40% Nintendo group's pretax profit to fall 40%, daily says, Japan Economic Newswire, MARCH 31, 1994, THURSDAY, Dateline: TOKYO, March 31 Kyodo Sega Enterprises to raise dividend, skip share split, Japan Economic Newswire, MARCH 10, 1994, THURSDAY, Dateline: TOKYO, March 10 Kyodo Acclaim reports record earnings! Playthings, March 1994, pg. 10 NBA Jam launch to match Mortal Kombat NBA Jams' Wins Acclaim; TriStar's New Cover Girl, Billboard, March 19, 1994, Section: HOME VIDEO; Shelf Talk; Pg. 68, Byline: by Elleen Fitzpatrick Midway dumps Acclaim https://www.nytimes.com/1994/03/31/business/company-news-nintendo-licensing-deal-rocks-acclaim-s-stock.html https://www.nytimes.com/1994/03/18/business/stocks-advance-on-good-inflation-news.html NINTENDO'S PROJECT REALITY GAME SYSTEM GETS LIFT IN ACCORD WITH WMS INDUSTRIES, WALL STREET JOURNAL, March 31, 1994, Thursday, Section: Section B; Page 7, Column 1, Byline: BY JIM CARLTON Sega shows off Virtua Racing on Genesis https://archive.org/details/Electronic-Games-1994-03/page/n87/mode/1up?view=theater Playmates Toys gets into games https://archive.org/details/Electronic-Games-1994-03/page/n13/mode/1up?view=theater https://www.mobygames.com/company/1481/playmates-interactive-entertainment-inc/games/ Playmates revenue drops Playmates sales fall 10pc to $ 1.42b in saturated market, South China Morning Post (Hong Kong), March 22, 1994, Section: Business; Pg. 3, Byline: By CARRIE LEE EA signs Shaq and Jordan https://archive.org/details/Electronic-Games-1994-03/page/n25/mode/1up?view=theater Commodore Australia closes down IT'S NOT ALL DOOM AND GLOOM FOR COMMODORE; COMPUTER VISION, Sydney Morning Herald (Australia), March 21, 1994 Monday, Late Edition, Section: COMPUTERS; Pg. 50 Commodore warns of imminent bankruptcy https://www.nytimes.com/1994/03/26/business/company-news-computer-pioneer-signals-bankruptcy-near.html?searchResultPosition=1 https://archive.org/details/amiga-computing-magazine-071/page/n11/mode/2up https://archive.org/details/amazing-computing-magazine-1994-03/page/n81/mode/2up VFX1 brings VR home https://archive.org/details/Electronic-Games-1994-03/page/n13/mode/1up?view=theater https://archive.org/details/powerplaymagazine-1994-03/page/12/mode/1up?view=theater https://en.wikipedia.org/wiki/VFX1_Headgear https://archive.org/details/PC-Player-German-Magazine-1994-03/page/n19/mode/2up New World bought by NTN https://archive.org/details/Computer_Gaming_World_Issue_116/page/n13/mode/1up?view=theater MCA announces game studio https://www.mobygames.com/company/1982/universal-interactive-inc/ https://archive.org/details/Electronic-Games-1994-03/page/n13/mode/1up?view=theater Broderbund signs up affiliates https://archive.org/details/Electronic-Games-1994-03/page/n9/mode/1up?view=theater Rocket Science goes full Siliwood https://archive.org/details/Computer_Gaming_World_Issue_116/page/n14/mode/1up?view=theater Microsoft's got game https://archive.org/details/Electronic-Games-1994-03/page/n10/mode/1up?view=theater Newton gets games https://archive.org/details/Electronic-Games-1994-03/page/n9/mode/1up?view=theater Sierra goes big on CGI https://archive.org/details/Electronic-Games-1994-03/page/n13/mode/1up?view=theater Tsunami wants to inject you into a game https://www.mobygames.com/game/1478/blue-force/trivia/ https://archive.org/details/Electronic-Games-1994-03/page/n11/mode/1up?view=theater Dragon's Lair comes to CDRom https://archive.org/details/Electronic-Games-1994-03/page/n18/mode/1up?view=theater Shareware confusion rises https://archive.org/details/PC-Player-German-Magazine-1994-03/page/n25/mode/2up?q=shareware https://archive.org/details/Aktueller_Software_Markt_-_Ausgabe_1994.03/page/n5/mode/2up Company networks get Doom-ed! https://archive.org/details/Computer_Gaming_World_Issue_116/page/n13/mode/1up?view=theater Microsoft announces Microsoft Network Microsoft to test PC network, Financial Times (London,England), March 14, 1994, Monday, London, Section: International Company News; Pg. 19 IBM and Videotron team up https://www.nytimes.com/1994/03/12/business/company-news-videotron-and-ibm-to-explore-interactive-technology.html https://techmonitor.ai/technology/ibm_previews_its_powerpc_403ga_emebedded_microcontroller_chip https://en.wikipedia.org/wiki/PowerPC_400#PowerPC_403 https://www.youtube.com/watch?app=desktop&v=gJaSV-oulLE https://books.google.ca/books?id=aeQDAAAAMBAJ&pg=PA62&dq=videoway+popular+mechanics&hl=en&sa=X&ved=0ahUKEwixn-r1wrTpAhWPbs0KHbhTC6AQ6AEIKDAA#v=onepage&q=videoway%20popular%20mechanics&f=false https://www.encyclopedia.com/books/politics-and-business-magazines/groupe-videotron-lte Japanese recession hits Akihabara https://www.nytimes.com/1994/03/05/world/tokyo-journal-electronics-district-hits-hard-times.html?searchResultPosition=1 Survey reveals some winners amid chilly business climate, The Daily Yomiuri, March 28, 1994, Monday https://www.triptojapan.com/blog/akihabara-exploring-tokyo-s-electric-town Discounting takes Japanese retail by storm Cheap and cheerful: Changing patterns of Japanese retailing, Financial Times (London,England), March 15, 1994, Tuesday, London, Section: Pg. 24, Byline: By EMIKO TERAZONO Rhino Group grows Enlarged Rhino advances to Pounds 2m, Financial Times (London,England). March 4, 1994, Friday, London, Section: UK Company News; Pg. 24, Byline: By PAUL TAYLOR UK mag publisher Impact calls it quits THE GAMES OF CHANCE; You don't need to live in the metropolis to make a million from mags, The Guardian (London), March 10, 1994, Section: THE GUARDIAN FEATURES PAGE; Pg. 17 https://archive.org/details/zzap64-magazine-106 https://archive.org/details/amiga-force-16/page/n11/mode/2up?view=theater https://segaretro.org/Impact_Magazines Dark Horse Comics gets into games mag business https://archive.org/details/max-overload-01/mode/2up https://archive.org/details/AmigaFormatMagazine_201902/Amiga_Format_Issue_057_1994_03_Future_Publishing_GB/page/n19/mode/2up Move over cover disks...CDs are here! https://archive.org/details/powerplaymagazine-1994-03/page/9/mode/1up?view=theater Multimedia Porn becomes harder to ignore https://archive.org/details/AcornUser140-Mar94/page/n21/mode/2up https://archive.org/details/Computer_Gaming_World_Issue_116/page/n9/mode/2up https://archive.org/details/amiga-computing-magazine-071/page/n29/mode/2up https://archive.org/details/PC-Player-German-Magazine-1994-03/page/n17/mode/2up McGraw Hill publishes Best of Byte https://www.nytimes.com/1994/03/01/science/peripherals-the-bytes-of-the-past-emerge-as-a-book.html?searchResultPosition=1 https://archive.org/details/bestofbyte0000rana Japan buys more chips abroad Japan, U.S. emphasize 3 sectors for foreign chips Tokyo Relieved No Guarantee Sought, The Nikkei Weekly (Japan), March 28, 1994, Section: ECONOMY; Pg. 2, Byline: BY HIROSHI NAKAMAE Staff writer Girls need to get into games A TOOL FOR WOMEN, A TOY FOR MEN: VIDEO GAMES HELP BOYS GET A HEAD START, WALL STREET JOURNAL, March 16, 1994, Wednesday, Section: Section B; Page 1, Column 6, Byline: BY WILLIAM M BULKELEY Carmen Sandiego goes around the world https://archive.org/details/powerplaymagazine-1994-03/page/8/mode/1up?view=theater https://en.wikipedia.org/wiki/Where_in_the_World_Is_Carmen_Sandiego%3F_(game_show)#International_versions Magic the Gathering takes gaming market by storm Playthings, March 1994, pg. 18 Linux launched https://twitter.com/WeAreRSGroup/status/1768186561227538885/photo/1 RIP John Candy https://www.nytimes.com/1994/03/05/obituaries/john-candy-comedic-film-star-is-dead-of-a-heart-attack-at-43.html?searchResultPosition=7 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
Commodore hits the skids, Sega bets big on entertainment centers & The emulation revolution is born! 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 January 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/100523595 7 Minutes in Heaven: Cliffhanger Video Version: https://www.patreon.com/posts/100523418 TV ad: https://www.youtube.com/watch?v=0EAfkdgcxb4 https://www.mobygames.com/game/23868/cliffhanger/ Corrections: December 1993 Ep - https://www.patreon.com/posts/december-1993-99076522 Ethan's fine site The History of How We Play: https://thehistoryofhowweplay.wordpress.com/ https://www.imdb.com/title/tt0108255/?ref_=nv_sr_srsg_3_tt_8_nm_0_q_super%2520mario%2520bro https://en.wikipedia.org/wiki/Nintendo_64_Game_Pak https://en.wikipedia.org/wiki/RedOctane https://patents.google.com/patent/US20070232374A1/ https://www.mobygames.com/game/15033/donkey-konga/ 1993: Sega goes all in on big arcades "(January 17, 1994). Sega plans amusement parks for ASEAN countries. Report From Japan. https://advance.lexis.com/api/document?collection=news&id=urn:contentItem:3SKM-Y8R0-004C-929W-00000-00&context=1516831. Yomiuri Shimbun. (January 1, 1994, Saturday). Sega, French superhero; open amusement centers. The Daily Yomiuri. https://advance.lexis.com/api/document?collection=news&id=urn:contentItem:3SC6-V1K0-001X-J1FP-00000-00&context=1516831." Play Meter Jan. 1994, pg. 2 https://www.facebook.com/sega.megapolis/ Blockbuster gets in on FEC biz Replay Jan. 1994 pg. 2 https://parkrovers.com/home/2020/10/18/blockbusters-failed-indoor-theme-park VR, meet redemption, redemption, meet VR Play Meter Jan. 1994, pg. 2 Karaoke wars heat up in Japan (January 19, 1994). 'Karaoke wars' intensifies. Report From Japan. https://advance.lexis.com/api/document?collection=news&id=urn:contentItem:3SKM-Y8P0-004C-9293-00000-00&context=1516831. NBA Jam beats records Play Meter Jan. 1994, pg. 2 Japanese recession hitting video game makers Play Meter Jan. 1994, pg. 18 SF2 Turbo ships a million units https://archive.org/details/GamePro_Issue_054_January_1994 p. 259 Acclaim numbers skyrocket https://archive.org/details/GamePro_Issue_054_January_1994 p. 259 Microsoft signs deal with Sega https://www.nytimes.com/1994/01/18/business/company-news-microsoft-will-supply-software-for-sega.html https://microsoft.fandom.com/wiki/Sega_Saturn#Microsoft_technology https://archive.org/details/NEXT_Generation_08/page/n25/mode/2up https://segaretro.org/Windows_CE Namco signs on to Playstation Play Meter Jan. 1994, pg. 20 https://www.mobygames.com/game/company:1043/platform:playstation/sort:-date/page:1/ Sony reveals PSX stats https://archive.org/details/ElectronicGamingMonthly_201902/Electronic%20Gaming%20Monthly%20Issue%20054%20%28January%201994%29/page/n67/mode/2up NEC reveals PCFX stats https://archive.org/details/ElectronicGamingMonthly_201902/Electronic%20Gaming%20Monthly%20Issue%20054%20%28January%201994%29/page/n67/mode/2up https://www.pcengine-fx.com/forums/index.php?PHPSESSID=cv914932bsf7di7a8k17n7oqoj&topic=1420.0 https://retrocdn.net/images/6/60/Edge_UK_004.pdf pg. 54 NeoGeo enters CDRom race https://retrocdn.net/images/6/60/Edge_UK_004.pdf pg. 9 Konix Multisystem is back!! https://retrocdn.net/images/6/60/Edge_UK_004.pdf pg. 7 Sega "delays" SegaVR https://archive.org/details/GamePro_Issue_054_January_1994 p. 259 Video Game monopoly inquiry begun in the UK https://www.newspapers.com/article/the-guardian-video-games-under-monopoly/77456435/ https://www.newspapers.com/article/daily-news-video-game-monopoly-accusatio/92066281/ CDi finally gets Digital Video https://retrocdn.net/images/6/60/Edge_UK_004.pdf pg. 8 Atari test markets expanded https://archive.org/details/Aktueller_Software_Markt_-_Ausgabe_1994.01/page/n113/mode/2up Edge fawns over Cybermorph https://retrocdn.net/images/6/60/Edge_UK_004.pdf pg. 60 Atari sues Sega https://archive.org/details/GamePro_Issue_054_January_1994 pg. 258 Lieberman bill a hidden threat during Senate hearings Play Meter Jan. 1994, pg. 2 https://en.wikipedia.org/wiki/1993%E2%80%9394_United_States_Senate_hearings_on_video_games#Video_Game_Rating_Act_of_1994 ELSPA agrees on ratings system https://archive.org/details/amiga-computing-magazine-069/page/n13/mode/2up https://en.wikipedia.org/wiki/The_Association_for_UK_Interactive_Entertainment https://en.wikipedia.org/wiki/PEGI X marks the spot for CDRom drives https://archive.org/details/eu_BYTE-1994-01_OCR/page/n41/mode/1up?view=theater Sony launches CDR https://archive.org/details/64er_1994_01/page/n8/mode/1up?view=theater PCI becomes the new standard https://archive.org/details/Power.Play.N70.1994.01 pg. 112 Tandy expands retail presence https://www.nytimes.com/1994/01/13/business/company-news-tandy-will-hire-3600-adding-30-superstores.html Apple adds DOS board https://wiki.preterhuman.net/Apple_Now_Ships_Macintosh_Quadra_With_MS-DOS_and_Windows_Compatibility https://en.wikipedia.org/wiki/Macintosh_Quadra_610 https://archive.org/details/eu_BYTE-1994-01_OCR/page/n24/mode/1up?view=theater Mac gamers get Y2K preview https://archive.org/details/Electronic-Games-1994-01/page/n13/mode/2up Chicago enters beta https://archive.org/details/eu_BYTE-1994-01_OCR/page/n23/mode/1up?view=theater Novell gives up UNIX trademark https://archive.org/details/eu_BYTE-1994-01_OCR/page/n41/mode/1up?view=theater Commodore numbers are bad https://archive.org/details/commodoreproxystatement1994/page/n4/mode/1up?view=theater https://archive.org/details/amiga-computing-magazine-069/page/n9/mode/2up C64 emulator beta released https://archive.org/details/64er_1994_01/page/n1/mode/2up https://archive.org/details/64er_1994_01/page/n11/mode/1up?view=theater Activision gets reboot fever https://archive.org/details/Aktueller_Software_Markt_-_Ausgabe_1994.01/page/n113/mode/2up CES dominated by computers and games https://www.nytimes.com/1994/01/10/business/for-consumers-multimedia-shines.html Compton announces patent grant https://archive.org/details/Computer_Gaming_World_Issue_114/page/n9/mode/2up https://www.nytimes.com/1994/10/31/business/patent-barred-for-compton-s.html Race for digital distribution is on! https://www.nytimes.com/1994/01/19/business/company-news-in-terms-of-technology-viacom-might-have-an-edge.html https://archive.org/details/Computer_Gaming_World_Issue_114/page/n9/mode/2up https://www.nytimes.com/1994/01/18/business/company-news-gte-to-test-tv-services.html https://www.nytimes.com/1994/01/14/nyregion/data-highway-accelerating-in-connecticut.html https://www.nytimes.com/1994/01/13/business/company-news-digital-and-usa-video-in-market-test-of-new-technology.html https://www.nytimes.com/1994/01/11/business/company-news-u-s-west-adds-to-voice-and-video-network-plan.html https://www.nytimes.com/1994/01/24/business/the-media-business-hewlett-packard-to-get-big-pacific-bell-order.html Other People's Money - https://youtu.be/62kxPyNZF3Q?si=Ez5F8ZTi_j4dneQx US government pushes for open super highway Play Meter Jan. 1994, pg. 2 Cable TV enters Internet age Infoworld January 10, 1994 pg. 3 Multimedia boom doesn't lead to hiring boom https://www.nytimes.com/1994/01/09/business/the-multimedia-job-mirage.html Babylon 5 premieres https://twitter.com/straczynski/status/1751061515875348865 Mighty Morphin' Power Rangers are all the rage Playthings, January 1994 https://en.wikipedia.org/wiki/Mighty_Morphin_Power_Rangers Anime is on the rise https://www.nytimes.com/1994/01/14/arts/home-video-868930.html EC bans imperial measurements https://archive.org/details/PC-Player-German-Magazine-1994-01/page/n5/mode/2up X-Men movie casting rumor is awesome https://archive.org/details/Aktueller_Software_Markt_-_Ausgabe_1994.01/page/n113/mode/2up Worst Ad of the Month: Wolfenstein 3D - SNES https://retrogamingaus.com/4326/video-game-ad-of-the-day-wolfenstein-3d-2 Quotes of the Month: Virtual reality won't merely replace TV, it will eat it alive" Arthur C. Clarke https://archive.org/details/amiga-computing-magazine-069/page/n31/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
Night Trap gets Lieberman's panties in a bunch, Id unleashes Doom & Apple II is no more 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 December 1993. 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: In case you don't see all the links, please, find them here: https://www.patreon.com/posts/december-1993-99076522 7 Minutes in Heaven: Street Fighter II Video Version: https://www.patreon.com/posts/7-minutes-in-ii-99045806 Nostalgia Nerd's video about the game - https://www.youtube.com/watch?v=haAxGfvCitE&t=447s https://www.mobygames.com/game/6239/street-fighter-ii/screenshots/c64/ https://www.c64-wiki.com/wiki/Street_Fighter_II Corrections: November 1993 Ep - https://www.patreon.com/posts/november-1993-97323863 Ethan's fine site The History of How We Play: https://thehistoryofhowweplay.wordpress.com/ https://en.wikipedia.org/wiki/Nintendo_64 https://en.wikipedia.org/wiki/MIPS_Technologies https://en.wikipedia.org/wiki/Killer_Instinct_Gold https://en.wikipedia.org/wiki/The_3DO_Company htps://sites.google.com/view/sources-why-we-hate-each-other/ https://www.internethistorypodcast.com/ 1993: Capcom sues Data East https://archive.org/details/Electronic-Games-1993-12/page/n11/mode/1up?view=theater RePlay Dec. 1993 pg. 32 https://www.mobygames.com/game/6239/street-fighter-ii/ https://www.mobygames.com/game/17110/fighters-history/ Tournament Battle brings networking to arcades https://archive.org/details/micromania-segunda-epoca-67/page/n41/mode/1up https://en.wikipedia.org/wiki/Super_Street_Fighter_II#Tournament_Battle Japanese mix video game and parks shows RePlay Dec. 1993, pg. 9 https://segaretro.org/Amusement_Machine_Show_1993 Namco teams up with magic Edge Play Meter Dec. 1993 pg. 3 https://www.system16.com/hardware.php?id=832 WMS suspected of stock market shenanigans https://www.nytimes.com/1993/12/07/business/redstone-tied-concern-invested-in-viacom.html https://wondery.com/shows/business-wars/season/73/ Al Stone defects to Sega Play Meter Dec. 1993 pg. 18 https://segaretro.org/Alan_Stone Sega set for world domination RePlay Dec. 1993. pg. 52 http://podcast.theycreateworlds.com/e/dreams-of-sega/ Sonic tops Q survey https://archive.org/details/Electronic-Games-1993-12/page/n11/mode/1up?view=theater https://archive.org/details/Electronic-Games-1993-12/page/n53/mode/1up?view=theater Bill Kunkel calls it for Say-Guh! https://archive.org/details/Electronic-Games-1993-12/page/n147/mode/1up?view=theater 3DO launch a dud https://archive.org/details/ElectronicGamingMonthly_201902/Electronic%20Gaming%20Monthly%20Issue%20053%20%28December%201993%29/page/n16/mode/1up?view=theater Atari announces Jaguar devs https://archive.org/details/Electronic-Games-1993-12/page/n11/mode/1up?view=theater Atari launches Jaguar ad campaign https://archive.org/details/video-games-december-1993/page/n19/mode/2up?view=theater Bit Hype forces Sega's hand https://archive.org/details/ElectronicGamingMonthly_201902/Electronic%20Gaming%20Monthly%20Issue%20053%20%28December%201993%29/page/n6/mode/1up?view=theater https://archive.org/details/ElectronicGamingMonthly_201902/Electronic%20Gaming%20Monthly%20Issue%20053%20%28December%201993%29/page/n70/mode/1up?view=theater Nintendo announces Project Reality chip makers (December 20, 1993). NINTENDO PICKS 64-BIT CHIP SUPPLIERS. The Nikkei Weekly (Japan). https://advance.lexis.com/api/document?collection=news&id=urn:contentItem:3S8H-4KR0-000H-H3WP-00000-00&context=1516831. Nintendo disses CDs Edge Dec. 1993, pg. 15 https://en.wikipedia.org/wiki/Bleem! Lieberman attacks video game violence https://www.nytimes.com/1993/12/17/nyregion/toys-r-us-stops-selling-a-violent-video-game.html Our Commentary of the hearings - https://youtu.be/-dWCFp_hmNU?si=7dC4UG9X2VOEkiaF Lethal Enforcers is on Genesis... and maybe coming to SNES https://www.mobygames.com/game/15901/lethal-enforcers/cover/group-103113/cover-279819/ https://archive.org/details/Electronic-Games-1993-12/page/n47/mode/2up?view=theater Toys R Us stops selling Night Trap https://www.nytimes.com/1993/12/17/nyregion/toys-r-us-stops-selling-a-violent-video-game.html MK gets cut for Japan https://archive.org/details/ElectronicGamingMonthly_201902/Electronic%20Gaming%20Monthly%20Issue%20053%20%28December%201993%29/page/n92/mode/1up?view=theater Nintendo is only after kids... https://archive.org/details/Electronic-Games-1993-12/page/n37/mode/1up?view=theater https://archive.org/details/Electronic-Games-1993-12/page/n34/mode/1up?view=theater Nintendo releases game content guidelines Gamepro Dec. 1993, pg. 267 Video Game industry agrees on a rating system https://www.nytimes.com/1993/12/09/business/industry-set-to-issue-video-game-ratings-as-complaints-rise.html Gregory Fischbach Part 2 - Acclaim - https://www.patreon.com/posts/47720122 Gregory Fischbach Part 1 - Activision - Acclaim - https://www.patreon.com/posts/46578120 MPAA threatened to sue video game makers https://archive.org/details/Electronic-Games-1993-12/page/n34/mode/1up?view=theater VictorMaxx Stuntmaster VR headset reviewed https://archive.org/details/Electronic-Games-1993-12/page/n153/mode/1up?view=theater Movies and games should stay in their own lanes https://www.nytimes.com/1993/12/10/arts/home-video-290893.html https://www.nytimes.com/1993/12/28/business/market-place-home-software-s-treasure-hunt.html William Volk - Activision, Avalon Hill, Lightspan, PlayScreen - https://www.patreon.com/posts/william-volk-95625819 https://www.mobygames.com/game/6142/the-horde/ Interactivity is the new hype word. https://archive.org/details/Electronic-Games-1993-12/page/n5/mode/1up?view=theater https://archive.org/details/Electronic-Games-1993-12/page/n9/mode/1up?view=theater Gary Carlston- Broderbund - https://www.patreon.com/posts/50036733 Edge sees the future in 3D Edge Dec. 1993, pg. 3 Id to make modding Doom easy https://archive.org/details/Electronic-Games-1993-12/page/n57/mode/1up?view=theater American McGee - id - spicy horse - ea - https://www.patreon.com/posts/45549970 Origin announces Interactive Movie https://archive.org/details/Aktueller_Software_Markt_-_Ausgabe_1993.12/page/n11/mode/1up ' https://archive.org/details/bioforge Sierra sees stars https://archive.org/details/Electronic-Games-1993-12/page/n93/mode/1up?view=theater https://archive.org/details/Electronic-Games-1993-12/page/n95/mode/1up?view=theater https://archive.org/details/Aktueller_Software_Markt_-_Ausgabe_1993.12/page/n11/mode/1up Standardization is the future https://archive.org/details/eu_BYTE-1993-12_OCR/page/n45/mode/1up?view=theater https://archive.org/details/eu_BYTE-1993-12_OCR/page/n41/mode/1up?view=theater https://archive.org/details/eu_BYTE-1993-12_OCR/page/n35/mode/1up?view=theater Bill Gates wants Little Johnny to learn to be an office drone https://www.nytimes.com/1993/12/07/business/microsoft-aims-for-younger-market.html https://en.wikipedia.org/wiki/Microsoft_Home#Kids https://timesmachine.nytimes.com/timesmachine/1993/12/14/495893.html?pageNumber=58 https://www.nytimes.com/1993/12/12/business/sound-bytes-a-glimpse-into-the-future-as-seen-by-chairman-gates.html Ahead Inc readies virtual guitar https://www.nytimes.com/1993/12/26/business/interface-people-and-technology-are-virtual-groupies-included.html https://archive.org/details/virtual-guitar/PXL_20211230_050908168.jpg https://www.mobygames.com/game/20009/quest-for-fame/ https://www.ebay.com/itm/173062395733 https://archive.seattletimes.com/archive/?date=19941120&slug=1942916 https://www.linkedin.com/in/alexdonnini/details/experience/ Michael Dornbrook Part 2 - Infocom - Guitar Hero - https://www.patreon.com/posts/44632017 Sierra buys Coktel Vision Amiga Joker Dec. 1993, pg. 10 https://archive.org/details/powerplaymagazine-1993-12/page/28/mode/1up https://archive.org/details/Computer_Gaming_World_Issue_113/page/n11/mode/1up Ken Williams - Sierra https://www.patreon.com/posts/42700706 https://www.mobygames.com/company/1127/coktel-vision/ Maxis breaks free from Broderbund https://www.nytimes.com/1993/12/24/business/company-reports-broderbund-stock-tumbles-on-growth-concerns.html Sinclair gets into software retailing https://archive.org/details/PCZone009 pg. 55 https://archive.org/details/PC_Zone_11_February_1994/page/n7/mode/2up?view=theater RIP Apple II https://en.wikipedia.org/wiki/Apple_IIe https://www.nytimes.com/1993/12/26/business/the-executive-computer-from-novelty-to-necessity-reminiscences-of-a-pc-fanatic.html Amiga dead? Not at the World of Commodore show in Cologne it ain't https://archive.org/details/CommodoreUserIssue1231993Dec/page/n9/mode/1up Brian Moriarty leaves The Dig https://archive.org/details/Electronic-Games-1993-12/page/n15/mode/1up?view=theater 3DO goes online in Omaha https://archive.org/details/Computer_Gaming_World_Issue_113/page/n13/mode/1up https://en.wikipedia.org/wiki/US_West Businesses see the future of commerce in Mosaic https://www.nytimes.com/1993/12/08/business/business-technology-a-free-and-simple-computer-link.html https://www.nytimes.com/1993/12/09/garden/interactive-video-armchair-activities.html Fantastic Four movie pushed back https://archive.org/details/video-games-december-1993/page/n14/mode/1up?view=theater https://archive.org/details/video-games-december-1993/page/n14/mode/1up?view=theater https://archive.org/details/ElectronicGamingMonthly_201902/Electronic%20Gaming%20Monthly%20Issue%20053%20%28December%201993%29/page/n27/mode/1up?view=theater Quotes of the Month: Edge Dec. 1993 pg. 43 https://archive.org/details/ElectronicGamingMonthly_201902/Electronic%20Gaming%20Monthly%20Issue%20053%20%28December%201993%29/page/n53/mode/1up?view=theater 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
Next gen trash talk heats up, Nintendo and Sega trapped by strong yen & CDROM can't pay the rent 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 November 1993. 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: 7 Minutes in Heaven: Aladdin - Genesis Video Version: https://www.patreon.com/posts/7-minutes-in-97263025 https://www.mobygames.com/game/2069/disneys-aladdin/ Corrections: October 1993 Ep - https://www.patreon.com/posts/october-1993-95287239 Ethan's fine site The History of How We Play: https://thehistoryofhowweplay.wordpress.com/ https://store.steampowered.com/app/402330/Press_X_to_Not_Die/ https://tokyo-joypolis.com/ 1993: AMOA shows little promise for street ops Play Meter, Nov. 1993, pg. 3 EA beefs up coinop efforts Play Meter, Nov. 1993, pg. 5 https://segaretro.org/index.php?title=File%3ACVG_UK_144.pdf&page=7 Nintendo returns to coinop Play Meter, Nov. 1993, pg. 18 FunExpo attracts burgeoning family fun center biz Play Meter, Nov. 1993, pg. 38 Operators and Manufacturers agree on violence in games RePlay Nov. 1993, pg. 78, 88 Operators and Manufacturers don't agree on revenue sharing RePlay Nov. 1993, pg. 78 The Moloney's are back! Replay Nov. 1993, pg. 32 , 33, 35 https://www.arcade-history.com/?n=tap-a-tune&page=detail&id=4249 Virtuality goes public Replay Nov. 1993, pg. 34 James Clark disses 3DO Paula Parisi. (November 4, 1993, Thursday). SGI's Clark: 3DO doesn't add up. The Hollywood Reporter. https://advance.lexis.com/api/document?collection=news&id=urn:contentItem:3SJF-CDB0-006P-R3MS-00000-00&context=1516831. https://archive.org/details/Electronic-Games-1993-11/page/n121/mode/1up?view=theater Trip Hawkins gets defensive Edge, November 1993, pg. 6, 12, 19 https://archive.org/details/Computer_Gaming_World_Issue_112/page/n9/mode/2up Where's the money in interactivity? BY CYNTHIA LITTLETON. (November 4, 1993, Thursday, BC cycle). Panel: Interactive tech ready, but viewers aren't. United Press International. https://advance.lexis.com/api/document?collection=news&id=urn:contentItem:3SJ4-J0R0-001S-60JY-00000-00&context=1516831. Paula Parisi. (November 5, 1993, Friday). Goodson: Lose interactive game shows. The Hollywood Reporter. https://advance.lexis.com/api/document?collection=news&id=urn:contentItem:3SJF-CD90-006P-R3K8-00000-00&context=1516831. Paula Parisi. (November 8, 1993, Monday). CD-ROM players: next VCRs?; Multimedia format is poised for major growth in '90s, study finds. The Hollywood Reporter. https://advance.lexis.com/api/document?collection=news&id=urn:contentItem:3SJF-CD90-006P-R3HS-00000-00&context=1516831. King World invests in Crystal Dynamics https://en.wikipedia.org/wiki/King_World_Productions https://archive.org/details/Electronic-Games-1993-11/page/n13/mode/1up?view=theater VideoCD logo coming Edge November 1993, pg. 8 First look at CDi Zelda https://archive.org/details/ElectronicGamingMonthly_201902/Electronic%20Gaming%20Monthly%20Issue%20052%20%28November%201993%29/page/n97/mode/1up?view=theater Sony decides to go it alone BY STEVE McCLURE. (November 20, 1993). Sony Ventures Into Video Game Biz; With A New Integrated Hardware/Software System. Billboard. https://advance.lexis.com/api/document?collection=news&id=urn:contentItem:3SJF-0NJ0-002S-H3KS-00000-00&context=1516831. BY SONOKO WATANABE Staff writer. (November 1, 1993). Sony to set up video-game unit Shelves plan to hook up with Nintendo, zooms in on low end of market. The Nikkei Weekly (Japan). https://advance.lexis.com/api/document?collection=news&id=urn:contentItem:3S8H-4N60-000H-H552-00000-00&context=1516831. (November 1, 1993). NEW SONY VIDEOGAME FACES UNCERTAIN PROSPECTS. Consumer Electronics. https://advance.lexis.com/api/document?collection=news&id=urn:contentItem:3SKP-XDT0-006B-64X1-00000-00&context=1516831. Commodore preps US CD32 launch https://archive.org/details/Computer_Gaming_World_Issue_112/page/n11/mode/2up https://archive.org/details/CommodoreUserIssue1221993Nov/page/n17/mode/2up Wall street bullish on Atari (November 4, 1993, Thursday, BC cycle). Wall Street impressed with Atari's propsects. United Press International. https://advance.lexis.com/api/document?collection=news&id=urn:contentItem:3SJ4-J0P0-001S-60HN-00000-00&context=1516831. Generation transition concerns an issue for Sega https://archive.org/details/ElectronicGamingMonthly_201902/Electronic%20Gaming%20Monthly%20Issue%20052%20%28November%201993%29/page/n65/mode/1up?view=theater https://archive.org/details/ElectronicGamingMonthly_201902/Electronic%20Gaming%20Monthly%20Issue%20052%20%28November%201993%29/page/n67/mode/1up?view=theater Nintendo Extends Super Mario All Stars giveaway (November 1, 1993). Advertising Age. https://advance.lexis.com/api/document?collection=news&id=urn:contentItem:3SJ4-GYS0-000S-845B-00000-00&context=1516831. Nintendo sales and profits down By MICHIYO NAKAMOTO. (November 19, 1993, Friday). Tough new players in video games - Michiyo Nakamoto watches Matsushita and Sony enter the field. Financial Times (London,England). https://advance.lexis.com/api/document?collection=news&id=urn:contentItem:3SKR-MTT0-006F-W3FM-00000-00&context=1516831. Yomiuri Shimbun. (November 19, 1993, Friday). Nintendo sales, profits down. The Daily Yomiuri. https://advance.lexis.com/api/document?collection=news&id=urn:contentItem:3SC6-V290-001X-J39V-00000-00&context=1516831. (NOVEMBER 18, 1993, THURSDAY). Nintendo posts 23.9% pretax drop for fiscal half. Japan Economic Newswire. https://advance.lexis.com/api/document?collection=news&id=urn:contentItem:3SP7-GS90-000F-P13B-00000-00&context=1516831. Sega begins mnaufacturing in Wales MARY FAGAN, Industrial Correspondent. (November 1, 1993, Monday). Welsh factory to produce Sega video-game catridges; First contract outside Far East goes to AB Electronic. The Independent (London). https://advance.lexis.com/api/document?collection=news&id=urn:contentItem:3T47-89T0-0021-R536-00000-00&context=1516831. Sega downgrades forecast GAIL COUNSELL. (November 10, 1993, Wednesday). Sega slashes profit forecast; Video game group says strength of yen will hit earnings. Gail Counsell reports. The Independent (London). https://advance.lexis.com/api/document?collection=news&id=urn:contentItem:3T47-88T0-0021-R2N1-00000-00&context=1516831. EA suspends SNES lineup https://segaretro.org/index.php?title=File:CVG_UK_144.pdf&page=8 https://segaretro.org/index.php?title=File%3ACVG_UK_144.pdf&page=33 EA resumes SNES lineup Sega decides to crash Mario's big bash (November 4, 1993). Lancaster: Sega's big self-projection racket. Marketing. https://advance.lexis.com/api/document?collection=news&id=urn:contentItem:419K-5BV0-00X8-J51R-00000-00&context=1516831. Ad games on the rise By Kate Fitzgerald. (November 1, 1993). Videogames attract advertisers; McDonald's signs on as number of games tied to products grows. Advertising Age. https://advance.lexis.com/api/document?collection=news&id=urn:contentItem:3SJ4-GYR0-000S-844B-00000-00&context=1516831. By David Kilburn. (November 1, 1993). Dentsu already deep into interactive; Japanese agency links with 3DO, creates videogames for clients. Advertising Age. https://advance.lexis.com/api/document?collection=news&id=urn:contentItem:3SJ4-GYR0-000S-8446-00000-00&context=1516831. Nitendo wins big in South African court (November 8, 1993, Monday). SOUTH AFRICAN SUPREME COURT RULES FOR NINTENDO IN MAJOR VICTORY AGAINST VIDEO GAME PIRATES. PR Newswire. https://advance.lexis.com/api/document?collection=news&id=urn:contentItem:3SJJ-3CT0-007J-72FH-00000-00&context=1516831. Console game pirates start to train https://amr.abime.net/amr_popup_picture.php?src=amiga_joker/magscans/aj_1993_11/040.jpg&c=92625 Pad computing more of an Uh? than an Aahhh! https://www.nytimes.com/1993/11/09/science/personal-computers-zoomers-newtons-real-life-so-far-promise-exceeds-usefulness.html Big Blues chronicles fall of IBM https://archive.org/details/eu_BYTE-1993-11_OCR/page/n86/mode/1up?view=theater AI puts help desks on disk https://archive.org/details/eu_BYTE-1993-11_OCR/page/n47/mode/1up?view=theater Smartec bets on dual scan https://archive.org/details/eu_BYTE-1993-11_OCR/page/n54/mode/1up?view=theater Broderbund announces Living Books https://archive.org/details/Electronic-Games-1993-11/page/n9/mode/1up?view=theater Shakespeare does Karaoke https://www.youtube.com/watch?a&v=CpHnp9JKgcY&feature=youtu.be Minute 1:30 https://archive.org/details/eu_BYTE-1993-11_OCR/page/n69/mode/1up?view=theater Komisar becomes CEO of Lucasarts https://www.nytimes.com/1993/11/02/business/company-news-chief-executive-named-at-lucas-s-software-unit.html (November 1, 1993, Monday). LUCASARTS ENTERTAINMENT NAMES RANDY KOMISAR PRESIDENT; LUCASARTS TOPS BEST YEAR IN ITS HISTORY WITH NEW LEADER. PR Newswire. https://advance.lexis.com/api/document?collection=news&id=urn:contentItem:3SJJ-3G30-007J-7008-00000-00&context=1516831. Logitech goes 3D with the Cyberman https://archive.org/details/Electronic-Games-1993-11/page/n13/mode/1up?view=theater Larry Probst sees software download future STUART VARNEY. (November 2, 1993). Exec Explains Interactive Lane of Electronic Highway. CNN. https://advance.lexis.com/api/document?collection=news&id=urn:contentItem:3TD9-1JJ0-0029-50P8-00000-00&context=1516831. Wireless Email taking off https://archive.org/details/eu_BYTE-1993-11_OCR/page/n31/mode/2up Free lunches on the internet may be coming to an end https://www.nytimes.com/1993/11/03/business/business-technology-jams-already-on-data-highway.html By KATE MADDOX, Staff reporter. (November 8, 1993). The big picture; Visions of a new TV begin to emerge. Electronic Media. https://advance.lexis.com/api/document?collection=news&id=urn:contentItem:3SJD-X370-002S-52YW-00000-00&context=1516831. Renegade ports to Interactive TV Edge November 1993, pg. 75 Sex sells Edge November 1993, pg. 63 Cable News fuels tech stock rollercoaster https://www.nytimes.com/1993/11/07/business/market-watch-watch-what-they-pay-not-what-they-say.html Video Games move into museum https://www.nytimes.com/1993/11/07/style/token-art.html Tom Quinn, RIP https://archive.org/details/Electronic-Games-1993-11/page/n15/mode/1up?view=theater Man!ac launches http://www.kultmags.com/mags.php?folder=TUFOIUFDLzE5OTM= 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
Like it or not, technology is part of our everyday lives, which means our kids are exposed to it too. Is this really a bad thing? If done in moderation, can these electronic games, toys and tablets actually make our kids smarter? Today we'll break down common fears many parents face and we'll look at new research that suggests this type of learning is more helpful than harmful. Learn more about your ad choices. Visit megaphone.fm/adchoices
Mortal Monday, F-15 Strike Eagle saved by Falcon, Sega announces Saturn 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 September 1993. 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: 7 Minutes in Heaven: General Chaos Video Version: https://www.patreon.com/posts/7-minutes-in-93420048 https://www.mobygames.com/game/23830/general-chaos/ Corrections: August 1993 Ep - https://www.patreon.com/posts/august-1993-91387119 5th Anniversary Interview - https://www.patreon.com/posts/5th-anniversary-92773072 Ethan's fine site The History of How We Play: https://thehistoryofhowweplay.wordpress.com/ https://www.mobygames.com/game/63391/battletoads/ https://www.mobygames.com/game/8131/virtua-racing/ https://en.wikipedia.org/wiki/Super_Famicom_Naizou_TV_SF1 https://lmo.wikipedia.org/wiki/Sharp_Nintendo_Television Ethan, in fact, playing Wizkid - https://www.patreon.com/posts/71057943 1993 September 13th is Mortal Monday https://archive.org/details/Electronic-Games-1993-09/page/n16/mode/1up?view=theater Gregory Fischbach Part 2 - Acclaim https://www.patreon.com/posts/47720122 Gregory Fischbach Part 1 - Activision - Acclaim https://www.patreon.com/posts/46578120 Chris Garske - EA - Activision - Sierra - Sega - GT Interactive https://www.patreon.com/posts/39835860 Street Fighter 2 sequels not as pricey as expected https://archive.org/details/game-pro-issue-50-september-1993/page/133/mode/1up?view=theater Bill White switches sides https://archive.org/details/game-pro-issue-50-september-1993/page/136/mode/1up?view=theater https://archive.org/details/Video_Games_The_Ultimate_Gaming_Magazine_Issue_56_Sept_1993/page/n19/mode/1up?view=theater Nintendo Espana founded https://archive.org/details/micromania-segunda-epoca-64/page/n7/mode/1up Sega beats Nintendo at CES https://archive.org/details/Electronic-Games-1993-09/page/n85/mode/1up?view=theater CES closes to the public https://archive.org/details/Electronic-Games-1993-09/page/n10/mode/1up?view=theater Multimedia is the new hotness https://archive.org/details/Electronic-Games-1993-09/page/n45/mode/1up?view=theater https://archive.org/details/PC.Games.N012.1993.09-fl0n/page/n9/mode/1up?view=theater https://www.youtube.com/watch?v=aW4OQcBaV5c&list=PLBw24bgyD-sJkM_K9uPP6N73WwyxRFLaW https://archive.org/details/computer-game-review-and-cd-rom-entertainment-september-1993/page/61/mode/1up?view=theater https://archive.org/details/CommodoreUserIssue1201993Sep/page/n8/mode/1up?view=theater https://www.filfre.net/2023/10/a-digital-pornutopia-part-1-the-seedy-rom-revolution/ https://www.filfre.net/2023/11/a-digital-pornutopia-part-2-the-internet-is-for-porn/ MPEG becomes standard https://archive.org/details/Electronic-Games-1993-09/page/n10/mode/1up?view=theater Commodore sets big goals for CD32 The One , Sept. 1993, pg. 14 CDI gets FMV add-on https://archive.org/details/Electronic-Games-1993-09/page/n9/mode/1up?view=theater https://archive.org/details/CommodoreUserIssue1201993Sep/page/n8/mode/1up?view=theater Saturn is Sega's future https://archive.org/details/ElectronicGamingMonthly_201902/Electronic%20Gaming%20Monthly%20Issue%20050%20%28September%201993%29/page/n49/mode/2up https://archive.org/details/ElectronicGamingMonthly_201902/Electronic%20Gaming%20Monthly%20Issue%20050%20%28September%201993%29/page/n53/mode/2up Japanese turn to yanks https://archive.org/details/game-pro-issue-50-september-1993/page/136/mode/1up?view=theater https://archive.org/details/Video_Games_The_Ultimate_Gaming_Magazine_Issue_56_Sept_1993/page/n22/mode/1up?view=theater Game crossovers taking off https://archive.org/details/game-pro-issue-50-september-1993/page/136/mode/1up?view=theater Acclaim is wheeling and dealing https://archive.org/details/Video_Games_The_Ultimate_Gaming_Magazine_Issue_56_Sept_1993/page/n19/mode/1up?view=theater Acclaim signs deal with James Cameron https://archive.org/details/Electronic-Games-1993-09/page/n10/mode/1up?view=theater Barkley signs with Accolade https://archive.org/details/Electronic-Games-1993-09/page/n9/mode/1up?view=theater https://archive.org/details/PC-Player-German-Magazine-1993-09/page/n7/mode/1up Game while you fly in Europe https://archive.org/stream/FinancialTimes1993UKEnglish/Jul%2007%201993%2C%20Financial%20Times%2C%20%23606%2C%20UK%20%28en%29_djvu.txt https://archive.org/details/Electronic-Games-1993-09/page/n10/mode/1up?view=theater https://archive.org/details/ElectronicGamingMonthly_201902/Electronic%20Gaming%20Monthly%20Issue%20050%20%28September%201993%29/page/n79/mode/2up Top Guy takes the NES on the go https://bootleggames.fandom.com/wiki/Top_Guy https://archive.org/details/game-pro-issue-50-september-1993/page/112/mode/1up?view=theater. Microprose bought by Spectrum Holobyte https://archive.org/details/Aktueller_Software_Markt_-_Ausgabe_1993.09/page/n8/mode/1up https://archive.org/details/Electronic-Games-1993-09/page/n10/mode/1up?view=theater https://archive.org/details/computer-game-review-and-cd-rom-entertainment-september-1993/page/60/mode/1up?view=theater Wild Bill Stealey - Microprose https://www.patreon.com/posts/36710924 Windows goes to the Arcade https://archive.org/details/PC-Player-German-Magazine-1993-09/page/n9/mode/1up?view=theater https://www.mobygames.com/game/2842/microsoft-arcade/ Lucasfilm sends Amiga owners mixed messages http://www.kultmags.com/mags.php?folder=QW1pZ2EgR2FtZXMvMTk5Mw== Amiga Games September 1993 pg. 8 https://archive.org/details/Aktueller_Software_Markt_-_Ausgabe_1993.09/page/n8/mode/1up https://archive.org/details/CommodoreUserIssue1201993Sep/page/n12/mode/1up?view=theater SSI diversifies D&D https://archive.org/details/Electronic-Games-1993-09/page/n41/mode/1up?view=theater Joel Billings - SSI https://www.patreon.com/posts/36827469 Don Daglow Part 2 - Broderbund - Beyond Software - Stormfront - SSI https://www.patreon.com/posts/39095819 Don Daglow Part 1 - PDP - Mattel - Intellivision - EA https://www.patreon.com/posts/38445119 Psygnosis partners with MDI https://www.computinghistory.org.uk/det/49109/Dictionary%20of%20the%20Living%20World/ https://archive.org/details/micromania-segunda-epoca-64/page/n7/mode/1up https://www.mobygames.com/company/3187/media-design-interactive/ Ad games continue to proliferate in Germany https://archive.org/details/PC.Games.N012.1993.09-fl0n/page/n9/mode/1up?view=theater https://archive.org/details/PC.Games.N012.1993.09-fl0n/page/n15/mode/1up?view=theater http://www.kultmags.com/mags.php?folder=QW1pZ2EgR2FtZXMvMTk5Mw== Amiga Games September 1993 pg. 9 Tandy to sell off computer manufacturing operations https://archive.org/details/Electronic-Games-1993-09/page/n10/mode/1up?view=theater https://en.wikipedia.org/wiki/List_of_TRS-80_and_Tandy-branded_computers#PC-compatible_computers MediaVision give Soundblaster a run for its money https://en.m.wikipedia.org/wiki/Media_Vision_Pro_AudioSpectrum https://archive.org/details/powerplaymagazine-1993-09/page/n15/mode/1up?view=theater https://archive.org/details/PC-Player-German-Magazine-1993-09/page/n13/mode/1up?view=theater Mediavision gets into interactive movie biz https://archive.org/details/PC-Player-German-Magazine-1993-09/page/n13/mode/1up?view=theater https://www.mobygames.com/company/47/hyperbole-studios/ Scorched Earth reviewed in CGW https://archive.org/details/Computer_Gaming_World_Issue_110/page/n75/mode/1up http://www.whicken.com/scorch/index.html http://www.cafepress.com/officialscorch Sega gets into toys https://archive.org/details/Electronic-Games-1993-09/page/n9/mode/1up?view=theater https://en.wikipedia.org/wiki/Sega_Toys TSN goes paperless https://archive.org/details/Electronic-Games-1993-09/page/n94/mode/1up?view=theater Ken Williams - Sierra https://www.patreon.com/posts/42700706 Andy Eddy leaves Video Games and Computer Entertainment https://archive.org/details/Video_Games_The_Ultimate_Gaming_Magazine_Issue_56_Sept_1993/page/n5/mode/1up?view=theater Smithsonian inducts software https://archive.org/details/PC-Player-German-Magazine-1993-09/page/n13/mode/1up?view=theater Vectrex makers post OG files online https://archive.org/details/Video_Games_The_Ultimate_Gaming_Magazine_Issue_56_Sept_1993/page/n14/mode/1up?view=theater https://en.wikipedia.org/wiki/Vectrex Camerica shuts down https://archive.org/details/game-pro-issue-50-september-1993/page/136/mode/1up?view=theater 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
7-11 drops coinop Nintendo disses Sega's rating system Commodore premieres Amiga CD32 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 August 1993. 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: 7 Minutes in Heaven: Final Fight CD Video Version: https://www.patreon.com/posts/7-minutes-in-cd-91295414 https://www.mobygames.com/game/5088/final-fight/ Corrections: July 1993 Ep - https://www.patreon.com/posts/july-1993-89127883 Ethan's fine site The History of How We Play: https://thehistoryofhowweplay.wordpress.com/ https://youtu.be/A-6AKe2pvsQ?si=Y86cYPldukmG2V-H https://en.wikipedia.org/wiki/Information_superhighway 1993: 7 Eleven moves away from games Replay August 1993 pg. 3 Microprose shutters arcade division PlayMeter August 1993 pg. 22 Wild Bill Stealey - Microprose https://www.patreon.com/posts/36710924 https://www.mobygames.com/game/company:10/platform:arcade/sort:-date/page:1/ Hong Kong debating anti-violent game law PlayMeter August 1993 pg. 32 Elite enters coinop PlayMeter August 1993 pg. 22 https://www.mobygames.com/company/108/elite-systems-ltd/ Wolfenstein goes VR https://archive.org/details/GamePro_Issue_049_August_1993/page/n23/mode/2up?view=theater https://www.arcade-history.com/?n=wolfenstein-vr&page=detail&id=12612 Super Street Fighter 2 hits Japanese arcades https://archive.org/details/ElectronicGamingMonthly_201902/Electronic%20Gaming%20Monthly%20Issue%20049%20%28August%201993%29/page/n34/mode/1up https://www.mobygames.com/game/10119/super-street-fighter-ii/ Capcom gets TSR license PlayMeter August 1993 pg. 3 https://www.mobygames.com/game/63783/dungeons-dragons-tower-of-doom/ https://www.mobygames.com/game/63847/dungeons-dragons-shadow-over-mystara/ Arcade 1 brings arcade history to print PlayMeter August 1993 pg. 132 https://archive.org/details/arcade-1-1993-book-scans Atari announces Jaguar launch https://archive.org/details/GamePro_Issue_049_August_1993/page/n55/mode/1up?view=theater https://en.wikipedia.org/wiki/Atari_Jaguar https://archive.org/details/ElectronicGamingMonthly_201902/Electronic%20Gaming%20Monthly%20Issue%20049%20%28August%201993%29/page/n56/mode/1up Leonard Tramiel - Part 2 - Atari https://www.patreon.com/posts/71643153 Commodore debuts CD32 http://www.kultmags.com/mags.php?folder=QW1pZ2EgR2FtZXMvMTk5Mw== Amiga Games August 1993, pg. 8, 92 https://archive.org/details/Electronic-Games-1993-08/page/n15/mode/1up?view=theater https://en.wikipedia.org/wiki/Amiga_CD32 Sega shows off VR at CES https://archive.org/details/Aktueller_Software_Markt_-_Ausgabe_1993.08/page/n21/mode/1up?view=theater Sega launches Pico https://archive.org/details/ElectronicGamingMonthly_201902/Electronic%20Gaming%20Monthly%20Issue%20049%20%28August%201993%29/page/n75/mode/1up https://en.wikipedia.org/wiki/Sega_Pico 3DO gains support https://archive.org/details/Video_Games_Computer_Entertainment_Issue_55_August_1993/page/n15/mode/2up EA reports big earnings https://archive.org/details/pc-review-22/page/16/mode/1up?view=theater Nintendo hikes cart prices https://archive.org/details/GamePro_Issue_049_August_1993/page/n161/mode/1up?view=theater Bandai shows off portable SNES at Tokyo Game Show https://www.nintendolife.com/news/2015/04/bandai_almost_made_a_laptop_with_a_built-in_snesn https://archive.org/details/Electronic-Games-1993-08/page/n21/mode/1up?view=theater NES gets a makeover https://archive.org/details/Aktueller_Software_Markt_-_Ausgabe_1993.08/page/n16/mode/1up?view=theater https://archive.org/details/GamePro_Issue_049_August_1993/page/n53/mode/2up?view=theater Gamepro laments no-shows https://archive.org/details/GamePro_Issue_049_August_1993/page/n55/mode/1up?view=theater Sega and Park Place launch sports labels https://archive.org/details/GamePro_Issue_049_August_1993/page/n161/mode/1up?view=theater https://www.mobygames.com/company/3483/park-place-productions/ https://www.mobygames.com/group/8552/sega-sports-games/ Michael Katz Part 2 - Atari - Sega https://www.patreon.com/posts/63732329 Mario's greatest hits coming to SNES https://archive.org/details/Electronic-Games-1993-08/page/n21/mode/1up?view=theater https://www.mobygames.com/game/6613/super-mario-all-stars/ Genesis gets Special Champion Edition https://archive.org/details/Electronic-Games-1993-08/page/n21/mode/1up?view=theater Joe Morici - Capcom https://www.patreon.com/posts/37289815 https://www.mobygames.com/game/8053/street-fighter-ii-champion-edition/ STD makes Street Fighter 2 easier https://archive.org/details/Electronic-Games-1993-08/page/n10/mode/1up?view=theater http://www.thealmightyguru.com/Wiki/index.php?title=InterAct_SN_ProgramPad UK outraged at Night Trap https://archive.org/details/GamePro_Issue_049_August_1993/page/n119/mode/1up?view=theater https://www.eurogamer.net/the-rise-and-fall-of-sega-enterprises Nintendo responds to Sega's ratings system https://archive.org/details/GamePro_Issue_049_August_1993/page/n161/mode/1up?view=theater Move over violence... here comes SEX! https://archive.org/details/PC-Player-German-Magazine-1993-08/page/n11/mode/1up?view=theater https://archive.org/details/PC-Player-German-Magazine-1993-08/page/n22/mode/1up?view=theater Help me obi-wan kenobi, you, or Terminator, or Lawnmower Man... https://archive.org/details/PC-Player-German-Magazine-1993-08/page/n28/mode/1up?view=theater PowerPC promises to decouple CPUs from OSs https://archive.org/details/eu_BYTE-1993-08_OCR Microsoft and Compaq join forces for plug-and-play https://archive.org/details/pc-review-22/page/15/mode/1up Say goodbye to the interface https://archive.org/details/Computer_Gaming_World_Issue_109/page/n21/mode/1up?view=theater Konami abandons computer gaming https://archive.org/details/Electronic-Games-1993-08/page/n15/mode/1up?view=theater Microsoft unveils their Mouse 2.0 http://www.kultmags.com/mags.php?folder=UEMgSm9rZXIvMTk5Mw== August 1993 pg. 7 https://en.wikipedia.org/wiki/Microsoft_Mouse Get that real pilot feel for just $2,800 bucks https://archive.org/details/PC-Player-German-Magazine-1993-08/page/n28/mode/1up?view=theater Tablet computing market gets crowded https://archive.org/details/PC-Player-German-Magazine-1993-08/page/n26/mode/1up http://www.grot.com/zoomer/documents/bindery.html http://www.geos-infobase.de/zoomer/ZOOMER01 https://en.wikipedia.org/wiki/Palm,_Inc.#History SimCity goes mobile https://archive.org/details/Electronic-Games-1993-08/page/n13/mode/1up?view=theater https://handheld.computer/?p=446 https://alchetron.com/EShop AT&T wants to give Sega an Edge https://archive.org/details/GamePro_Issue_049_August_1993/page/n53/mode/2up?view=theater https://segaretro.org/Edge_16 AT&T shows off Personal Communicator https://archive.org/details/ElectronicGamingMonthly_201902/Electronic%20Gaming%20Monthly%20Issue%20049%20%28August%201993%29/page/n163/mode/1up https://www.historyofinformation.com/detail.php?entryid=2902 Delphi enters online gaming arena https://archive.org/details/Electronic-Games-1993-08/page/n15/mode/1up?view=theater Sierra signs deal with Prodigy https://archive.org/details/Electronic-Games-1993-08/page/n11/mode/1up?view=theater https://archive.org/details/Electronic-Games-1993-08/page/n95/mode/1up?view=theater NTN Trivia coming to TSN https://archive.org/details/Electronic-Games-1993-08/page/n15/mode/1up?view=theater https://en.wikipedia.org/wiki/NTN_Buzztime Virtual Vision brings TV to eyewear https://archive.org/details/ElectronicGamingMonthly_201902/Electronic%20Gaming%20Monthly%20Issue%20049%20%28August%201993%29/page/n163/mode/1up Epyx brings games to planes https://archive.org/details/Electronic-Games-1993-08/page/n10/mode/1up?view=theater https://en.wikipedia.org/wiki/John_D._Goeken https://www.nytimes.com/1995/01/15/business/interface-a-new-digital-air-to-ground-link-gets-an-in-flight-test.html Spaceship Warlock shown at CES https://archive.org/details/Aktueller_Software_Markt_-_Ausgabe_1993.08/page/n17/mode/1up?view=theater https://www.joesparks.com/whyyes/ 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
Nintendo leaks SNES CD specs Sega touts Genesis VR Mortal Kombat coming to consoles 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 March 1993. 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: 7 Minutes in Heaven: The Lost Vikings Video Version: https://www.patreon.com/posts/81638094 https://en.wikipedia.org/wiki/The_Lost_Vikings Corrections: February 1993 Ep - https://www.patreon.com/posts/february-1993-80279774 https://www.youtube.com/watch?v=fvws5tOHsEE https://en.wikipedia.org/wiki/List_of_Sonic_the_Hedgehog_features https://en.wikipedia.org/wiki/VHS 1993.03 Japanese coinop cabs go BIG Replay March 1993 pg. 7 https://en.wikipedia.org/wiki/Virtua_Racing https://en.wikipedia.org/wiki/Lucky_%26_Wild October 1992 ep - https://www.patreon.com/posts/october-1992-75188159 David C. Rockola passes away Replay March 1993 pg. 25, 101 https://www.jukeboxhistory.info/rock-ola/history.html https://www.ipdb.org/machine.cgi?id=1295 https://www.ipdb.org/search.pl?searchtype=advanced&mfgid=269 CES belonged to CD https://archive.org/details/Computer_Gaming_World_Issue_104/page/n9/mode/1up September 2002 ep- https://www.patreon.com/posts/september-2002-73539855 SNES CDRom specs leaked https://archive.org/details/ElectronicGamingMonthly_201902/Electronic%20Gaming%20Monthly%20Issue%20044%20%28March%201993%29/page/n51/mode/1up https://gamingdoc.org/wp-content/uploads/2021/02/SNES-CD-ROM-System-1993.pdf LaserActive brings laserdisc gaming home https://archive.org/details/Electronic-Games-1993-03/page/n9/mode/1up https://en.wikipedia.org/wiki/LaserActive https://archive.org/details/ElectronicGamingMonthly_201902/Electronic%20Gaming%20Monthly%20Issue%20044%20%28March%201993%29/page/n49/mode/1up http://www.laserdiscarchive.co.uk/laserdisc_archive/pioneer/pioneer_cld-a100/pioneer_cld-a100.htm https://www.linkedin.com/in/triphawkins/ VR is coming from Sega https://archive.org/details/Electronic-Games-1993-03/page/n10/mode/1up Replay march 1993, pg. 37 https://www.arcade-museum.com/game_detail.php?game_id=10340 https://en.wikipedia.org/wiki/Sega_VR Leonard Tramiel - Part 2 - Atari https://www.patreon.com/posts/71643153 https://www.mobygames.com/person/296287/kyle-hodgetts/ https://mumbrella.com.au/software-developer-lodges-court-claim-nines-aca-429820 https://www.pressreader.com/australia/weekend-gold-coast-bulletin/20121013/282123518741574 Acclaim gets Mortal Kombat https://archive.org/details/Electronic-Games-1993-03/page/n10/mode/1up https://www.giantbomb.com/mortal-monday/3015-4703/ Gregory Fischbach Part 2 - Acclaim https://www.patreon.com/posts/47720122 MicroProse moves onto Mac https://archive.org/details/asm_magazine-1993-03/page/n9/mode/1up https://www.mobygames.com/game/company:10/platform:macintosh/sort:date/page:1/ https://archive.org/details/eu_BYTE-1993-03_OCR/page/n45/mode/1up Wild Bill Stealey - Microprose https://www.patreon.com/posts/36710924 The Brits go ga-ga for the 486 https://archive.org/details/eu_BYTE-1993-03_OCR/page/n31/mode/1up https://archive.org/details/eu_BYTE-1993-03_OCR/page/n35/mode/1up AMD and Cyrix optimistic https://archive.org/details/eu_BYTE-1993-03_OCR/page/n31/mode/1up https://en.wikipedia.org/wiki/Cyrix Virgin bundles up with Interplay https://archive.org/details/Electronic-Games-1993-03/page/n11/mode/1up CGW starts the Patch File https://archive.org/details/Computer_Gaming_World_Issue_104/page/n144/mode/1up HDTV delayed but software industry stands at the ready https://archive.org/details/eu_BYTE-1993-03_OCR/page/n29/mode/1up FTC considers breaking up Microsoft https://archive.org/details/eu_BYTE-1993-03_OCR/page/n37/mode/1up New European law hits pirates Replay March 1993 pg. 7 http://www.tilt.it/deb/edevg-en.html https://archivio.corriere.it/Archivio/interface/slider.html#!paolo-di-nunno/NobwRAdghgtgpmAXGA1nAngdwPYCcAmYANGAC5wAepSYADlNgDbYAE+AlixAK4QTZgAvgF0gA https://archive.org/details/eu_BYTE-1993-03_OCR/page/n35/mode/1up Sonic is coming to comics https://archive.org/details/ElectronicGamingMonthly_201902/Electronic%20Gaming%20Monthly%20Issue%20044%20%28March%201993%29/page/n148/mode/1up https://en.wikipedia.org/wiki/Sonic_the_Hedgehog_(Archie_Comics) 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
Call Of Duty-style multiplayer war games were found to be the most frequent trigger for blackouts - which can be the first sign of dangerous conditions, from which some gamers have already died.- Mack Rapapali
Magnavox debuts the Odyssey Sinclair goes color with the Spectrum Gamers grow up 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 May 1982. As always, we'll mostly be using magazine cover dates, and those are of course always a bit behind the actual events. Mads from the Retro Asylum is our cohost. You can find his other fine podcasts here: http://retroasylum.com and https://playthroughpod.com/ 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 twitter @videogamenewsr2 Or Instagram https://www.instagram.com/vgnrtm Or videogamenewsroomtimemachine@gmail.com Links: 7 Minutes in Heaven: Fantasy Video Version - https://www.patreon.com/posts/7-minutes-in-may-68261930 https://www.mobygames.com/game/fantasy Corrections: April 1982 Ep - https://www.patreon.com/posts/66505131 https://en.wikipedia.org/wiki/Medal_game https://en.wikipedia.org/wiki/Pachinko https://videogamehistorian.wordpress.com/tag/spacewar/ https://www.smithsonianmag.com/smithsonian-institution/how-first-popular-video-game-kicked-off-generations-virtual-adventure-180971020/ https://en.wikipedia.org/wiki/Sanders_Associates https://www.samsung.com/uk/tvs/tv-buying-guide/what-size-tv-should-i-get/ 1942 LaGuardia thinks pinball is responsible for naked cops https://www.nytimes.com/1942/05/18/archives/brass-in-a-pinball-device-equals-77-police-buttons.html?searchResultPosition=1 1952 JetLink flight trainer gets updated for the computer age https://www.nytimes.com/1952/05/29/archives/jet-link-trainer-undergoing-tests-earthbound-classroom-is-able-to.html?searchResultPosition=2 1972 Magnavox debuts the Odyssey https://www.nytimes.com/1972/05/11/archives/magnavox-unveils-tv-game-simulator.html?searchResultPosition=1 Nolan Bushnell signs Magnavox demo visitor log Ralph Baer - Video Games: In the Beginning pg. 76 1982 Tron to bring computer graphics to the big screen https://archive.org/details/InterfaceAge198205/page/n71/mode/1up https://archive.org/details/Softline_1982_05/page/n27/mode/1up Disney sues over Robotron https://www.nytimes.com/1982/05/04/business/disney-title-suit.html?searchResultPosition=4 Inflation and dwindling manufacturing is killing coin op profit margins Replay May 1982 pg. 14, Play Meter May 15, 1982, pg. 24 New Jersey arcade age restriction unconstitutional https://www.nytimes.com/1982/05/01/nyregion/the-region-video-game-law-upset-in-jersey.html?searchResultPosition=2 Increasing legal action banning games unites industry Play Meter May 1, 1982, pg. 15 Play Meter May 1, 1982 pg. 39 Midway eyeing legal action against video game books Play Meter May 1, 1982, pg. 24 Chuck E Cheese opens 100th store Play Meter May 1, 1982, pg. 25 Arcade games advertised in Electronic Games magazine https://archive.org/details/ElectronicGames/Electronic%20Games%20Issue%203%20%28May%201982%29/page/n13/mode/2up https://archive.org/details/ElectronicGames/Electronic%20Games%20Issue%203%20%28May%201982%29/page/n99/mode/2up Bally announces Mr. and Mrs. Pacman Pinball Games People Pay Late May 1982 pg. 5 https://pinside.com/pinball/machine/mr-and-mrs-pac-man VCS Pacman is racking up sales Play Meter, May 15, 1982, pg. 36 Bally signs deal with CBS Games People Pay Late May 1982 pg. 5 RePlay May 1982, pg. 17 CountUp to the Crash Coleco announces entry into VCS and Intellivision market https://archive.org/details/creativecomputing-1982-05/page/n77/mode/1up https://www.mobygames.com/game/atari-2600/pac-man Games by Apollo has problems with their freshman title https://archive.org/details/ElectronicGames/Electronic%20Games%20Issue%203%20%28May%201982%29/page/n8/mode/1up https://www.mobygames.com/company/apollo-inc Mattel's sales soar Playthings, May 5, 1982, pg. 15 Toy & Hobby World April-May 1982 Video Technology Ltd. introduces the Creativision https://archive.org/details/creativecomputing-1982-05/page/n75/mode/1up https://en.wikipedia.org/wiki/VTech_CreatiVision https://www.youtube.com/watch?v=nzpAz0-U3eo https://en.wikipedia.org/wiki/Texas_Instruments_TMS9918 Industry survey shows 50% of electronic users are adults Playthings May 5, 1982, pg. 40 ZX Spectrum premieres at Earl's Court https://archive.org/details/popular-computing-weekly-1982-05-06/page/n4/mode/1up Grundy launches the NewBrain https://archive.org/details/popular-computing-weekly-1982-05-06/page/n4/mode/1up Software piracy spawns an industry https://www.nytimes.com/1982/05/09/business/copycatting-in-the-software-patch.html?searchResultPosition=8 Apple sues copycat https://www.nytimes.com/1982/05/14/business/apple-computer-is-suing-franklin.html?searchResultPosition=2 https://www.old-computers.com/museum/computer.asp?c=1070 https://archive.org/details/softalkv2n09may1982/page/76/mode/1up Apple pushes for tax code change https://archive.org/details/1982-05-compute-magazine/page/n9/mode/1up http://hackeducation.com/2015/02/25/kids-cant-wait-apple Apple cancels distribution deals https://www.nytimes.com/1982/05/07/business/apple-is-upheld-on-termination.html?searchResultPosition=3 https://archive.org/details/softalkv2n09may1982/page/n168/mode/1up SSI introduces yearly updates https://archive.org/details/Computer_Gaming_World_Issue_2.3/Computer_Gaming_World_Issue_2.3/page/n5/mode/1up https://www.mobygames.com/browse/games/strategic-simulations-inc/offset,200/so,1d/list-games/ Wizardry continues with Knight of Diamonds https://archive.org/details/softalkv2n09may1982/page/14/mode/1up https://archive.org/details/Softline_1982_05/page/n15/mode/1up https://www.mobygames.com/game/wizardry-knight-of-diamonds-the-second-scenario https://www.theycreateworlds.com/transcripts/tcw114 Scott Adams' updates Adventureland https://archive.org/details/1982-05-compute-magazine/page/n181/mode/1up https://www.youtube.com/watch?v=iytuoI001Cg https://www.youtube.com/watch?v=FmD2lT5oeOE https://www.mobygames.com/game/scott-adams-graphic-adventure-1-adventureland https://en.wikipedia.org/wiki/Speak_%26_Spell_(toy) https://www.indieretronews.com/2021/12/stunt-car-racer-classic-stunt-car-game.html EA is born! https://www.linkedin.com/feed/update/urn:li:activity:6935981871193341953/ 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/ Sound Effects by Ethan Johnson of History of How We Play. Copyright Karl Kuras Find out on the VGNRTM https://www.patreon.com/posts/68285778 https://videogamenewsroomtimemachine.libsyn.com/april-1982
Jon-Paul Dyson, the Director of the International Center for the History of Electronic Games at The Strong, where he is also the VP of exhibits, shares all about the museum and its 2022 World Video Game Hall of Fame finalists. In this episode Disneyland is one of the best level designs ever made, collectors make a whole greater than the sum of their parts, potted palms and vending machines bring a new perspective, and Moon Patrol gets left out in the cold. See more from Jon-Paul Dyson: Twitter: @jpdysonplay See more from The Strong National Museum of Play: Twitter: @museumofplay Instagram: @museumofplayroc Facebook: /TheStrongMuseum YouTube: /MuseumofPlay International Center for the History of Electronic Games Facebook: /ICHEG Video Game History Foundation: Podcast Twitter: @gamehistoryhour Email: podcast@gamehistory.org Twitter: @GameHistoryOrg Website: gamehistory.org Support us on Patreon: /gamehistoryorg
Season 4 Episode 3 Episode 114 News: Hardware Analogue Pocket & Dock firmware updates merged Homebrew, rom hacks & emulation Legendary SNES Emulator SNESTicle Freed Using NSA Tools Tomb Raider on the Nintendo Game Boy Advance is incredible | MVG Sonic The Hedgehog C64/C128 has been RELEASED and it looks AMAZING! Star Fox - Mouse Mode Ys I (In Falcom Classics I) on Saturn Fan Translation Version 0.1 Released! Skate Cat scatological platformer for NES demo available Doom running on things This ‘Minimum Viable Computer' Costs $15—and It Can Run Doom Takedown letter pending Akumajou Dracula AGA - Castlevania could be coming to the Amiga, and it looks amazing ( Play the prototype today! ) Other odd or interesting thing Random: An AI Broke Tetris On NES, And It's Compelling Viewing Topic: Ms. Pac-Man at 40? Preface Steve Golson MIT talk Podouken podcast ep. 30 Development Release Wikipedia lists it at 1/13/82 Newspapers said 2/3/82 In the press: Early reviews and reception: “Love in the Arcades” Fitchburg State College newspaper, May 1982 “Around the Route” Cashbox, May 1982 Blurb in Electronic Games, June 1982 “Ms. Pac-Man Catching Up” Play Meter, July 1982 “Memoranda” Working Woman, November 1982 Women in gaming: “Women Join the Arcade Revolution” Electronic Games, June 1982 “The House that Pac Built” Video Games, December 1982 “The Absolutely, Positively Last Word on Pac-Man” Video Games, August 1982 “A Cracked Review of Popular Video Games” Cracked, December 1982 Tips and tricks: “Tips for Pac-Maniacs” Electronic Games, June 1982 “Beating the Games” Video Games, August 1982 Other interesting mentions in various publications: “One way to research an issue” Nation's Cities Weekly, June 6th 1982 “Video Games Interview: Ken Uston” Video Games, December 1982 “Intermissions” Defending the Galaxy: The Complete Handbook of Videogaming, 1982 “Myth: Ms. Pac-Man Split Screen Level” Fandom.com Interracial Books for Children Bulletin 1982: Vol 13 Iss 6-7 “Industry news” Body Fashions/Intimate Apparel, July 1982 “Ms. Pac-Man gobbles up nursing home interest, too.” American Medical News, December 1982 “Video games provide therapy” Daily Universe, November 1982 Ports Compilation video of many ports Final thoughts Game Club Discussion: Bonk's Adventure Doom 64 (remastered version) New Game Club Games: Ape Escape Jackass: The Video Game Game Club Link Tree Bumpers: Inverse Phase, Raftronaut Facebook, Twitter, Instagram and more: Zach
Remember that you can always get in touch with us on our Facebook page, on Twitter, or with our Contact page. Don't forget to check the chapters tab in your podcatcher. This is a thing we're doing now, so keep an eye open for those.Here's a sample of the full show notes - make sure to click through and check them out.Show NotesThis is part two - of four - of a conversation with author and video game historian Steven L Kent, and is a collaboration between ourselves and Zoom Platform. Whilst this is an audio episode, it was originally recorded as a pair of video interviews. What we've done is cut the two video interviews into four parts and will be releasing them as audio episodes. But if you'd rather watch the first two parts as a video you'll find it here.Part Two of FourAs a reminder, Steven describes his books asMy books are called "The Ultimate History of Video Games".Volume 1 starts out with Abraham Lincoln and Bagatelle, and goes all the way to 2000 and sort of the collapse of the Dreamcast - or it's about to collapse, you can tell that it's faltering - PlayStation 2 has been announced and is just coming out, and Xbox has been announced.Book two has some overlap, because there will be some people who read volume 2 without reading volume 1, so it's got a bunch of overlap. But what's interesting is that I thought I'd be able to go from 2000 to the present, but I only got to 2012. So volume three should come out around 2026.- Steven L Kent299No discussion on video game history would be complete without a discussion on "the price heard" around the world. Which you can find here.And for those who don't know, there is a very long story behind the crowd reaction here. Essentially, the story is that Sega had just announced their Saturn (only a few hours earlier), which was a surprise to most of the retailers who were in attendance (because Sega hadn't told them that it was being announced). Sega also announced it with a $399 price tag.As such, Sony's entire announcement of the PlayStation was simply299- Steve Race, CEO of Sony Computer Entertainment---The following is a promo-spot for The Shrimp and Crits Podcast. Why not reach out today, if you'd like your promo included in a future episode of the podcastNarratorHey, sorry to interrupt your favorite podcast but I'm here to tell you about shrimp and crits an actual play podcast with a southern twist.My name is Ian and I am the keeper for this show as we play Monster of the Week by Michael Sands. If you like the sound of swampy monster mayhem, gators gone shopping and magical fairy mischief you will be right at home in the remote Panhandle town of Gullacochica, Florida, where spooky danger has begun to wash ashore.Shrimp and Crits is the story of Sarah Pain, the mundaneSarah PainAll I'm asking for his answers. That's all I'm looking for is the truthNarratorAri Green, the searcherAri GreenYou know the proclamations of the fae? I suggest you follow them from now onNarratorAnd Ray Ray, the most mundane monstreess you will ever meet.Ray Ray"Mr. Zeus, I'm a big fan. I knew you were, I knew you were real," And Ray Ray's just like bowing in front of this swanNarratorAs they fumble their way through protecting their skeptical town from mysterious evils.We release new episodes every other Monday on the pod catcher of your choice. I hope to see you soon in sunny Gullacochica.Find out more at linktr.we/ShrimpandCrits or check the show notes for a link.---Gunpei YokoiGunpei Yokoi really was an amazing engineer. He started Nintendo's "responsible engineering" philosophy - the idea that they will use technology that is widely available now in order to innovate in non-traditional ways. And this is something that Nintendo has continued to do to this day. He was the designer of the Game&Watch, GameBoy, the "cross pad" controller, and the Metroid series.Steven shared a wonderful story about Gunpei in this episode:So I was at a CES - I was fairly new in the industry - and Virtual Boy had not come out yet. I was covering [Virtual Boy] for Electronic Games.I went to Nintendo and I said, "I wanna meet all these people," in truth I clipped their names out of "Game Over" by David Sheff. I didn't know this people. Nobody did, really. If it weren't for Sheff, we might still not know them... [Nintendo] gave me some Miyamoto time.But Gunpei Yokoi gave me an hour, two days in a row. And after that, if we were ever at a show and we would see each other, we'd go have a drink together. We couldn't talk very much, because my Japanese is non-existant, and I'm not sure where his English was, but it wasn't strong. But there was a bond, there was a real friendship.I remember the last time I got to see him was at the unveiling of the N64 at Space World... and everyone ran to this one corner and looked at the N64, and near the exit as you left, there was a little ring of Virtual Boys and Gunpei was there with his translator. And as I was leaving to write my article about the N64, there's Gunpei and he's like, "Can you come take a look at things?" And he was my friend, so I went and looked at things, and it wasn't wonderful. And nobody else was there, so we sat and talked, and his translator translated for me.And that was the last time that I got to see him. And he was a wonderful gentleman: he was nice, he was smart, and he had a self-deprecating sense of humour. I think he already knew that he was leaving Nintendo at that point.- Steven L KentFull Show NotesMake sure to check out the full show notes for more discussion on the points we raise, some extra meta-analysis, and some links to related things.What have you been playing recently? Do you agree with the anonymous review that Chief read during this episode? What would you take with you to the Thunder Plains?Let us know on Twitter, Facebook, leave a comment on the show notes or try our brand new contact page.LinksHere are some links to some of the things we discussed in this episode: Jay & Jay Media Jay & Jay on Ko-Fi Our Facebook page Us on Twitter Steven on Penguin Random House The Ultimate History of Video Games volume 1 The Ultimate History of Video Games volume 2 Zoom Platform Our suggested titles from Zoom Platform's catalogue: Squidge: REKKR: Sunken Land - Super Digital Deluxe Edition Rise of the Triad: Dark War: Extreme Edition Zombie Shooter Jay: Oddworld: Abe's Oddysee Cannon Fodder Duke Nuken 3D Atomic Edition Jay's appearance on the Gamerhood Podcast And have you left us a rating or review? We really like to hear back from listeners about our show, so check out https://wafflingtaylors.rocks/our-podcast/ for links to services where you can leave us some wonderful feedback.The Waffling Taylors is a proud member of Jay and Jay Media. If you like this episode, please consider supporting our Podcasting Network. One $3 donation provides a week of hosting for all of our shows. You can support this show, and the others like it, at https://ko-fi.com/jayandjaymedia★ Support this podcast ★
We watch more vintage adverts to give toys and games from the past some free publicity. If any of the toy companies involved want to go back in time and give our younger selves some free stuff in exchange, please consider using your time machine for something more useful. TWITTER: @spreadthewhimsy FACEBOOK: facebook.com/whenwagonwheelswerebigger WEBSITE: whenwagonwheelswerebigger.com W4B theme composed by John Croudy W4B theme acoustic arrangement by Joe Beckhelling
In a special 3-part series comparing the 8-bit computers to the 5200 console, this first episode focuses on 1982. Scanning the regular magazines for mentions of the 5200, I also scour other magazines for both 8-bit and 5200 coverage. Only in this special series will you hear article summaries from these periodicals: Electronic Games, JoyStik, Video Games, Video Games Player and Atari Age Magazine. Introduction Atari 5200 Super Community Podcast The Atari 5200 Podcast Atari 3200 prototype Gremlins: last official release for the 5200 Technical References Business is Fun by Marty Goldberg and Curt Vendel Jan 1984 ANALOG Computing #15 article Transporting programs to the 5200 Feb 1984 ANALOG Computing #16 update for 2-port 5200 Magazine Chronology Jan 8, 1982: Atari Press Release Announcing the 5200 Winter 1981/1982 Electronic Games Mar 1982 Electronic Games Command Line Heroes podcast about Jerry Lawson May 1982 Electronic Games May/Jun 1982: Atari Age Magazine Vol 1, #1 Jun 1982 Electronic Games Jul/Aug 1982: Atari Age Magazine Vol 1, #2 Aug 1982 Video Games Vol 1, #1 Billy Mitchell & Perfect Pac-Man Historical overview of fake Pac-Man high scores & Billy Mitchell's Fraud Background research for the above Sep 1982: Video Games Player Sept 1982: Joystik Magazine Sep/Oct 1982: Atari Age Magazine Vol 1, #3 Nov 1982 The Video Game Update Vol 1, #8 Nov 1982 Joystik Magazine Nov 1982 Electronic Games Nov/Dec 1982: Atari Age Magazine Vol 1, #4 Creative Computing Vol 8, #12 Dec 1982 Joystik Magazine Dec 1982 Video Games Vol 1, #3 Dec 1982 Electronic Games Arcadia 2001 overview Late 1982 Atari P.O.P. (Point Of Purchase) and Advertising Support Production Notes Music: Stef Animal's Bandcamp page Episode page: Episode 30 Twitter: @atari8bitgames
In this conversation, John Wolff runs through his unique and incredible mix of skills, experience and perspectives in the games industry. We talk about his chapter in Japan and how games have made an impact at a cultural level, building AR apps using Niantics Lightship Dev Kit, how Blockchain technology is disrupting the space and giving an opportunity to indie developers of the future. Mentioned Links: - https://twitter.com/johnnyokami_ - https://twitter.com/tontachiar?lang=en - https://www.linkedin.com/in/john-wolff-abaa548/ - https://urbanelectronicgames.com/ - https://lightship.dev/ Zero To Play Links: Newsletter - https://www.getrevue.co/profile/zerotoplay Twitter - https://www.twitter.com/zerotoplay Instagram - https://www.instagram.com/zerotoplayig Facebook - https://www.facebook.com/zerotoplay Website - https://www.zerotoplay.com Spotify - https://open.spotify.com/show/13V48s0adPvEQRHHKPUU13?si=37suNPd4RaKtj8x0syZb-w RSS Feed - https://feed.podbean.com/zerotoplay/feed.xml
Tonight on GeekNights, we consider gaming magazines. Notable mentions include Electronic Games, Nintendo Power, Dragon Magazine, Dungeon Magazine, Scrye (for those MTG prices), InQuest, GamePro, Game Informer, PC Gamer, Games Magazine, and more.In the news, Asmodee is for sale for €2 BB, SEGA Genesis games are coming to the Switch (but you won't get the good controller in the US), Activision Blizzard is still in deep shit including an $18 MM settlement, and they released their Diablo 2 remake during all of this.
Mississippi leads the way… Grind sets a record… McKayla Maroney senate testimony… Christians who aren't really Christians… Inspiration4 takes off… SpaceX gets pennies… Tesla goes to tribal lands… NASA has no plans for aliens… Subscribe to the YouTube Channel… Email to Chewingthefat@theblaze.com Subscribe www.blazetv.com/jeffy Promo code jeffy… VMA's rating down… Britney wipes Instagram acct… Time 100 / 2021… Christopher Bensch VP of Collections / Toy Hall Fame / 2021 Nominations museumofplay.org Twitter: @museumofplay Facebook: @thestrongmuseum The Strong is home to the International Center for the History of Electronic Games, National Toy Hall of Fame, World Video Game Hall of Fame, Brian Sutton-Smith Library and Archives of Play, Woodbury School, and the American Journal of Play. Learn more about your ad choices. Visit megaphone.fm/adchoices
Space Pens and Electronic Football have to have something in common, well not directly, but the miniaturization of things going into space was certainly driving innovation in electronics and other stuff in the 1970s and 1980s. This episode looks at the earliest of handheld video games, Fisher Space Pens, and even a refreshing Slice with 10% real juice. Facebook Page Frequency 13 Group on Facebook Twitter @frequency13pod Blog - Email: Freq13fm@gmail.com
Like it or not, technology is part of our everyday lives, which means our kids are exposed to it too. Is this really a bad thing? If done in moderation, can these electronic games, toys and tablets actually make our kids smarter? Today we'll break down common fears many parents face and we'll look at new research that suggests this type of learning is more helpful than harmful. Learn more about your ad choices. Visit megaphone.fm/adchoices
生词表 Vocabulary 触类旁通 comprehend by analogy 洪水 flood 佛教 Buddhism 账单 bill 游戏币 game coins (tokens) 成瘾 or 上瘾 addiction 年轻人 young people 欢迎收听The New Chinese Podcast, 我是Barry Li。这是一个适合汉语普通话中级到高级学习者练习听力的节目。This podcast aims to help intermediate to high level Chinese (Mandarin) learners develop their listing skills. With some good content to listen to every day, you will be more and more familiar with this language. I will only speak Chinese (Mandarin) in these episodes, with occasional English explanations for difficult words/expressions. Facebook: https://www.facebook.com/thenewchinese The New Chinese Podcastへようこそ、私はバリーです。これは、中国語の中級、上級の学習者向けプログラムです。毎日聞くのに適したコンテンツがあれば、中国語にますます慣れることができます。私はこれらの中国語のみを話します。難しい単語や表現について時々英語で説明する。 Facebookで僕に連絡するには:www.facebook.com/thenewchinese --- Send in a voice message: https://anchor.fm/thenewchinese/message
When Atari’s Pong released in 1972, it ignited our fascination with electronic games. It wasn’t long before companies were cranking out miniature electronic games that you could hold in the palm of your hand, In this episode, we’re remembering those vintage GenX-era handheld & tabletop video games that held us over until our next trip to the arcade! Patreon » patreon.com/genxgrownup Discord » GenXGrownUp.com/discord Facebook » fb.me/GenXGrownUp Twitter » GenXGrownUp.com/twitter Website » GenXGrownUp.com Podcast » GenXGrownUp.com/pod Merchandise » GenXGrownUp.com/merch Shop » genxgrownup.com/amazon Theme: “Grown Up” by Beefy » beefyness.com iTunes » itunes.apple.com/us/podcast/genxgrownup-podcast/id1268365641 Google » play.google.com/music/listen#/ps/Iuthetoh4i5abybbnn4em36icwi Pocket Casts » pca.st/8iuL Stitcher » www.stitcher.com/s?fid=146720&refid=stpr TuneIn » tunein.com/radio/GenXGrownUp-Podcast-p1020342/ Spotify » spoti.fi/2TB4LR7 iHeart » www.iheart.com/podcast… Show Notes Neat site with lots of details » www.miniarcade.com/main.php Game and Watch Fandom » nintendo.fandom.com/wiki/Game_%26_Watch_(series) GXG Game & Watch Live » youtu.be/B8PjVR5fkLg List of handheld video games » en.wikipedia.org/wiki/List_of_handheld_game_consoles A Brief History of Handheld Video Games » engt.co/3c15g1i Email the show » podcast@genxgrownup.com Visit us on YouTube » GenXGrownUp.com/yt Learn more about your ad choices. Visit megaphone.fm/adchoices
Panel: Brian Norton, Josh Anderson, Belva Smith, Tracy Castillo. ATFAQ138 – Q1. Handwriting into editable text, Q2. AT for home care and public transportation, Q3. Handheld electronic games for the Blind, Q4. Professional assistance with choosing the right tools and devices, Q5. Reading documents with WIndows Narrator, Q6. Wildcard: Virtual Conferences – here to stay? […] The post ATFAQ138 – Q1. Handwriting into editable text, Q2. AT for home care and public transportation, Q3. Handheld electronic games for the Blind, Q4. Professional assistance with choosing the right tools and devices, Q5. Reading documents with WIndows Narrator, Q6. Wildcard: Virtual Conferences – here to stay? appeared first on Assistive Technology at Easter Seals Crossroads.
If you support us on Patreon you may know that we have been doing Aftershows each week for ~2 years. During this time of working from home and social distancing, we are releasing Aftershows from the past on Fridays for everyone’s enjoyment. 642: Anything Could Happen Aftershow Were you alive in 1982? We barely were, and so this review quiz from hacker alias mrmisternelson broke our collective brains. Hear! The lovely prose Electronic Games editors laid down describing video games of the early 1980s. Marvel! At not knowing what games they are possibly talking about. Learn! Just how bad we are at detecting subtle hints in the text to guess these (though maybe that’s just CJ). We had a huge amount of fun with this quiz, thanks to mrmisternelson for sending it in.
Jeremy Saucier graduated from the University of Rochester in 2010 with a PhD in History and received his bachelor's degree in American Studies from Wesleyan University. He was motivated in his job search post-graduation and by luck stumbled upon an opportunity at the Strong Museum of Play. He has now "leveled up" and holds the position of Assistant Vice President for Interpretation and Electronic Games. Listen to Jeremy's journey pursuing a doctorate degree, the experiences that prepared him for his current job, his first experience at the Strong Museum of Play, and the honest struggles of the job search. He also shares the power of mentorship and keeping an open mind to unexpected opportunities that come by.
Welcome back to Game Scoop!, IGN's weekly video game podcast. This week your Omega Cops -- Daemon Hatfield, Tina Amini, Sam Claiborn, and Justin Davis -- are discussing the disappointment around PS5's Spider-Man Ultimate Edition. They also play "Real Mature, Video Games," discuss Star Wars Squadrons, flip through the October 1994 issue of Electronic Games, and more. The music in this episode is from Alien 3, Night Slashers, and Castlevania.
Welcome back to Game Scoop!, IGN's weekly video game podcast. This week your Omega Cops -- Daemon Hatfield, Tina Amini, Sam Claiborn, and Justin Davis -- are discussing the disappointment around PS5's Spider-Man Ultimate Edition. They also play "Real Mature, Video Games," discuss Star Wars Squadrons, flip through the October 1994 issue of Electronic Games, and more.
This week your Omega Cops -- Daemon Hatfield, Tina Amini, Sam Claiborn, and Justin Davis -- discuss the disappointment around Spider-Man Ultimate Edition on PS5, they play "Real Mature, Video Games," discuss Star Wars Squadrons, flip through the October 1994 issue of Electronic Games, and more. The music in this episode is from Alien 3 on NES and the closing track is Daemon's new cover of "Pet Sematary" by the Ramones. Scoop!
In episode #16 of the Bally Alley Astrocast, Kevin Bunch interviews Andy Guevara. The interview took place Saturday, May 16, 2020. Andy wrote three programs that were released on cartridge for the Bally Arcade/Astrocade. The first cartridge was Machine Language Manager (MLM), released by The Bit Fiddlers in 1982. L&M Software approached Andy due to his machine language skills and a collaboration got underway that produced Ms. Candyman and Sea Devil, which were both released on cartridge in 1983. Andy also wrote some additional software: Chicken and the Goldfish Demo were released on tape, while a few others were released as type-in programs. Mr. Guevara's used an Apple II Plus with a Z80 card which ran the CP/M operating system to write most of his software for the Bally Arcade/Astrocade. Recurring Links BallyAlley.com - Bally Arcade / Astrocade Website What's New at BallyAlley.com Bally Alley Blog Orphaned Computers & Game Systems Website Bally Alley Discussion Group Bally Arcade / Astrocade Atari Age Sub-forum Bally Arcade/Astrocade High Score Club Bally Alley Astrocast Facebook Page The Classic Gaming Bookcast - By Chris Federico Machine Language Manager (MLM) Machine Language Manager (MLM) is a 2KB cartridge written by Andy Guevara in 1981 for the Bally Arcade/Astrocade. It was released by The Bit Fiddlers in late 1981/early 1982. There is a series of four videos about the MLM. The episodes are called, "Part 1: Overview and Background," "Part 2: How to Use the MLM," "Part 3: Using MLM Example Programs," and "Part 4: Using MLM with the Astrocade MAME Emulation." Machine Language Manager User's Manual - This manual explains how to program in machine language using the "MLM" cartridge. There is also plenty of information that explains how to program the Bally Arcade/Astrocade in general. The complete source code listing for the cartridge is included. Machine Language Manager Programs - Digitally archived Bally Arcade/Astrocade programs that will load with the Machine Language Manager cartridge and the 300-BAUD tape interface. Machine Language Manager - Source Code - This is the Z80 assembly source code the for MLM cartridge in ready to assemble format. Sea Devil Sea Devil is a 4K third party game. It was released in 1983 by L&M Software. This cartridge was written by Andy Guevara (of The Bit Fiddlers). You are the guardian of a 21st century undersea farm. Not only is this important to the survival of the people on earth, but the company you work for have risked millions on this venture. Zardos, the evil king of a distant planet, needs this food for himself. He has sent android divers with other sea creatures to steal this food. You must destroy the hoard of poachers as quickly as possible because each bit of food (the white abalone on the bottom) they get will cost you bonus score at the end of the screen. Beware, the poachers are releasing undersea mines to destroy you, avoid them by evasive action. Sea Devil Manual - (1983) Game "manual" (instructions) for Sea Devil by L&M Software. Sea Devil Ad - (1983) Advertisement for Sea Devil. This document contains much more of the game's backstory than is in the manual. Sea Devil Cartridge - Picture of the Sea Devil cartridge. HSC01 Round 10: Sea Devil / The Pits - Sea Devil was played in the Astrocade High Score Club on AtariAge in July 2016. Ms. Candyman Ms. Candyman is a 4K cartridge released by L&M Software in 1983. It was programmed by Andy Guevara. Ms. Candyman is the sequel to 1983's Candy Man, which was released on tape. This is the description of the game from an advertisement: "Real arcade action with joysticks, 1 or 2 players and 3 levels of difficulty. More than 20 screens, each faster than the one before. Full screen display in exquisite detail. Ms. Candyman must pick up all of the lifesavers as quickly as possible while avoiding contact with the Ghosts & Goblins. During the first half of a screen the Ghosts or Goblins will try to catch you. During the 2nd half of a screen the Ghosts or Goblins will take up protective positions to keep you away from the life savers. Each contact costs Ms. Candyman one life and she will nose-dive head first off the bottom of the play field. A wrecker or ambulance will carry her off." Candy Man is the prequel to Ms. Candyman by L&M Software. It was released on tape. It loads via the Astrovision release of Bally BASIC (usually called "AstroBASIC"). The game was written by Bill Loos and Greg Miller, who make up L&M Software. It's unclear to me how much of this game is written in BASIC, but by the speed of this game, my guess is that it relies heavily on machine language subroutines built into the Bally's 8K on-board system ROM. Andy didn't directly work on Candy Man, but the programmers of the game might have used his machine language routines in the game. Ms. Candyman Ad - L&M Software's very rare cartridge release for the Astrocade. This game is one of those rare occasions where the rarity of the game does not speak about the quality of gameplay. A great game. Ms. Candyman Review - Michael Prosise reviewed Ms. Candyman in his "The Game Player #13" column in the November 29, 1983 of the Arcadian newsletter. Ms. Candyman Disassembly - This is a partially commented Z80 disassembly of Ms. Candyman. All of the games graphics were found and most of the code was disassembled, but not commented. Hopefully Andy can provide the printed source code listing so that this game can be completely commented. Ms. Candyman High Score Club - Ms. Candyman was played for the Astrocade High Score Club in June 2017 for HSC02, Round 6: Ms. Candyman / The Mummy's Treasure. Chicken Chicken! - The Bit Fiddlers, 1982. It's late... you've got to get your brood home in time to watch "Fowl Play." The only problem... there's six lanes of freeway between you and home. And every day it seems to get worse... CHICKEN! is a one or two player game of skill. It pits each player against six lanes of highway of ever increasing traffic density. The object, of course, is to get your chickens across the road. Chicken source code - This is Richard Degler's disassembly of the Bit Fiddler's "Chicken (The Bit Fiddlers).bin." This game originally loaded via Bally BASIC, AstroBASIC or the "Machine Language Manager." This version of the binary will run as a cartridge. Goldfish Demo Goldfish Demo - Seven goldfish (actually they are neon tetras) swim around a fishtank, a clock runs, and a cat meows every minute. Goldfish Source Code - In January 2008, Lance F. Squire converted the Goldfish Demo to run as a cartridge. Standard Color Generator Standard Color Generator - By Andy Guevara/The Bit Fiddlers. BASIC EXPRESS, THE 3, no. 2 (May/June 1981): 15-16. "Machine Language Manager" Manual (Page 7-4) This video test software generates 8 standard colors used in TV work. It is for use with the Bally Arcade/Astrocade and Bally BASIC or the Machine Language Manager. The "Standard Color Generator" program will display a series of color bars which can be used to set the colors on your TV set. The color bars are displayed from left to right in the following order: Black, White, Yellow, Green, Blue, Magenta, Red and Cyan. This video is broken into several part: Overview of Program, Program Loading and Running (Direct Capture), and Program Loading and Running (Video of TV). This program is useful to help adjust colors on a TV. It's also an excellent example of showing more than the usual two colors on the screen at once from BASIC. The Bit Fiddler's Corner Andy Guevara programmed the "Machine Language Manager" ("MLM") cartridge for the Astrocade as well as writing "The Bit Fiddler's Corner" tutorials to help support the program. The tutorials complement "MLM," but they also have a general focus, so this information can be used without reinterpretation by Bally Arcade/Astrocade assembly language programmers, or those wishing to learn about the machine. The Bit Fiddler's Corner - Links to each article in the series as they appeared in the Arcadian. The Bit Fiddler's Corner - These tutorials were converted to text by Adam Trionfo on January 13, 2002. This is the complete series in one Rich Text Format document. Andy Guevara - Miscellaneous Links Atari Archive - Kevin Bunch is "chronicling the early history of video games with mini-documentaries focused on a particular game or topic. Z-80 SoftCard - Bit Fiddler's programs were created using this Z-80 card, or one similar to it, for the Apple II Plus. "Astrocade Owners!" Advertisement - This half-page ad appeared in the January 1983 issue of Electronic Games. "Here's a list of professionals who support your computer with programs, hardware and information to help you enjoy your Astrocade to the maximum!" Each of the 17 companies listed in the ad has contact information, along with a brief summary of what they do. Running this ad was very expensive. Richard Houser, from Astrocade Sourcebook (one of the companies in the ad), has said that everyone in this ad grouped together funds to run it for several issues in Electronic Games magazine. When asked if the ad worked at all, Richard said that it did have noticeable results. A higher-quality version of the just the ad can be read here. Feedback There is no feedback covered in this episode,but we would love to hear your thoughts and comments about this (or any) Astrocast episode or about your history with the Bally Arcade/Astrocade. The best way to contact us is via email at BallyAlley or through via the Bally Alley Discussion Group at Groups.io. Next Episode's Coverage Astrocast #16 was supposed to be the first of a sporadic multi-part series that covers some of the material in the "AstroBASIC" manual. That episode was bumped to make room for the interview with Andy Guevara. The "AstroBASIC" manual overview will be in Astrocast #17.
!!! LOCKDOWN SPECIAL !!! ...we're still here, with part 6 of our lockdown specials. Join us as we discuss 'the things we'd take into lockdown' if we were stuck in the 80's! In this last part of our games trilogy, we choose the electronic games we'd be playing for maximum entertainment along with some other favourite games too. This episode also features Part 6 of the 80's Lockdown Quiz. Will we have a new champion? Old Skool Movements - The podcast that discusses everything retro, including entertainment, music, film, TV, fashion & food. Join childhood friends Darren & Chris as they take you on a nostalgic trip back in time and reminisce about times gone by, but not forgotten. So strap yourself in and take this memory time machine on a hyper-drive journey back through eighties nostalgia. Join in and comment with your memories or suggest future topics, remember to SUBSCRIBE, LIKE and leave us a REVIEW, but most importantly remember to tell your friends. "if its old skool, we're on it!”
In this episode, Erik and Don talk about games they've played lately: Condemic convention on May 16 Tiny Epic games Endangered Jedi Fallen Order Xcom: Chimera Squad (33:26) Next they talk about Don's RPG GM club he is forming. (44:04) Lastly, they discuss some tips and tricks for Tabletop Simulator. Inverse Genius: http://www.inversegenius.com/ On Board Games is a proud member of the Punch Board Media Group. Patreon account: http://www.patreon.com/obg Twitter: @onboardgames RSS Feed: http://onboardgames.libsyn.com/rss Email us: onboardgamesmailbag@gmail.com On Board Games Guild at Board Game Geek
In this episode Willie talks about the 1982 Movie Tron and some of toys of the era, plus shares some memories and thoughts on other Tron items!Episode Artwork by Brad KlausenDownload Here:Links:1982 Tron Tournament1982 July issue of Electronic GamesTron Sector SiteTomyTronic TronIdeal's Assault on MCP board gameTomy Tron figures and Light Cycles
In Folge 140 sprechen wir mit ZeHa. der mit Dr. Wuro Industries schon verschiedene Spiele veroeffentlicht hat, darunter auch einige auf dem C64. Dabei geht es natuerlich um den guten alten Brotkasten und es wird etwas Vintage, gelegentlich schweifen wir auf andere Systeme ab, aber vorallem schauen wir uns auch in der Gegenwart rund um den C64 um und blicken in die Zukunft. Trackliste L-Man – Rastaline Dub Thomas Detert – Magic Disk 64 (06/1991) Jeroen Tel – Robocop 3 Jeroen Tel – Cybernoid II Dr. Wuro Industries :: ZeHa / Christian Gleinsers Webseite Limbo :: Limbo Konvertierung fuer den C64 Sam's Journey :: Vermutlich das beste Jump 'n Run auf dem C64 Farming Simulator 2019 :: Offizielle C64-Version von Giants Software Mayhem in Monsterland :: Wikipedia Artikel Commando :: Ballerspielklassiker von 1985 YM-2149 :: Yamaha YM-2149 Soundchip (Atari ST etc.) MOS 6581 / MOS 8580 :: SID, Sound Interface Device, der Soundchip des C64 Robert Yannes :: Erfinder des SID-Chips und spaeterer Gruender der Firma Ensoniq Atari VCS Music Cart Vol. 1 :: "Musikalbum" fuer die Atari VCS Konsole und ihren etwas verstimmten TIA Soundchip Elements of Chip-Music :: Vortrag auf der Revision 2011 aus der Sicht eines Musikers Ghostbusters auf dem C64 :: Nicht die Strahlen kreuzen! Impossible Mission :: Elvin Atombender will die Weltherrschaft Stay Forever :: Podcast von Gunnar Lott und Christian Schmidt Commodore Educator 64 :: C64 in einem PET-2001 Gehaeuse, sehr selten C64 Games System :: Erfolglose Verwurstung als Gamekonsole Brotkastenfreunde :: C64 Podcast mit ZeHa und Steffen CBM-Bus :: Serieller Bus fuer Floppy Drives, Drucker und anderes 4-Spieler Adapter :: Fertig kaufen oder selber bauen dank Link zur Bauanleitung WLAN Adapter :: Drahtloses Internet fuer den C64! Wi-Fi Modem :: Noch mehr drahtloses Internet fuer den C64! Summer Games 2019 :: Retrogaming Treff in der Toolbox Markdorf im September 2019 CPU Grundlagen :: Neil Franklins Vortrag wie eine CPU funktioniert von 2006 ACME Cross-Assembler :: Multi-Platform cross assembler for 6502/6510/65816 cpu BASIC V2.0 :: Das BASIC des C64 SD-Card Reader for C64 :: SD-Karten Leser als Ersatz fuers Floppy 1541/1571/1581 Ultimate 64 :: Neues Mainboard fuer den C64 (ohne Chips) Comic Bakery Loading Tune :: Loader Tune von Martin Galway SX-64 :: Portable Variante des Commodore 64 Op-Codes 6510 :: Maschinensprachcodes des MOS 6510 C65 :: ehemals geplanter Nachfolger fuer den C64 C128 :: Commodore 128, meistens mittels GO64 betrieben :) C16 :: Commodore 16 Commodore CDTV :: Commodore's Dynamic Total Vision CD³² :: Im Prinzip ein Amiga 1200 mit CD-ROM Laufwerk History of the Amiga :: Wikipedia ueber die Geschichte des Amigas GEOS :: Graphical Environment Operating System C64DTV :: C64 Direct to TV Joystick C-One :: C-One Reconfigurable Computer (FPGA) Turbo Chameleon 64 :: Multipurpose Commodore 64 expansion cartridge C64 Reloaded :: Neues Mainboard fuer den C64 ARMSID :: Pin-Kompatibler Nachbau des MOS6581/8580 auf ARM-Basis SwinSID :: Pin-Kompatibler Nachbau des MOS6581/8580 mit Sockel fuer den originalen Chip FPGASID :: Pin-Kompatibler Nachbau des MOS6581/8580 auf FPGA-Basis TheC64 :: TheC64 von Retro Games LTD. C64 Mini :: C64 Mini mit 64 Games und einem Joystick VICE :: The Versatile Commodore Emulator MechBoard64 :: The MechBoard64 C64 Mechanical Keyboard :: Commodore 64 Mechanical Keyboard Project M.E.G.A. :: Museum of Electronic Games & Art Mega 65 :: The 21st century realization of the C65 heritage Zlanted Keyboard :: 40 % C64 Tastatur MeC64 Keyboard :: MeC64 is a mechanical replacement keyboard for the Commodore 64 (bread bin model) File Download (167:00 min / 160 MB)
In Folge 140 sprechen wir mit ZeHa. der mit Dr. Wuro Industries schon verschiedene Spiele veroeffentlicht hat, darunter auch einige auf dem C64. Dabei geht es natuerlich um den guten alten Brotkasten und es wird etwas Vintage, gelegentlich schweifen wir auf andere Systeme ab, aber vorallem schauen wir uns auch in der Gegenwart rund um den C64 um und blicken in die Zukunft. Trackliste L-Man – Rastaline Dub Thomas Detert – Magic Disk 64 (06/1991) Jeroen Tel – Robocop 3 Jeroen Tel – Cybernoid II Dr. Wuro Industries :: ZeHa / Christian Gleinsers Webseite Limbo :: Limbo Konvertierung fuer den C64 Sam's Journey :: Vermutlich das beste Jump 'n Run auf dem C64 Farming Simulator 2019 :: Offizielle C64-Version von Giants Software Mayhem in Monsterland :: Wikipedia Artikel Commando :: Ballerspielklassiker von 1985 YM-2149 :: Yamaha YM-2149 Soundchip (Atari ST etc.) MOS 6581 / MOS 8580 :: SID, Sound Interface Device, der Soundchip des C64 Robert Yannes :: Erfinder des SID-Chips und spaeterer Gruender der Firma Ensoniq Atari VCS Music Cart Vol. 1 :: "Musikalbum" fuer die Atari VCS Konsole und ihren etwas verstimmten TIA Soundchip Elements of Chip-Music :: Vortrag auf der Revision 2011 aus der Sicht eines Musikers Ghostbusters auf dem C64 :: Nicht die Strahlen kreuzen! Impossible Mission :: Elvin Atombender will die Weltherrschaft Stay Forever :: Podcast von Gunnar Lott und Christian Schmidt Commodore Educator 64 :: C64 in einem PET-2001 Gehaeuse, sehr selten C64 Games System :: Erfolglose Verwurstung als Gamekonsole Brotkastenfreunde :: C64 Podcast mit ZeHa und Steffen CBM-Bus :: Serieller Bus fuer Floppy Drives, Drucker und anderes 4-Spieler Adapter :: Fertig kaufen oder selber bauen dank Link zur Bauanleitung WLAN Adapter :: Drahtloses Internet fuer den C64! Wi-Fi Modem :: Noch mehr drahtloses Internet fuer den C64! Summer Games 2019 :: Retrogaming Treff in der Toolbox Markdorf im September 2019 CPU Grundlagen :: Neil Franklins Vortrag wie eine CPU funktioniert von 2006 ACME Cross-Assembler :: Multi-Platform cross assembler for 6502/6510/65816 cpu BASIC V2.0 :: Das BASIC des C64 SD-Card Reader for C64 :: SD-Karten Leser als Ersatz fuers Floppy 1541/1571/1581 Ultimate 64 :: Neues Mainboard fuer den C64 (ohne Chips) Comic Bakery Loading Tune :: Loader Tune von Martin Galway SX-64 :: Portable Variante des Commodore 64 Op-Codes 6510 :: Maschinensprachcodes des MOS 6510 C65 :: ehemals geplanter Nachfolger fuer den C64 C128 :: Commodore 128, meistens mittels GO64 betrieben :) C16 :: Commodore 16 Commodore CDTV :: Commodore's Dynamic Total Vision CD³² :: Im Prinzip ein Amiga 1200 mit CD-ROM Laufwerk History of the Amiga :: Wikipedia ueber die Geschichte des Amigas GEOS :: Graphical Environment Operating System C64DTV :: C64 Direct to TV Joystick C-One :: C-One Reconfigurable Computer (FPGA) Turbo Chameleon 64 :: Multipurpose Commodore 64 expansion cartridge C64 Reloaded :: Neues Mainboard fuer den C64 ARMSID :: Pin-Kompatibler Nachbau des MOS6581/8580 auf ARM-Basis SwinSID :: Pin-Kompatibler Nachbau des MOS6581/8580 mit Sockel fuer den originalen Chip FPGASID :: Pin-Kompatibler Nachbau des MOS6581/8580 auf FPGA-Basis TheC64 :: TheC64 von Retro Games LTD. C64 Mini :: C64 Mini mit 64 Games und einem Joystick VICE :: The Versatile Commodore Emulator MechBoard64 :: The MechBoard64 C64 Mechanical Keyboard :: Commodore 64 Mechanical Keyboard Project M.E.G.A. :: Museum of Electronic Games & Art Mega 65 :: The 21st century realization of the C65 heritage Zlanted Keyboard :: 40 % C64 Tastatur MeC64 Keyboard :: MeC64 is a mechanical replacement keyboard for the Commodore 64 (bread bin model) File Download (2:47 min / 160 MB)
Like it or not, technology is part of our everyday lives, which means our kids are exposed to it too. Is this really a bad thing? If done in moderation, can these electronic games, toys and tablets actually make our kids smarter? Today we'll break down common fears many parents face and we'll look at new research that suggests this type of learning is more helpful than harmful. Learn more about your ad choices. Visit megaphone.fm/adchoices
In this epiosde of Into The Vertical Blank: Generation Atari, Steve and Jeff celebrate the magazine that started it all. The first publicaion in the USA that was strictly devoted to video and electronic games. The brothers bring you two stories of thos glories magazine, each featuring a different issue of that impacted their childhood in a remarkable way. Digital Press Landing pages for Electonic Games Magazine Scanned Issueshttp://www.digitpress.com/library/magazines/electronic_games/electronic_games.htm All audio content, production and enginnereing by Jeff and Steve Fulton (c) 2019 8bitrocket Studios
In this epiosde of Into The Vertical Blank: Generation Atari, Steve and Jeff celebrate the magazine that started it all. The first publicaion in the USA that was strictly devoted to video and electronic games. The brothers bring you two stories of thos glories magazine, each featuring a different issue of that impacted their childhood in a remarkable way. Digital Press Landing pages for Electonic Games Magazine Scanned Issueshttp://www.digitpress.com/library/magazines/electronic_games/electronic_games.htm All audio content, production and enginnereing by Jeff and Steve Fulton (c) 2019 8bitrocket Studios
What were some of hidden factors that led to the fall of Atari and the golden age of classic video game consoles? Did the world at large really understand video games at all? In this episode we set out to prove, through the lens of some truly awful products and ideas, that the industry might have killed itself. The back pages and new products sections of Electronic Games magazine in 1982 and 1983 were filled with all sorts of products, services and offers that were dubious at best, and possibly, criminal at worst. It appears that in the very early years of video games all sorts of people jumped at the chance to try to sell all manner of items to the newly minted audience of “arcaders” and “joystickers” (the terms Electronic Games editors used to refer to “gamers” in the early days). Below are some the most useless/interesting and bizarre products that we could dig up in those pages: Notes: See "Enhanced" Youtube version:https://www.youtube.com/watch?v=JDXF4-gpPhc Read Full Story With Photos: http://www.8bitrocket.com/?p=8026
What were some of hidden factors that led to the fall of Atari and the golden age of classic video game consoles? Did the world at large really understand video games at all? In this episode we set out to prove, through the lens of some truly awful products and ideas, that the industry might have killed itself. The back pages and new products sections of Electronic Games magazine in 1982 and 1983 were filled with all sorts of products, services and offers that were dubious at best, and possibly, criminal at worst. It appears that in the very early years of video games all sorts of people jumped at the chance to try to sell all manner of items to the newly minted audience of “arcaders” and “joystickers” (the terms Electronic Games editors used to refer to “gamers” in the early days). Below are some the most useless/interesting and bizarre products that we could dig up in those pages: Notes: See "Enhanced" Youtube version:https://www.youtube.com/watch?v=JDXF4-gpPhc Read Full Story With Photos: http://www.8bitrocket.com/?p=8026
In this season 1 finale, the Fulton brothers discuss the early years of Atari and Christmas, culminating in a Christmas story that ties a bow on a few of the previous stories and themes from this season. There are also some surprises, weird occurances, and awkwardness. Lots and lots of awkwardness. What were you expecting? Some Images To Illustrate The Podcast Probably the first ad we ever saw in Electronic Games magazine from November 1981 The Amazing "Train Tables" in the Sears Catalog The only picture I have of the N-Scale Xmas-tree stand. This is from long after it fell into disrepair, but I think you can still still what it might have looked like in it's glory days The "HO Scale Dementia Table" when "everything lived" Dad working on his table the took up most of his room.
In this season 1 finale, the Fulton brothers discuss the early years of Atari and Christmas, culminating in a Christmas story that ties a bow on a few of the previous stories and themes from this season. There are also some surprises, weird occurances, and awkwardness. Lots and lots of awkwardness. What were you expecting? Some Images To Illustrate The Podcast Probably the first ad we ever saw in Electronic Games magazine from November 1981 The Amazing "Train Tables" in the Sears Catalog The only picture I have of the N-Scale Xmas-tree stand. This is from long after it fell into disrepair, but I think you can still still what it might have looked like in it's glory days The "HO Scale Dementia Table" when "everything lived" Dad working on his table the took up most of his room.
This week, Nick and Don get personal, talk about the hottest new games *cough*, discuss our favorite video game books and read listener mail. Hot damn. Games Mentioned: Onrush - XBO DDR Supernova - PS2 DR. MEEP - Mobile Danganronpa V3 - Vita Minit - Switch Hero-U - PC Downwell - Everything ever Death's Gambit - PS4 Phantom Dust - Xbox Books Mentioned: Final Fantasy Ultimania Archive Volume 1 High Score!: The Illustrated History of Electronic Games, Second Edition The Legend of Zelda Box Set Art of Atari Ultimate Nintendo: Guide to the NES Library (1985-1995) Legends of Localization Phoenix IV: The History of the Videogame Industry Boss Fight Books News/Notes: () Game developed by 7-year-old Android increasing Instant Trials Quake Champions is F2P Intro/Outro Music - Wild Ones - Golden Twin Contact Info: Twitter Facebook Join us on Discord GamingonTenMinutesaWeek (at) gmail.com Leave us a message at 1-724-BINGOS-1 Tags: gaming, video games, xbox, ps4, playstation, pinball, bingo, podcast, xbo, fortnite, xboxone, xbox one, nintendo, switch, nintendo switch, arcade, coinop, mancave, gameroom, jprg, bethesda, software
Are the attack ads against Ontario PC leader proving to be effective? A new poll suggests that they are taking a toll on his image. Guest - Eli Yufest, Chief Executive Officer of Campaign Research Yesterday, it was announced what toys will be inducted into the toy hall of fame at the Museum of Play. Guest - Chris Bensch, vice president for collections at The Strong (home to the International Centre for the History of Electronic Games, National Toy Hall of Fame, and more) A new study shows that 13% of Canadians (3.7 million people) will not commemorate Remembrance Day. When questioned on why, a quarter of respondents said that it's because they have no connection to the wars or soldiers. Guest - Lesley Anderson , a Content Specialist at Ancestry and a Genealogist
Episode 6 of the Bally Alley Astrocast covers The Incredible Wizard, the port of the arcade game Wizard of Wor. Paul and I are joined by our new co-host Michael Di Salvo. Paul and I cover the Arcadian newsletter issues 7 and 8 (June and July 1979). Paul and I discuss six letters to the Arcadian, dating from the Spring and Summer of 1979. The next Astrocast podcast (episode 7) will feature holiday feedback in the December episode. If you have any holiday stories to share, then please send this feedback that you'd like to see included in episode 7 by December 16'th. I can't wait to hear your tales! Recurring Links BallyAlley.com - Bally Arcade / Astrocade Website What's New at BallyAlley.com Orphaned Computers & Game Systems Website Bally Alley Yahoo Discussion Group Bally Arcade / Astrocade Atari Age Sub-forum Bally Arcade/Astrocade High Score Club Bally Alley Astrocast Facebook Page The Classic Gaming Bookcast - By Chris Federico Introduction/News Three Voice Music Program - This "AstroBASIC" program, by Brett Bilbrey and George Moses, allows the user to create three voice music on the Bally Arcade/Astrocade. This program was printed in the "AstroBASIC" manual on page 70. This program can be used on real Astrocade hardware to create new music. I encourage people to make music on the Astrocade using this software and then to send it in for inclusion on the Astrocast. I'd love to see music submissions start to pour into the show! Lesson 9: Three Voice Music with Bally BASIC - This is a tutorial by George Moses from the "AstroBASIC" manual. It explains how to use the Three Voice Music Program (above). Michael's History with the Astrocade Astrocade Kiosk - This was the dealer's display cabinet, intended for small shops and large department stores. Made by the Santa Cruz Wire and Mfg. Co., this kiosk stood over five feet tall and resembled a coin-op cabinet. It came wired for 110 volts for use with the Astrocade and a TV (not included with the unit). There was a cartridge selector inside for up to ten game cartridges to be demonstrated (with a time limit); a "10 key" switch selected which cartridge was played. Crazy Eddie's TV Commercial - This TV commercial features the Astrocade, Odyssey 2, Atari, Colecovision, Arcadian 2001, Intellivision and Vectrex. "Astrocade Owners!" Ad - This half-page ad appeared in the January 1983 issue of Electronic Games. It lists "the professionals who support your computer with programs, hardware and information to help you enjoy your Astrocade to the maximum! Contact any of them for details." Each of the companies listed has contact information, along with a brief summary of what they do. Running this ad was very expensive. Richard Houser, from Astrocade Sourcebook (one of the companies in the ad), has said that everyone in this ad grouped together funds to run it for several issues in Electronic Games magazine. When asked if the ad worked at all, Richard said that it did have noticeable results. Castle of Horror (Gameplay Video) - A gameplay YouTube video uploaded by "ArcadeUSA" on September 21, 2013. WaveMakers' Castle of Horror is the one tape game that Michael Di Salvo bought in the 1980s. He thinks he heard of it from the ad that was run in Electronic Games. Swap 'N Shop Text Channel - Michael used the Cablevision Swap 'N Shop channel from his cable provider to sell his Atari 2600 in the early 1980s so that he could buy a Colecovison. This is an example of that channel for those (like me) who have never heard of this before. This is a five minute segment of a community access channel called 'Swap 'N Shop' from back in 1984. It is provided by Cablevision TV service in Downers Grove, IL. The Incredible Wizard The Incredible Wizard in Shrinkwrapped Box- If you bought this game in 1982, this is what you would have brought home. The Incredible Wizard Cartridge - This is a high-quality picture of The Incredible Wizard cartridge. "Astro Arcade" TV Commercial - This thirty-second TV commercial from 1982 features several prominent game for the Astrocade, including The Incredible Wizard, and several games that were never released. The Incredible Wizard Ad - This advertisement is from the 34-page Astrocade, Inc. 1982 game catalog. This is a color catalog of the cartridges available for the Bally Arcade/Astrocade. Check out the ads for the unreleased cartridges: Bowling, Creative Crayon, Conan the Barbarian, Music Maker, and Soccer! The Incredible Wizard, "Let's Play" Video - A "Let's Play" YouTube video uploaded by "ArcadeUSA" on September 29, 2013. HSC01 Round 4: The Incredible Wizard - Round 4 of the Astrocade High Score Club (March/April 2016) featured The Incredible Wizard as the main game. The Incredible Wizard - The instruction manual in pdf format. The Incredible Wizard Screenshots - I used the Astrocade emulation in MAME to take screenshots of the twenty unique dungeons that I've come across in "The Incredible Wizard." The dungeons that the player reaches on each stage seem to be randomly selected. Therefore, there are probably more dungeons that I'm not aware of yet. I reached these later levels using save states in MAME while searching for more dungeons. Check out all the level variety that I've seen so far in, as the Wizard calls his collection of dungeons in the arcade game, the "Caverns of Wor." Wizard of Wor (Video) - This is a gameplay video of Wizard of Wor in action. This appears to be the MAME version of the game. Use this video to compare the Astrocade home port of the game against the original arcade version. The Incredible Wizard Review 1 - This is a review by Joe Santulli of The Incredible Wizard for the Bally Arcade/Astrocade. This review first appeared in the January/February 1996 issue of the Digital Press #28 newsletter. The Incredible Wizard Review 2 - Here is a second review of the "Wizard." This review is called Astrocade's 'The Incredible Wizard' for Astrocade by Danny Goodman and was published in Radio Electronics, April 1983: 14, 20. This review is in pdf format. You can read the review in text format here. "Wizard" Strategy Guide - Here is an in-depth strategy guide for the The Incredible Wizard. This is from an article called Conquering: The Incredible Wizard from Videogaming Illustrated, Dec. 1982: 24-26. You can read the article in text format here The Incredible Wizard Video Review - This video review was uploaded to YouTube by Nice and Game on August 19, 2010. The Incredible Wizard (Partial Z80 Disassembly) - This is a disassembly of the Wizard of Wor clone for the Astrocade called The Incredible Wizard. This disassembly was begun in November 2011 and has been worked on in fits and starts over the last few years. There is plenty of work that needs to be done, but this is a healthy beginning. The Incredible Wizard Press Release - June 1982 press release announcing The Incredible Wizard. Picture of The Incredible Wizard Ad at Baseball Game - According to an Astrocade press release from June 1982, this was the world's first video game to be projected on a giant screen (25' x 35') at a baseball game. Other than knowing that this is a White Sox game played in Chicago in the Summer of 1982, I don't know who took this picture. This picture is from the Digital Press CD released in 1997. Thanks to Digital Press for allowing this picture to appear on Bally Alley. The Incredible Wizard CES Contest - This is a press release from June 6, 1982. Astrocade, Inc. held a special three-day Incredible Wizard video game contest at the June 1982 Summer CES. Arcadian Newsletters Arcadian 1, no. 7 (June 15, 1979): 47-54. - The seventh issue of the Arcadian newsletter. Arcadian 1, no. 8 (July 20, 1979): 55-68. - The eighth issue of the Arcadian newsletter. Coin-Operated Americans: Rebooting Boyhood at the Video Game Arcade - Carly Kocurek examines the factors and incidents that contributed to the widespread view of video gaming as an enclave for young men and boys. Coin-Operated Americans holds valuable lessons for contemporary culture as we struggle to address pervasive sexism in the domain of video games—and in the digital working world beyond. HSC01 Round 12: The Adventures of Robby Roto! / Q-B2B - The main Astrocade High Score Club game is not a cartridge-based game this round. Instead, it is an arcade game that uses the "Astrocade chipset." The Adventures of Robby Roto! is the main game for Round 12 of the Astrocade High Score Club. The BASIC bonus game is a Q*Bert clone called Q-B2B by WaveMakers. Jameco JE 610 ASCII Keyboard Datasheet - These keyboards, from 1979, were often hacked with the 300-BAUD interface to create a keyboard that could be used with Bally BASIC. From the datasheet: "The JE610 ASCII Encoded keyboard kit can be interfaced into most any computer system. The keyboard assembly requires 5V @150mA and -12V @ 10mA for operation. Interface wiring can be made with either a 16-pin DIP jumper plug or an 18-pin (.156 spacing) edge connector." Bangman (AstroBASIC) - This is the "AstroBASIC" (2000-baud) version of Bangman by Ernie Sams that appeared in Arcadian 1, no. 7 (Jun 15, 1979): 47-49. Bangman is a take-off on the classic Hangman word spelling game. It has two novel features - letters being entered are hidden from view of the opposing player - and the penalty for losing is not a hanging... One person keys in a word to ten letters; another tries to guess it with no more than nine wrong guesses using the knob and trigger. Bangman (Video) - This is a gameplay video of Bangman by Ernie Sams for Bally Arcade/Astrocade. This BASIC program appeared in the June 1979 issue of the Arcadian. ABC Hobbycraft Website - ABC Hobbycraft used to sell Astrocades in the late 1970s and early 1980s. They were a hub of Bally Arcade/Astrocade activity. The company still exists today in Evansville, IN, although now these specialize in trains, plastic models, scale models and accessories. aMAZEd in SPACE (AstroBASIC) - This program is by Aquila and Richard Houser appear in Arcadian 1, no. 8 (Jul. 20, 1979): 58,60-61. aMAZEd in SPACE is a rocketship-thru-the-maze challenge with a number of levels of difficulty. Maneuver spaceship thru maze without crashing into walls. Direction is controlled by joystick 1. Path size, maze height, maze width and degree of difficulty, are selected by keyboard input. Score is based on these inputs and time taken to complete maze. It takes quite awhile to complete maze interior, so start small. aMAZEd in SPACE (Video) - aMAZEd in SPACE is a BASIC game by Aquila and Richard Houser for Bally Arcade/Astrocade (Arcadian, July 1979). Astrocade Programming Sheets - Nine Programming and Graph sheets specifically for use with the Bally Arcade/Astrocade. Many of these were created by Spectre Systems in 1982. The different sheets are BASIC Programmer's Sheet, Z-80 Programmer's Sheet, Screen Map (Type 1, Character Number CX, CY Value), Screen Map (Type 2, FC/BC Color Map), Screen Map (Type 3, Right/Left Color Map), Screen Map (Type 4, Totally Blank, Screen Map (Type 5, Blank, No Map Key), Screen Map (Type 6, Blank Character Graph Paper), and Screen Map (Type 7, Character Graph Paper, With Color Key). Slot Machine (Bally BASIC, 300-Baud) - Slot Machine was written for Bally BASIC by Ernie Sams. This program was originally published in Arcadian 1, no. 8 (Jul. 20, 1979): 59. A correction was published in Arcadian 1, no. 9 (Aug. 18, 1979): 69. Slot Machine (Video) - A gameplay video of Slot Machine by Ernie Sams. This video shows a full game being played. The Music Synthesizer (Article, Text Format) - The Music Synthesizer by Chuck Thomka. "The synthesizer circuit, which is contained wholly within the 40 pin custom I/O chip, is a very versatile circuit which contains counters and amplifiers to give the programmer tremendous control of the three voice output along with a tremolo, vibrato, and even a noise generator. The output frequency range is very accurately adjustable from less than 14 hertz to ultrasonic frequencies. The upper limit may be set by the capacity of your TV sound system." This tutorial original was made up of two parts: The Music Synthesizer [Part 1], Arcadian, 1, no. 8 (July 1979): 62-66. and The Music Synthesizer, Part 2, Arcadian, 1, no. 9 (August 1979): 71-73. This text version of the tutorial is missing four parts as they appeared in the Arcadian newsletter. The missing parts are: 1) Sound Graph - A Bally BASIC program that allows access to the sound ports and makes a simple graph of the results. Arcadian, 1, no. 8 (July 1979): 65. 2) Touch Tone Simulate - A Bally BASIC program that can be used to dial phone numbers. Arcadian, 1, no. 8 (July 1979): 65. 3) The Sound Synthesizer as Perceived by Chuck Thomka - A visual overview of the sound ports. Brett Bilbrey has said that this has some errors, but he can't remember what they are. ARCADIAN, 1, no. 8 (July 1979): 66. and 4) Frequency Table - A table of all the sound generating keys, their &(17) values, the resultant frequencies, and any special notes about them. ARCADIAN, 1, no. 9 (August 1979): 73. The two tutorials have been extracted from the two different issues of the Arcadian newsletter and combined into one text document. Sound Graph ("AstroBASIC," 2000-baud) - Sound Graph b Chuck Thomka from Arcadian, 1, no. 8 (July 1979): 65. This utility is part of the "The Music Synthesizer" tutorial by Chuck Thomka. In order to understand what "Sound Graph" is doing, the user must read the tutorial or at least have previous knowledge of the sound ports. With this knowledge, then you may be able to make some noises, but you won't be able to understand why they work or really what is happening. "Sound Graph" is an early BASIC program that allows direct access to the sound ports. The user can try making different sounds by changing the ports with an interface that uses hand controller #1.. Touch Tone Simulate - Touch Tone Simulate by Chuck Thomka from Arcadian, 1, no. 8 (July 1979): 65. and modification from Arcadian, 2, no. 10 (Sept 1980): 90. This utility allows the user to type in a phone number, and then dial it by placing a phone near the TV speaker and then pressing PRINT. The Bally Arcade will automatically dial the phone number. Make sure that when you use the program that your TV's volume is set to a high enough level so that your telephone can "hear" the TV. Fabris/Thomka (Phone Conversation) - A very technical phone discussion between Bob Fabris and Chuck Thomka about circuit frequencies. This was probably recorded on January 2, 1982. This recording (in FLAC format) is 15:29 long. Memory Display (Bally BASIC, 300-baud) - Memory Display by Chuck Thomka from Arcadian, 1, no. 8 (July 1979): 67. This is a machine language utility for BASIC. This program displays input memory locations in both Hexadecimal format (with hex pairs in reverse order) and Bally BASIC decimal format. This is a nice memory dump program that displays the decimal and hexadecimal location numbers (address) and data. It will do whole blocks of dumps by giving a starting and ending address. It will increment the address by the entered amount if you only want to check every 1000'th location, for example. Use negative numbers to check the upper memory: -32767D = $8001 to -1D = $FFFF. Square Root (Bally BASIC, 300-Baud) - Square Root by David Stocker from Arcadian 1, no. 8 (Jul. 20, 1979): 67. The Arcadian does not have any comments or instructions for this program. Although the name implies that the program calculates a square root in BASIC, it would be impossible to know that while running the program as it gives no indication of what the program is asking for at the INPUT prompt. Only a look through the code would give a hint of that information. Distance Between Two Points (Bally BASIC, 300-Baud) - Distance Between Two Points by David Stocker from Arcadian 1, no. 8 (Jul. 20, 1979): 67. The Arcadian has no comments about this program, though from the title it can be surmised that this eighteen-line calculates the distance between two points. Bally Chess Board (Bally BASIC, 300-Baud) - Bally Chess Board by John Collins was originally offered for sale for $6.00 in 1979 (as Chess), then later printed in the Arcadian newsletter in the October 1984 issue on page 120. Bally Chess Board ("AstroBASIC," 300-Baud) - Bally Chess Board by John Collins was originally offered for sale for $6.00 in 1979 (as Chess), then later printed in the Arcadian newsletter in the October 1984 issue on page 120. BATNUM (Battle of Numbers) - BATNUM for the Bally Arcade by Ron Schwenk was originally printed in Creative Computing. It has not been archived from tape and is only available as a type-in BASIC listing. Mastermind - Mastermind for the Bally Arcade by Ron Schwenk has not been archived from tape and is only available as a type-in BASIC listing. Scott Waldinger (Type-in Programs) - Scott Walldinger advertised ten programs for sale in Arcadian 1, no. 8 (Jul. 20, 1979): 68. The ten programs are Connect Four, Craps 2, Horse Race, Robot War, Sea Battle, Slot Machine, Star Wars, Star Ship, Star Trek, and Tic-Tac-Toe. None of these programs have been archived from tape; they are only available as a type-in BASIC listings. A Guided Tour of Computer Programming in BASIC - A link on Amazon.com to A Guided Tour of Computer Programming in BASIC by Thomas A. Dwyer and M.S. Kaufmann. A book recommended by Arcadian subscribers. 57 Practical Programs and Games in BASIC - A link on Amazon.com to 57 Practical Programs and Games in BASIC by Ken Tracton. A book recommended by Arcadian subscribers. 24 Tested Ready-To-Run Game Programs in BASIC - A link on Archive.org to 24 Tested Ready-To-Run Game Programs in BASIC by Ken Tracton. Programmers who submitted program to the Arcadian used this book for inspiration. BASIC Computer Games: Microcomputer Edition - A link on Amazon.com to BASIC Computer Games: Microcomputer Edition, edited by David H. Ahl. Programmers who submitted program to the Arcadian used this book for inspiration. The BASIC Cookbook - A link on Archive.org to The BASIC Cookbook by Ken Tracton. Programmers who submitted program to the Arcadian used this book for inspiration. Classic Letters Ron Schwenk Letter to Bob Fabris (February 2, 1979) Ron gives early comments on a few cartridges: "Football is very good. They even have music with Vibrato! It sure sounds good. I quickly ran out of them, but should have more in a week. Maze/Tic-Tac-Toe is ok, but mainly for kids. I think that Star Battle is their poorest videocade and don't care for it at all." The add-under never made it out the door. It had issues from the start. Ron already has a criticism, "In the expansion unit it looks like they are increasing the amount of ROM but decreasing the RAM. And increasing the price!" Not only does the increase cost of the unit upset Ron, but he is confused by what's on offer. He hopes that Bob can clarify the statement, "To get 80 characters per line, does 'optional TV printer' mean a video monitor?" Ron has written a Mastermind game. This is mentioned in passing by Bob in the March 1979 Arcadian on page 31. There is an ad for Ron's Mastermind in the July 1979 Arcadian on page 68. The program was never printed in the Arcadian, but there is printed BASIC listing of the program available in the Bob Fabris Collection. Copies of two other games are also available: BatNum and One Check. Ron includes a one-page listing of the Bally items that he carries through his company Schwenk Enterprises. Among these items are the Bally Arcade systems. At the time the list price was $329.95 for a system with four controllers. Ron sells them for a cash price of $289.53 (or 296.95 for credit card purchasers). After looking over Ron's 11-cartridge listing, I noticed that the list price for 2K cartridges is $19.95 and the 4K cartridges sell for $24.95. Ron sells the carts for slightly cheaper than retail: his cash price is about $18 for 2K carts and $23 for 4K cartridges. RM Martin Letter to Bob Fabris (May 28, 1979) Mr. Martin has some programming questions for Bob Fabris. Along with this letter, I found handwritten notes that Mr. Fabris prepared to answer the questions that he was asked. Mr. Martin says that his Checkers game, by John Collins, cheats. This game was printed in the May 1979 issue of Arcadian. As usually occurred, there were errors in the original listing. The June 1979 issue of Arcadian printed some corrections. Hopefully these got Mr. Martin fixed-up. Over the years, John Collins revisited his Checkers program, eventually making two major updates to it (calling them, quite originally, Checkers II and Checkers III). Mr. Martin asks how he can convert Star Trek and Wumpus written for other computers that have READ and DATA statements. The Bally doesn't support these commands, and he wonders how he can work around this limitation of Bally BASIC. All of the information in this letter is pretty typical for much of the correspondence that is written to the Arcadian. It's this letter's last paragraph that made me choose to include it in this podcast. Mr. Martin says, "You are doing one hellofa job. I have learned more about computers than I thought I ever would. Thanks." I'm not sure if this is an accurate summary of Mr. Martin, but I picture him as somebody who purchased his Bally Arcade to play games in much the same way that someone may have bought an Atari VCS in 1979. Then he stumbled into the Arcadian newsletter, bought Bally BASIC and was delving into his game system after realizing it could do much more than he originally thought possible. Guy McLimore Letter to Bob Fabris (May 29, 1979) Guy recently received Scott Waldinger's version of the Star Trek program that he ordered. Scott must have ordered this from the classified ad in the May 1979 Arcadian on page 46. The instructions and the BASIC listing are available here: Star Trek by Scott Waldinger (Bally BASIC Listing) Guy hasn't had time to type in the listing yet, but it looked to him like Scott Waldinger found a unique way around the Bally's lack of substantial memory and multi-dimensional arrays. That's one of the neat details about the Bally system. People who owned it had to find interesting, and perhaps unique, methods to work around the system's minuscule 1.8K or RAM and limitations imposed by the Bally BASIC cartridge. It seems that Bob must have given Guy the corrections for Checkers, for its now working for him. He's glad there is a BASIC version of this program, "Bally has held up the videocade version." Actually, this cartridge never did ship, although a usable 2K prototype does exist-- though I've not played it. Guy says that the "the programmer [of Checkers] deserves applause for his work, as I would have bet it couldn't be done in 1800 characters." Guy is working on a light pen. The work is currently stalled, but if he gets it working, then he plans to sell it through the Arcadian. However, I don't think that this ever occurred. Some people in the Bally community did end up creating their own light pens, among them are Craig Anderson and Leroy Flamm. The Light Pen was supposed to be used with the Creative Crayon cartridge, but that cartridge never shipped and I don't think a prototype has ever surfaced. Bally's National Service manager told Guy that they planned to revise the Hacker's Manual and make it into an advanced operations manual. This never occurred. It seems that Guy already had doubts about it being released, for he mentions to Bob that if Bally falls through with this project then he thinks that someone, maybe even himself, should make such a manual for the Bally Arcade. Laurence Leske Letter to Bob Fabris (June 6, 1979) This is a letter that Bob Fabris wrote to Larry Leske, an employee at Bally. Bob is hoping to get some more information on the internal workings of the Bally system. Bob says: "I publish a newsletter for owners of the ARCADE, and provide them with material which enables them to better understand the machine, and which informs them of operations that are possible. The inputs for my paper come primarily from the more technically oriented subscribers. I now have over 600 persons subscribing from across the country and Canada, plus a handful foreign, and we are all concerned about the status of the Add-On, or Programmable Keyboard. We have the Bally story of 'waiting for the FCC to act on the TI proposal', but we have also been waiting since last year when the Add-On was originally expected. Many of the subscribers responded to the JS&A advertising of Oct/77, and are quite frustrated with the situation. "We would be greatly interested in a surrogate keyboard, with additional memory capacity and capabilities approaching those which were advertised in the literature - a more powerful BASIC and a full-size ASCII keyboard, at least. In addition the units should have some equivalent to GRAFIX, ZGRASS, TERSE, etc., languages if at all possible." Before I continue with Bob's letter, I want to say how fascinating I find Bob's statements. He's basically writing a letter to Bally saying, "Hey buddy, we can't wait anymore for your delayed keyboard add-on, so we're gonna make our own." Imagine this happening today. You'd probably get a cease-and-desist letter from the manufacturer. Times surely have changed! Bob continues: "I am writing this letter on Jay Hess' recommendation to let you know that we as a group exist, and are interested in upgrading the system to higher capabilities. Of my group, I would suspect 70% to 80% would be in a position to purchase a unit in the $400-600 range. "I would be pleased to receive your comments and thoughts about our 'problem', and to answer any questions you may have." While searching the BallyAlley website for some additional information on Larry Leske, I found a quote from an article called In the Mind of Tom Defanti... Inventor of ZGrass by Suzan D. Prince. This was printed in the June/July 1982 issue of "Business Screen." Here's what Tom DeFanti says about Larry Leske: "About this time [1976 or 1977], another friend, Larry Leske, decided he could no longer afford to remain a student at the University [of Chicago] and went to work for Bally Manufacturing Co., the games producer. There he discovered the Bally Professional Arcade system, a fully assembled home computer game unit Bally planned to market to the public. Leske started programming on the Arcade, and believe me, he nearly knocked our socks off. Two others—Jay Fenton, a top programmer and developer of Bally BASIC; and Nola Donato, a language programmer-- and I, quickly wrote all the code for this new form Leske based on Grass. In 1979 Bally brought out the Arcade and its new software written in Z-Grass." Tom's remarks are not entirely accurate, for the BPA came out in 1978, and Bally never actually did release Z-GRASS. The full article can be read online: In the Mind of Tom Defanti... Inventor of ZGrass (Article) - In the Mind of Tom Defanti... Inventor of ZGrass by Suzan D. Prince. Business Screen (June/July 1982). Also, of note, there are several recorded phone conversations between Bob Fabris and Larry Leske. Larry Leske and Bob (Phone Conversation, Part 1) - Bob Fabris talks on the phone for about eight minutes with Larry Leske, who's been working on a programmable keyboard kit. [Arcadian volume 1, issue 8, page 55] It seems likely that Fidelity Electronics will take over the system, and they plan on possibly reviving the ZGRASS add-under in about six months. Larry has great respect for the engineering at Fidelity, and thinks it's likely they'll get out a quality product fairly quickly. Given this, Larry doesn't really want to compete with them, so the project is put on hold. [Arcadian, volume 2, issue 3, page 19] Bob Freeman and Bob (Phone Conversation, Part 2) - Bob Fabris talks on the phone for about fifteen minutes to Bob Freeman, who's been working on an S-100 adapter for the system [Arcadian volume 2, issue 2, page 11]. With Larry Leske losing interest on programmable keyboard work, Fabris is now particularly interested in this. Freeman is also thinking about things like a modem. But he's not moving at a fast pace unless there's enough interest to make it profitable. Fabris is planning on surveying the Arcadian readers on what they want. [Arcadian volume 2, issue 3, page 19]. Freeman has also programmed a system monitor ROM (it COULD be the "ADS System Monitor," but this is only conjecture), to be used for debugging assembler programs. Freeman wonders if Fidelity Electronics would consider speeding up the system's Z80, but Fabris says they're trying to cut costs on the board instead. They might consider a retrofit kit, though. They probably originate from around this era. It's intriguing to know that Bob reached out to Bally for help and maybe even guidance. Light Pen Plans and Schematics - These plans by Leroy Flamm show how to build a light pen for the Bally Arcade/ Astrocade. The documentation refers to a tape with a program for the hardware. It can't be certain, but that program is probably Light-Pen Graphics Program, which was printed in Arcadian, 7.4 (Aug. 15, 1986): 68-69. Guy McLimore Letter to Bob Fabris (June 14, 1979) Guy thanks Bob for his additions to Skyrocket (known also, on BallyAlley.com as Logo). According to the letter, it was Bob that added the rocket's vapor trail. Guy thanks Bob for his corrections to Checkers, but he's still having issues with the game. Guy is meeting with Bally's national sales manager [probably Jack Nieman] in Evensville on June 20, 1979. He plans to "get on his case pretty heavy about the keyboard expansion." Guys feels that "The potential is there for Bally to wrap up a large hunk of the personal computer market, but they are blowing it by holding up the keyboard, by failing to provide adequate documentation for Bally BASIC, and by falling to properly promote the system, service current customers, and provide software. I have just seen information on ATARI's new system, and Bally is going to lose customers to this new system if it doesn't provide the keyboard FAST." Guy is "encouraging all local Bally owners to write Bally encouraging a firmer commitment to expansion of the unit and demanding definite answers on the keyboard." He goes on to say "If all 600-plus ARCADIANS would write, maybe it would make a difference. Unfortunately, Bally is in the unique position of being able to well afford to ignore public demand, since their income from consumer products is only a tiny, tiny fraction of their total income. They just don't seem to give a damn one way or the other." Guy has "given Bob Fabris' address to two or three Bally owners in [his] area that [he] contacted through the Evansville Computer Club. One man [Guy] talked to [...] was frankly flabbergasted at all the information that was left out of the manual. [Guy] showed him &(9) [to control the left/right color boundary], the music oscillator and vibrato controls, ABS(X), the PEEK and POKE functions, ROM subroutines, etc. and [the man] nearly lost his teeth. He echoed the sentiments of so many others-- "Why doesn't Bally let people know what they have here?" Guy's light pen, which he talked about in his previous letter dated May 29'th, still won't work. Guys says, "This is unofficial and-- as yet-- not for publication, but I am negotiating with a major war gaming wholesaler in the East to supply him with game support software for the Bally system. He intends to become a Bally wholesaler, and will deal with Bally dealers by mail order if this goes through. I will be acting as his consultant on this project. Nothing is settled yet, but if it works out, we may be able to provide Bally dealers nationwide with a source of reliable software. If you wish, you may run in the ARCADIAN that I am interested in hearing from programmers who wish to license or sell their software. I can make NO PROMISES yet, though. It might help if I could give him some idea on these programs-- availability, reliability and such. Guy added a handwritten note here: "Again, P.S.: Hold off on this. Negotiating still proceeding, but slowly!" Guy makes a point that I've noticed over the years when reading the instructions for software published on tape. Guy says, ""So far, most of the Bally software I've seen is pretty amateurish in terms of presentation and documentation, while being surprisingly sophisticated in terms of actual program writing. What is needed is a tutorial on documentation, and my submission for such an article is enclosed. An improperly documented program is almost as bad an no program at all." [Unfortunately, I was unable to find in the Fabris Collection this documentation that Guy wrote.] John Sweeney Letter to Bob Fabris (July 14, 2016) This is a double-spaced, nine-page type-written letter. John laments about the "new delay in the keyboard [add-under]." John gave up waiting for the add-under already and he has purchased a TRS-80 with the money he had set aside for the keyboard expansion. However, he still plans to use his Bally Arcade. In fact, he plans to get the two systems talking to one another. John has enclosed the schematic (for the main logic components) for a memory expansion that he created for his Bally Arcade. John assembled it with, he says: "wire-wrap on a 4 1/4" x 4 1/2" Vector board, mounted in a Radio Shack instrument cabinet. Actually, the mechanical problems of getting the signals out of the Bally, and of arranging the power supplies and cabinet were more formidable than any of the electronic or logic problems, save one. [which he doesn't mention] "As drawn, the schematic provides for up to 8 kilobytes of additional memory. At this moment, I have 3K installed, and the last 32 addresses at the top of the space are decoded to provide I/O & other special purposes." John goes into great detail about how his RAM expansion unit works. He provides a parts list too. Any listeners who are hardware hackers will probably be interested to read (or at least skim) this letter. This information was never published in the Arcadian newsletter, but I suspect that it was probably shared with some Arcadian subscribers. The hardware and software projects that were created by the Bally Arcade users in the late 1970s and early 1980s seem to fit very close with what homebrewers on 8-bit and 16-bit classic gaming systems and computers are creating today. The Bally system is hardly unique in this respect, even for its time of release. The Apple II, TRS-80, Commodore and S-100 users all were hacking away nimbly at their systems. The difference, to me, is that we don't look at the Bally Arcade system today as a computer, but rather as a game system in the same vein as the Atari VCS or, perhaps, the Intellivision. In 1978, one didn't bring home an Atari VCS and start adding RAM to it. Atari owners played Combat. They had great fun doing it (and so did I!), but maybe the Bally users had a type of fun that Atari game system owners couldn't touch: the fun of learning a system and creating with it.
Episode 3 of the Bally Alley Astrocast covers the cartridge game Crazy Climber and the BASIC game (released on tape) Missile Defense. Chris and I discuss what we've been up to lately. Arcadian newsletter issues 1 and 2 (November and December 1978) are covered in detail. We discuss a bit of feedback. Chris, Paul and I go discuss the very first ad for the Bally Home Library computer (from September 1977). I read from a few letters that JS&A (the mail order company that originally sold the Bally Home Library Computer) sent to customers. The show ends with a one-minute rendition of the Happy Days theme song. Recurring Links BallyAlley.com - Bally Arcade / Astrocade Website What's New at BallyAlley.com Orphaned Computers & Game Systems Website Bally Alley Yahoo Discussion Group Bally Arcade / Astrocade Atari Age Sub-forum Bally Arcade/Astrocade High Score Club Bally Alley Astrocast Facebook Page Introduction The Sister Bar - Barcade (Facebook Page) We Know Video Games - Local Albuquerque Videogame store (Facebook Page) The Adventures of Robby Roto - Bally Midway arcade game from 1981 that uses the Astrocade chipset (The International Arcade Museum) The Adventures of Robby Roto - Video Review (YouTube) The Adventures of Robby Roto - Arcade Flyer (Front) The Adventures of Robby Roto - Arcade Flyer (Back) Reverse-Engineering Robby Roto: A 1980s Embedded System Masquerading as an Arcade Game, by Stephen A. Edwards (January 2005) The Adventures of Robby Roto - 7-11 Slurpee Cup Tom Meeks Bally Alley Yahoo Group 'Comments' - Tom Meeks, the product manager for Astrocade, Inc., comments about, among other topics, Robby Roto (November 26, 2001) Astrovision Name Change - A short explanation of why Astrovision changed its name to Astrocade. Astro Bits. Electronic Games, 1.1 (Aug. 1982): 11. Print.) Creating a Hi-Res Astrocade - These five in-depth "packages" (documents) were created by Michael C. Matte in 1986. These documents explain how to upgrade a Bally Arcade/Astrocade from the "Consumer Mode," which uses the low-resolution display (160x102 pixels), to "Commercial Mode," which uses the high-resolution mode (320x204 pixels) used in arcade games such as Gorf and Wizard of Wor. Hi-Res Astrocade Pictures - Pictures of an Astrocade motherboard that was modified by John Perkins in the early 1980s so that it could access Hi-Res mode. Sea Wolf II Parts Catalog - This arcade game uses the Astrocade chipset. Sea Wolf II Schematics - This archive includes five schematics for the Seawolf II arcade game released in 1978. William Culver Feedback - Comments and replies left in the AtariAge forums. Z-GRASS / UV-1 Area on Bally Alley.com - General information about the ZGRASS hardware system and programming language. Animating the Death Star Trench - by Neesa Sweet. Larry Cuba and Tom Defanti had both worked with ZGRASS for the unreleased Bally Add-Under. ZGRASS was based on the earlier GRASS programming language. GRASS was used to create animation for the original 1977 "Star War" movie. The Very Best of Fantastic Films: The Magazine of Imaginative Media. Special Edition #22, February 1981. Cartridge Review - Crazy Climber Crazy Climber Manual - (2011 Bally Arcade/Astrocade) Game Manual Crazy Climber (1980 Arcade Game) - Nihon Bussan Co. Ltd. (The International Arcade Museum) Crazy Climber Packaging - Pictures of the Crazy Climber cartridge, "box," and manual. Crazy Climber Source Code - This is the complete source code for the homebrew version of Crazy Climber, released by Riff Raff Games in 2011. This game was programmed by Michael Garber. Crazy Climber Video Review - Video review by Nice and Games. War Packaging - Pictures of the cartridge, "box," and manual for War, Michael Garber's first Astrocade homebrew game. Beyond Dark Castle - Michael Garber's first game, Beyond Dark Castle, was published in 1989 by Activision on the Commodore 64. (Lemon64.com) The Addams Family Video Review - Michael Garber wrote the Turbo-Grafx-16 CD-ROM game, The Addams Family, released in 1991. Nice and Games YouTube Channel - Video reviews for many classic systems, including several videos for the Astrocade. Tape Review - Missile Defense Missile Defense Instructions - New Image Missile Defense Screenshots JS&A's First Ad for the Ballly Home Library Computer JS&A Home Library Comuter Advertisemen (B&W) - The very first ad for the Bally Arcade / Astrocade (at the time, called the Home Library Computer). This B&W ad was printed in the September 1977 issue of Scientific American. JS&A Home Library Comuter Advertisemen (Color) - The very first ad for the Bally Arcade / Astrocade (at the time, called the Home Library Computer). This color ad was printed JS&A's first catalog. Purchase Scientific American, July 1977 - A digital copy of the Scientific American magazine can be purchased directly from Scientific American's website. Scientific American (1845 - 1909) - All issues of Scientific American from 1845-1909 can be download for free. Success Forces Book (JS&A Ad) - Book, published in 1980, by Joe Sugarman, the president of the JS&A group. This ad appeared in Popular Mechanics in October 1980. Success Forces Book - Purchase Joe Sugarman's book from Amazon.com. Bally Fireball Pinball (JS&A Ad) - Professional Home Model version of Bally Pinball (Popular Science, May 1977) Bally Fireball Pinball (Video) - Video of the Professional Home Model version of Bally Pinball. IBM 5100 Information - Wikipedia's article on IBM's 5100 computer that was introduced in 1975 and cost about $9,000. In JS&A's ad for the Bally Home Library computer, they favorably compare it against this earlier system. Bally Check Self Diagnostic Hardware (Pictures) - Bally Check (AKA as BalCheck) plugs into the 50-pin connector at the back of the Bally Arcade / Astrocade and is used to test the units for defects. Released by Richard Belton. Bally Check 2K Z80 ROM Source Code - Source code for the Bally Check diagnostic hardware. Bally Check Self Diagnostic Hardware (Documentation) - BalCheck Support Circuitry, BalCheck information and BalCheck Instruction Manual (with source-code). Dick Ainsworth Interview - Wrote the Bally BASIC user manual, programmed the Bally BASIC Program Sampler tape (which contained eight programs) and the Speed Math / Bingo Math cartridge. Dick Ainsworth 'Comments' - A compilation of posting that Dick Ainsworth made to the Bally Alley Yahoo group in 2002. Ainsworth & Partners, Inc. - Dick Ainsworth, Personal Page. Arcadian Newsletter Arcadian 1, no. 1 (Nov. 6, 1978): 1-8. - The first issue of the Arcadian newsletter. Arcadian 1, no. 2 (Dec. 4, 1978): 9-16. - The second issue of the Arcadian newsletter. Music-Cade by Ed Horger - In the Arcadian segment, a "Toy Organ Keyboard" is mentioned. I remembered this previously unpublished article form the Bob Fabris Collection. It contains suggestions, ideas and methods on how to hook up a music keyboard to a Bally Arcade/Astrocade. Includes a machine language 3-voice music program. Blue Ram Modem Interface Owner's Manual (with optional Printer Port) - An add-on for the Blue Ram unit that allowed the addition of a modem and printer. The Blue Ram Utility was used to control the modem. Chessette by Craig Anderson - A two-player chess game written in Bally BASIC. Published in Cursor 2, no. 4 (November 1980): 74-75. Connecting a Printer to the Bally Tape Interface - "The Bally BASIC audio cassette interface was originally designed to have a third 1/8" jack into which a printer could be plugged." The Bally BASIC Hacker's Guide by Jay Fenton, published in about 1979, gives the required details on how to modify the interface for use with a printer. The finished modification provides a TTL level RS232 standard ASCII at 300 baud. Keyboard Attachment - Basic instructions and schematic on how to hook up a Jameco 610 keyboard to the Bally tape interface (Arcadian 2, no. 8 (Jun. 23, 1980): 69.) Blue Ram Keyboard Owner's Manual - These are directions on how to assemble the Blue Ram Keyboard. 3x5 Character Set Review - This article is by Al Rathmell. It was submitted to the Arcadian newsletter on September 15, 1982. Arcadian RDOS 1.0 by Stu Haigh - This is a CP/M compatible resident Disk Operating System written in 1980. This code is designed to interface into the Cromemco software system and is provided with an autoload feature that will load track zero, sector zero of Drive A starting at RAM location 0080. Control will then be passed to the just loaded code at location 0080. The code uses a 5501 as a COM. controller and a 1771 Flex Disk controller. It will support four 5 1/4", or two 5 1/4" and one 9", or two 9" disk drives. Three Voice Music with Bally BASIC - Article by George Moses and program (probably by George Moses and Brett Bilbrey) from the "AstroBASIC" manual. Game Over Tutorial by Tom Wood - This tutorial, from January 1979, provides a machine language subroutine usable to BASIC users so that they can print "GAME OVER" in large letters on the screen using a subroutine that is built into the Bally's 8K System ROM. BASIC Zgrass--A Sophisticated Graphics Language for the Bally home Library Computer - Article by Tom DeFanti, Jay Fenton, and Nola Donato. Published in Computer Graphics, 12, no. 3, (August 1978): 33-37. ZGRASS Documentation - Various documentation on ZGRASS, including the user's manuals. Bally On-Board ROM Subroutines - Originally called Executive Software Description and submitted to the Arcadian by Tom Wood on October 7, 1978. This was later republished by the Cursor newsletter without credit being given to Tom Wood. This booklet explains what the On-Board ROM routines do that are built into the Bally Arcade/Astrocade 8K ROM. This manual is used as a reference for BASIC programmers so that they can save a few bytes when programming and also take advantage of the faster routines that machine language offers. Peek 'n Poke Manual by Brett Bilbrey - An introduction to Astrocade machine language programming in Bally BASIC. Although the manual doesn't credit Brett Bilbrey, he gave all this information in 1980 to Fred Cornett of the "Cursor Group." Bally Videocade Cassettes Catalog - This catalog contains these 13 cartridges, including some that were not released. Classic Letters from JS&A National Sales Group February 28, 1978 letter to JS&A Customer - From William Mitchell; JS&A National Sales Group; Marketing Director. "Enclosed you will find your Bally Home Library Computer." JS&A urges their customers to order the add-on soon to receive free items such as a modem and diagnostic cartridge. October 11, 1978 letter to JS&A Customer - From William Mitchell. "We trust you have your Bally Home Library Computer and have found it quite satisfactory." JS&A asks their customers if they want to wait for the Bally add-on module. October 19, 1978 letter to JS&A Customer (Robert Simpson) - From William Mitchell. "As you are well aware, there has been a delay in the shipment of your Bally unit. The delays have been caused by almost every problem imaginable and have lasted almost one year now." End-Show Music Happy Days Theme ("AstroBASIC" Program) - This is the theme music for the "Happy Days" television show. Peggy Gladden converted this song to "AstroBASIC" and the program was included on the Michigan Astro Bugs Tape 2. Happy Days Theme (MP3) - This is the theme music for the "Happy Days" television show. This is an mp3 recording of Peggy Gladden's "AstroBASIC" program. Michigan Astro-Bugs Club, Tape #2 (Tape Picture) - This tape contained a compilation of programs for "AstroBASIC." Michigan Astro-bugs Tape #2 Compilation - Eight AstroBASIC programs by various authors. This is the complete tape working as intended; you choose a game from the menu and it will load automatically.
Episode 1 of the Bally Alley Astrocast covers the two built-in games Gunfight and Checkmate. The first two issues of the Arcadians newsletter (from April and May 1978) are covered in detail. Also discussed are the recent additions to the BallyAlley.com website, news and much more Bally Arcade goodness! Recurring Links BallyAlley.com - Bally Arcade / Astrocade Website What's New at BallyAlley.com Orphaned Computers & Game Systems Website Bally Alley Yahoo Discussion Group Bally Arcade / Astrocade Atari Age Sub-forum Bally Arcade/Astrocade High Score Club Game Reviews Gunfight Instructions (from Bally Home Library Computer Owner's Manual) Gunfight Instructions (from Bally Professional Arcade Owner's Manual) Gunfight Instructions (from Bally Professional Arcade Owner's Manual "Fun & Brains") Gun Fight (Midway Arcade Game) - Wikipedia Gun Fight (Midway Arcade Game) - The International Arcade Museum Western Gun (Taito Arcade Game) - The International Arcade Museum The Golden Age Arcade Historian Mirco's PT-109 - The first microprocessor-based video game? Checkmate Instructions (from Bally Home Library Computer Owner's Manual) Checkmate Instructions (from Bally Professional Arcade Owner's Manual) Checkmate Instructions (from Bally Professional Arcade Owner's Manual "Fun & Brains") Checkmate (Midway Arcade Game) - The International Arcade Museum Blockade (Gremlin Arcade Game) - Wikipedia Blockade (Gremlin Arcade Game) - The International Arcade Museum Hustle (Gremlin Arcade Game) - The International Arcade Museum Space Race (Atari Arcade Game) - The International Arcade Museum News Yahoo Group Message: "Anyone ever use the Astrocade Calculator?" (reply from Lance Squire) Yahoo Group Message: "On Tony Miller Passing" A Description of the Bally Professional Arcade Video Hardware and Associated Coin-Operated Hardware, by Tony Miller (2001) Astrocast Theme - By Dominic Lowhar and Brandon Reeves Arcadians Newsletter An Introduction to the Bally Professional Arcade, by Bob Fabris Arcadians No. 1 (April 12, 1978) Arcadians, no. 2 (May 29, 1978) JS&A Bally Home Library Computer ad from Scientific American, September 1977 (B&W) JS&A Catalog, excerpt (1977), Bally Home Library Computer (Color) Speed Math / Bingo Math - Game Instructions (Bally Version) Baseball / Handball / Tennis / Handball - Game Instructions (Bally Version) What's New on BallyAlley.com Feb 2, 2016 - Bally Pin Review. By Arnie Katz and Bill Kunkel. Electronic Games, May 1982: 70. Feb 4, 2016 - ZGRASS Opens New Vistas for Computer Artists. By David Needle. InfoWorld, April 5, 1982: 25-26. Feb 5, 2016 - Programmables: Show Business Is In Cartridges. Consumer Electronics, May 1979: 23. Feb 9, 2016 - 'Arcadian' Articles Compilation - Information and Links Compiled by Adam Trionfo Feb 11, 2016 - Latest in Home Video Games, The. By Robert L. Perry. Boy's Life (Dec 1982): 10. Feb 11, 2016 - Language Control Structures for Easy Electronic Visualization. By Tom Defanti. Byte 5, no. 11 (Nov. 1980): 90-106. Feb 11, 2016 - Pictures by Funny Numbers. By Frank Dietrich and Zsuzsa Molnar. Creative Computing (June 1981): 102-107. April 7, 2016 - Software Reviews Bach's 15 Two-Part Inventions, 27 Christmas Carols and Guitar Course, by C.J. Anderson. Cursor 2, no. 4 (November 1980): 79. April 12, 2016 - Programming the Bally Arcade/Astrocade, by Adam Trionfo. April 13, 2016 - Blast Droids Review, By Kevin O'Neill. Niagara B.U.G. Bulletin, 1, no. 5 (October 5, 1982): 13. April 14, 2016 - Mazeman Review by Kevin O'Neill. Niagara B.U.G. Bulletin, 2, no. 5 (June 1984): 22. April 14, 2016 - Z80 Mini Course Review. By Al Rathmell. (Previously unpublished Arcadian review) End-Show Music Scott Joplin Ragtime Classics (Tape #3) - By George Moses (Astrocade Audio Files) Maple Leaf Rag - By Scott Joplin - Astrocade Audio (mp3)
The show's two hosts discuss what will be covered in future episodes of the Bally Alley Astrocast. Recurring links: BallyAlley.com - Bally Arcade / Astrocade Website What's New at BallyAlley.com Orphaned Computers & Game Systems Website Bally Alley Yahoo Discussion Group Bally Arcade / Astrocade Atari Age Sub-forum Bally Arcade/Astrocade High Score Club Episode Links: Bally Arcade / Astrocade FAQ Bally Software Downloads - Cassette TapesAudio Recordings from Bob Fabris Collection Arcadian Newsletter Software and Hardware for the Bally Arcade - A Technical Description Picture of the Crazy Climber homebrew cartridge Picture of the War homebrew cartridge ZGRASS Documentation Arcade Games Based on the Astrocade Chipset Gorf Arcade Game Seawolf II Arcade Game Space Zap Arcade Game Wizard of Wor Arcade Game Full Bally Alley Astrocast - Episode 0 Transcription Adam: Hi, everybody. My name's Adam Trionfo, otherwise known as BallyAlley on the AtariAge forums. And I'm here with... Chris: Chris, otherwise known as "Chris." Adam: And you're listening to the zero-ith episode of Bally Alley Astrocast. See, I barely know the name of it yet. Chris: I think me and Adam believe that we thought up the name Astrocast ourselves, and we came to find out that there had already been one, it just hadn't been started. And I guess it was Rick and Willy (I think it was only those two). Adam: Yup. Chris: And, it kinda sat there for a year. Hopefully they will be contributing to Adam's podcast here. Adam: I don't think of this as "Adam's podcast." (And I just used finger-quotes, sorry about that.) This is our podcast. Chris and I are recording this right now. Also, Paul Thacker, who is a regular of the Bally Alley Yahoo group (which we can talk about at a later time). We're hopefully going to do this together at some point. I wanna sound natural as possible for this podcast. So, I'm trying to not read anything off a piece of paper. I don't like the sound of my voice, and the fact that I'm letting you hear it means that I love you guys. Chris: It's a great level of trust he's exhibiting, you guys. Plus, I would immediately take his script away from him if he had one because... Adam: Oh, thanks, Chris! Chris: Yeah. Extemporaneous is more fun to do, and I think it's more fun to listen to. Adam: So, in saying that, we do have some notes we wanna talk about. For this episode we wanna basically go over what we want to cover. Which is what people seem to do in these episodes. Saying, "Hey, there's gonna to be an episode of a podcast called 'this'." And, that's what we're doing here. So, here's what we're going in our podcast number zero. Chris: It was always funny to me, like oxymoron, like: episode number zero. Adam: Right. Right. Chris: Let's go negative one. Let's be rebels. Adam: You may or may not know what a Bally Arcade, or an Astrocade, is. It was a console that was developed in about 1977. It was released in 1977, but the first units were not actually shipped, for various reasons, until January 1978. And very few people got them. They were first released by catalog-only, by a company called JS&A. Those systems had overheating problems. Most of them were returned-- or many of them were returned. JS&A only sold approximately 5,000 units (so it says on the Internet). I don't know where that number is quoted from. I've never been able to find the source. Bally eventually started selling them through Montgomery Ward. Now, Bally also had something called the Zgrass that it wanted to release. This was going to be expanding the unit into a full-fledged computer. This never was released. The Bally system itself did not come with BASIC, but it was available nearly from the start. Many people used it. A newsletter formed around it called the ARCADIAN. The system has 4K of RAM and it does not use sprites, but it could move object just as well as the Atari [VCS] and other systems of its time period. It could show 256 separate colors and through tricks and machine language, it could show all of them on the screen at once, but not normally in a game. Although there are a few screens that did it (but not actively during a game). The system is fun to play... if you can find one that works. If you don't already have one, you're going to discover (if you go searching for one) they're not inexpensive. They're becoming pricey on the Internet because of the overheating problems they had, since the beginning (with the data chip), you will find that if you own [should have said buy] one now, you're getting a unit that "has not been tested," which means, of course, it is broken. If you find one on the Internet that says, "Not tested," please, do not buy it. Just let it stay there and let someone else buy it. And, when they get it and it doesn't work, if they're surprised then they did not read the "Bally/Astrocade FAQ." We'll go into much greater depth about this system in the next episode. I just wanted to let you know that's the system we'll be talking about. It has a 24-key number pad. It has a controller that is-- is it unique? Well, I think it's unique. Chris. Um-hum. Adam: It has a paddle built into the top knob. It's a knob-- it's called. And it has a joystick-- an eight-directional joystick. It's built like a gun controller-style pistol. It's called a "pistol grip." It's sorta shaped like one, if you picture a classic arcade-style gun, and then just cut off the barrel. That's basically what you have. Something that was originally mentioned, and I think Bally might have called it that for two years, are Videocades. Videocades are the cartridges. These were actually also referred to as cassettes. These are not tapes. These are about the size of a tape, but they are ROM cartridges. In the beginning they held 2K and later on they held 4K for Bally. Astrovision, or Astrocade, Inc., later released some 8K games in about 1982. Those were usually considered the best games on the system because they had more ROM to spare and to put more features into the games. Now, BASIC was available from about the third or the fourth month after the system was released to the public. It was originally called BALLY BASIC. It did not come with a tape interface, but one was available for it. BALLY BASIC cost approximately $50. The tape interface, which could allow the user to record at 300-baud... which is pretty slow. To fill the 1.8K of RAM, which is available to BASIC, would take about four minutes to load a complete program. Better than retyping it every time, isn't it? But, it's not a great speed. Later on, the system (when it was rereleased), it actually came with BASIC. It was still called BALLY BASIC, but today to differentiate it from the original BASIC cartridge, most people call it ASTROCADE BASIC or AstroBASIC. The reason for this is the later BASIC has a tape interface built into the cartridge itself. This can record and playback information at 2000-baud, which is an odd number because it's not a multiple of 300. Because when 300-baud tapes were speeded up by a newer format later, they were 1800-baud. Tapes were available, which meant the user community was able to grow because they could share programs. It was sometimes a problem for them because I could record a program on my tape drive and I could send it to you in the mail. And you'd say, "It's not loading. It's not loading!" Well, you'd sometimes have to adjust your read and write heads to match it. Imagine having to do that today? To having to... uh, I wouldn't want to think about doing it. So, even if you can believe it, with that kind of an issue, with users having to adjust their tape systems in order to load programs sometimes, there were commercially released tapes. These have been archived and are available and you can download them from BallyAlley.com. Chris: So, the play and record head on anybody's tape recorder... there was the possibility that it had to be adjusted to play a tape his buddy had sent him because he had a tape recorder with differently aligned play and record heads in it-- I mean, that's something else! Adam: Now, the recorders that were normally used were called shoebox recorders. These were recommended. If you tried to record to a home stereo, maybe Chris can understand this better and tell me more about it in a later episode, but you really couldn't record to one and then get that information back. I'm not sure why. But, the lower quality that was available from the low-end tapes that were less expensive were actually better. Just like there were better audio tapes available, which you should not have used for data because... because, I don't know why! So, ideal podcast length. In my mind I see about an hour, or an hour and a half. While I listen to many podcasts, among them Intellivisionaries (and others) that are not short. And, as has been discussed on the Intellivisionaries, there's a pause button. So, if somehow we do end up at five hours, please understand that there is a pause button. If we end up less, you don't need to use the pause button. Isn't that great? Technology... right? Chris: Well, a very good idea that you had was obviously to conduct interviews with some, I guess, what, Bally game writers, people who are really knowledgeable about it. Adam: Well, there's quite a few people I'd like to interview. If we can find people from the 70s and the 80s, and even now, there's some people who have written some modern games-- at least written some programs for the system. Chris: It would help if they're still around. Yeah. Adam: Something that's interesting, that I wanna use, is that there's actually recorded interviews that we have from the early 80s and late 70s of phone conversations that Bob Fabris did (from the ARCADIAN publisher). There was a newsletter called the ARCADIAN and it published for seven years (from 1978 to 1984 or 85, depending on how you view things a bit). He recorded some conversations with some of the more prominent people of the time. Chris: That's cool! Adam: We've made WAV files of those or FLAC files and they're available for download (or many of them are already) from BallyAlley. But, it might be interesting to take out snippets from some of those and put them in the show. I hadn't thought of that before, but that's why we're going over this. Chris: Yeah. Absolutely. Adam: Right. Chris: That's really cool. We say Bally Astrocade, like we say Atari 2600, but it was never actually called the Astrocade when Bally owned it. Adam: Not when Bally owned it; no. But after it was resold they had the right to use the name Bally for one year. Chris: Oh. Adam: And Astrovision did do that. So, for a short time, for one year, it was known as the Bally Astrocade. And it actually was called that. Chris: Oh. Okay. Adam: But, somehow that name has stuck. And that is what the name is called. And many people think it was called that from the beginning. It was originally released under a few different names, which we'll get into at a later date. I think of it... I like to think of it as the Bally Arcade/Astrocade. Chris: Yeah. Adam: It depends on how you look at it. Sometimes I go with either. Sometimes I go with both. Sometimes I call it the Bally Library Computer. It just on how I'm feeling at the time. So, we also don't plan to pre-write episodes. You might have noticed that by now. We do have a list that we're going by, and we do wanna use notes, but reading from a script is not what I wanna do. I don't want to sound dry and humorless. I like to have Chris here making fun of me-- well, maybe not making fun of me, but, you know, Chris here... helping me along to give me moral support. And I enjoy that I'll be doing this with him, and hopefully Paul as well. Chris: It is strange for you and I to sit around talking about old videogames. Adam: Oh... isn't it! Isn't it though! Chris: [Laughing] Some of the sections that Adam has come up with are really interesting. They sound like a lot of fun. And what's cool is that they are necessarily unique to a podcast about the Bally console. For instance, we were talking about the ARCADIAN newsletter. There's going to be a segment-- it will probably be every episode because there is a LOT of source material. This segment will delve into ARCADIAN notes and letters that did not make it into the published newsletter. It's kind of a time capsule. In some ways it will be fascinating even for people who don't know a lot about the Bally Astrocade because what you're getting is correspondence from the 70s and 80s, before anybody really knew what was gonna happen with the 8-bit era, you know? Adam: There's material in the archives. All of this material is from Bob Fabris. He was the editor or the ARCADIAN. Two people, Paul Thacker and I, we bought that collection from an individual who had bought it in the early 2000s directly from Bob. It was never broken up, so it's all together in about eight boxes-- large boxes-- all in different folders. Bob Fabris kept a really, really detailed collection and in great order. He kept it in that shape from 1978 until, what?, about 2001 or 2002 when he sold it. Chris: Wow. Adam: So the fact that it survived and then someone else bought it and didn't want to break it up and sell it is pretty amazing to me. We were able to pool our funds together, Paul and I, and purchase it. All of it has been scanned. Not all of it is available. Oh, and by the way, BallyAlley, in case there are some listeners who don't know... BallyAlley is a website that I put together. It's mostly from the archives of the ARACADIAN. But, there's a lot, a LOT, of interesting material there. If you're interested in the Bally Arcade, you should check it out. It's BallyAlley.com. Chris: Adam is being kinda modest. He's done a lot of work on this. You're gonna find archived materials that will make your eyeballs pop out of your head. Adam: [Laughing] Chris: You know, he's... Adam: If you saw Chris, then you'd know that's true. Chris: Yes. Absolutely. I'm recording blind. You know, he's very picky about high quality scans (as high as possible only). He's vey meticulous about it. And I definitely recommend that you guys visit BallyAlley period com. I know it's a lost battle; humor me. They're not dots. All right... anyway. Adam: All right. Cartridge reviews. The Bally Arcade... it has a lot of perks, one of them is not it's huge library of games. I take that back. It has a huge library of games. Many of them, as some people may not even know who are listening to this, were released on tapes. But the vast majority of games, that people would think of as the console games, are cartridges. The Bally could "see" 8K at once. It didn't have to bankswitch or anything like that in order to do that. There was never a bankswitching cartridge that was released for the Bally. At least at that time. Since the library is so small, I'm not sure if we're planning to cover a game per episode, or since we plan to cover all of the games (and there are certainly less than fifty, if you include prototypes) and some of them are not games. Some of them were... BIORHYTHM, so that you could know when it would be a good time to get it on with your wife to have a baby. You know... [laughing] So, if that's what you wanna talk about and listen to... write us and say, "That's sounds great. I want you to tell me when I can get my wife pregnant." [laughing] The other day my wife was taking a look at a game I was playing for a competing console, the Atari 8-bit game system. Chris: I thought you were gonna say the Arcadia. Adam: No, not the Arcadia. I was playing a SUPER BREAKOUT clone. She took a look at it and didn't know what it was. I said, "You know, it's a BREAKOUT clone." She's like, "I don't know what that is." I said, "No. Look at the game for a minute. It looks like BREAKOUT." And she still didn't get it. And I said, "Okay, so you're gonna have a ball that bounces off a paddle and it's gonna hit the bricks up above." And she goes, "I've never seen this before." And I said, "Okay. You've heard of PONG, right?" She's like, "Well, yes I've heard of PONG." I said, "It's that." Chris: [Laughing] It's that... except better. Between you and all of the people you're in contact with from the Bally era, and people like Paul. People who actually wrote games back then... Adam: Um-hum. Chris: Information about how the console works and its languages and stuff... is that pretty-much taken care of, or are there more mysteries to be solved. Adam: There's some mysteries. The neat thing about this system was that even in the ARCADIAN, in the early issues, you could get access, for like $30, to the photocopies that were used at Nutting Associates. These are the people who actually designed the Bally system for Bally. They did arcade games-- we'll go more into that in another episode. This information was available to subscribers... almost from the get-go. So, if you wanted to have a source listing of the 8K ROM, you could get it. Of course, it came with a "Do Not Replicate" on every single page, but... it was... you were allowed to get it. You could purchase it. It was freely available and it was encouraged for users to use this information to learn about the system. Chris: The reason I ask is that I'm wondering what the next step is. Whenever I think of this console... do people refer to it as a console or a computer, by and large? Adam: A game system in my eyes. I mean, it's a console. People don't think of it as a computer. No. Chris: I'll start over. Whenever I think about this system, what usually comes to mind is the fact that it is unexploited. And that is perhaps the, not quite an elephant in the room, but that is the only real disappointment about the Astrocade is that there are these amazing, vivid, brilliant, games. I mean, the arcade conversations on the Astrocade are, for all intents and purposes, arcade perfect. This was a superior machine. And yet, players were teased with a handful of astonishing games and then that was it. So, "what could have been," comes to mind for me a lot. And the phrase tragically untapped. What I'm wondering is why nobody has brought up the initiative of making new games. The last two were arcade conversations. They were not original, but they are, of course, phenomenal. I mean, two of the best titles, you know are WAR (which is a conversion of WORLORDS) and, of course, CRAZY CLIMBER. You were in charge of all the packaging and EPROM burning for those. I'm not saying... Adam: Partially. Partially. For all of one of them I was, but the other one was handled by a man name Ken Lill. I did... I came up with the package design and stuff like that, and made a lot to make it happen. But, I didn't program the games. No. Chris: Right. But I mean, somebody else did the coding, but didn't you have all the cartridge shells. And you were burning... Adam: I made sure it all happened. Chris: Okay. Adam: Yeah. I mean, I didn't do all the work though. Chris: Okay. Adam: It helped that I was there. Put it that way. Chris: We're talking about CRAZY CLIMBER, mainly, right? Because you helped with WAR as well. Adam: Yeah. I did both. Yeah. Chris. Okay. Adam: Um-hum. Chris: And you wrote some of the back of the box copy. Adam: I did all of that. Yeah. Chris: As expensive and limited as such a run would be, that's not really quite what I'm talking about. As having to go through all that to give people physical, boxes copies, I guess. Another reason why people might not have written anymore Astrocade games is that the relatively few surviving consoles could be prone to overheating themselves to death at any time. But, then there's emulation. Adam: Right. Chris: MESS is all that we have, and it's not perfect. So, wouldn't that be the first step for somebody to write a really good Astrocade emulator? I would do it, if I knew how. Adam: Yes. If there's one of you out there who's like, "Who couldn't write an Astrocade emulator?" Chris: Yes. Adam: Please, would you do me a favor and send that to me tomorrow? Chris: It's time. ...Tomorrow... [laughing] Adam: Something that I wanna get at is that MESS does work for most games. There are a few that don't work. Some of them used to work and now they're broken. MESS was updated to make it "better," and now some games don't work. I don't understand why that happened. The biggest drawback to MESS is that is doesn't support the tape. It doesn't support-- it supports BASIC, but you can't save or load programs. And since they're hundreds... there's probably over 500 programs available. And there's... many, many of those have already been archived and put on BallyAlley.com. So you can try them out on a real system, but not under emulation. And it's quite easy to use under real hardware. We'll get into that at another time too. Chris: In terms of cartridge reviews. And I'm only going to say this once. Thanks, by the way, for saying that this is our podcast Adam: Sure. Chris: I thought I was just being a guest. Adam: No. No... you're just a gas. Chris: I'm just a gas. So, should I help you pay for the the Libsyn? Adam: I think we'll be okay. Chris: All right. Adam: All of our users are going to send donations every month. Chris: Oh, that's right. Adam: [Laughing] Just kidding there, guys. Chris: So, I'm just going to say this once. And you're welcome. Review is a word I have a problem with when it comes to my own, well, stuff I write. But now, apparently, stuff I talk about. Because I associate the word review with critics. I think I was telling you the other day, Adam... Adam: Yes, you were. Chris: I would never hit such a low level of self-loathing that I would ever call myself a critic. Talk about a useless bunch. For me they'll be overviews. It's very picky. Very subjective. It has nothing to do with anybody else. You wanna consider yourself reviews-- totally respect that-- but I don't do reviews. So, either that, or I'm in some sort of really intense denial. But, personal reflections on games, reviews leaves out... when you call something a review, it leaves out the fact that taste is subjective. It's a personal thing. I can't review food for you and have you think, "Oh, now I like that food I used to hate." One's tastes in games, music, etcetera is just as personal. So, Adam was saying that there's so few of them, that we're not going to cover a game every episode. So, what we're going to do is alternate, so that you don't go completely without game "content" (isn't that a buzzword, a frequent word online now: "content"). Adam: That is. Yeah. Chris: Everybody wants content. I gotta table of contents for ya. We're going to alternate actual commercial cartridge games with commercially available tape games and even type-in programs, because there were a lot of good ones. Adam: Most of them were written in BASIC. Chris: Which is just awesome to me. Adam: Yeah. Chris: We were thinking of alternating the games stuff I was just talking about with this: Adam: The Astrocade system, well, the Bally Arcade system, as it was originally designed for home use, it had two versions. There was an arcade version, which came out in 1978 with the first game, Sea Wolf II in the arcades. And there was the version that was released for the home. It had 4K of RAM, while the version in the arcades had 16K (and some additional support), but they use the same hardware (like the data chip). They're so similar in fact, that many of the systems games were brought home as cartridges. They don't use the same code. They are not-- you can't run code for the arcade and vice-versa. You can, for instance, take a Gorf and run Gorf on Wizard of Wor hardware. It'll look the wrong direction, but you can do that. The systems are very similar in that respect. But, you can actually take an Astrocade (and it has been done before) that is a 4K unit, and actually do some fiddling with it, change the ROM a bit, give it more RAM (there's more that you have to do)-- there's actually an article about it, it was written in-depth (it's available on BallyAlley, the website). And you can make it into an arcade unit. It wouldn't be able to play the arcade games, but it would have access to 16K of RAM and that sort of thing. Chris: When you say Sea Wolf II, you mean the arcade game was running this hardware that you're talking about. Adam: Right. Chris: Much of which was also in the console. Adam: Yes. Chris: Okay. And that goes for WIZARD OF WOR, GORF, SPACE ZAP. Well, that explains why there are so many arcade perfect home versions. Adam. Um. Right. They don't share the same code, but they are very similar. The Hi-Res machine could display, in what was considered then a high resolution. The Bally display in 1/4 of that resolution. I think perhaps will have the first episode cover specifically the hardware of the astrocade. Chris: So, you are saying that this segment would cover the arcade games that used the astrocade hardware, and I find that really, really interesting (because I never knew that). I thought that they were just, you know, very similar and some of the same people created the home versions, but I didn't realize that... I never realized they were so close. Adam: So, another segment that we plan to do is called, "What the Heck?!?" It's going to focus on unusual hardware and maybe even released items, but something that, while it was released through the Arcadian newsletter or perhaps the Cursor newsletter (and maybe even one of the other small newsletters that were around for a short time for this system exclusively). When we're talking about a released product here, we are probably talking about in the tens-- the twenties. I mean, new homebrew games get a wider release than games that are considered released back then. Maybe not the games, but hardware peripherals. There was something called the Computer Ear which could do voice recognition-- sort of. But the software for that isn't available, I don't think… maybe it is. I have the hardware, but I've never tried running before. Chris: We're also gonna-- I say "we," even though Adam's knowledge about, well pretty-much all of this stuff is much greater than mine, hoping to cover the Zgrass keyboard/computer. Is that a fair description? Adam: Yeah. That's what you would read on the Internet about it. And if you can call that true, then that's what it is. Chris: Right. And not just on the WikiRumor page. Adam: Yeah. Chris: It's a very unusual system and it's worth learning about. See, you don't hear about any of this stuff anywhere else and that's what's really cool about this podcast. Everything you've got archived, everything you've learned, you just never read about it back then, you know? Adam: It was available to read about, but not in the normal sources that people read about the Astrocade. Which would have been Electronic Games and some of the other computing magazines at the time. But they didn't talk about, I mean, it was mentioned briefly... but only as a product that was supposed to come out. But, in a way, ZGrass did come out. The product, the language, ZGRASS, was available. There was a hardware system, a computer (which could cost upwards of $10,000) that used some of the custom chips that were available in the Astrocade. It was called the UV-1. It was-- I'll get more into that when I cover the Zgrass system in some future episode, which is why we're talking about it here. I would like to discover more about it. I wanna learn. I want-- I don't think I can use it, because it has not been archived. But, the documentation is available on BallyAlley. I have that. Maybe I'll go through that a little bit. It was... something to learn about and share... Chris: Yeah. Really cool. Adam: It's all about sharing, man. And caring. Okay. The Bally Arcade and Astrocade history. History of the month is something that we are going to have. It's going to start with the "Arcadians" #1, which was the first available newsletter. The "Arcadians" was a newsletter that published for just four issues. And it was published-- and it was only two pages. The first one, I think, was only front and back. Then, I think, maybe the next one was four pages, but that was only two pages front and back. It was really just a round-robin letter. It predates the "Arcadian." It was only available to a few people. These have been archived. You can read them online. I'm gonna start there. As soon as BASIC was released, it took a few months after the Astrocade came out (excuse me, before the Bally Arcade came out). Once that system came out with Bally BASIC (which required a separate BASIC interface so that you could record to tape), then Bob Fabris, the editor, said, "We've got something we can explore together. Let's do this. Let's pool our resources and come up with a way to share information. That was what they were all about. They did this very early on. That's something that interests me greatly about the system, and I want to be able to share that and compare it with knowledge of other systems that were out at the time. Chris: That's really cool. I mean, it's one of the earliest systems of any kind, that I know of, that actually did have a community. You know, that were really trying to goad each other into doing new things and write programs and stuff like that. I mean, I can't imagine there was an Altair community. I'm trying to... Adam: There was an Altair community. Chris: Oh. Well, but they were all very rich. And they had a lot of time on their hands! Adam: ...those switches, right? Chris: I hope that you're gonna to do a "What's New on Bally Alley" I know I keep going on about this, but that is just an amazing website to me. You do a lot of updates to it, so when you do add new things to the BallyAlley website. And, who knows, maybe this will give you a reason to add more things to the website. Adam: It could. The website isn't updated very frequently. I have great intentions, everyone. So, if you've been wanting to see updates, give me some motivation to do some. I don't mean send me money. We, as the two of us (and other people on the Yahoo group), we do like to BS about the system. But, there's so much information in my archives, and there are only a few people who share it with me. Basically, two other people. We're thinking about putting it up on archive.org, but some of it is kind of-- I think it should, might remain hidden from viewers, even though it might be archived there. Because, it's personal letters that, I think, probably shouldn't be shared. Because, there's personal information there. I mean, when I got the collection, there was actually checks still that were un-cashed in it that were written in the 70s. Chris: Wow! Adam: Those kind of things I did not scan. Because I was like… what? [sounds of exasperation and/or confusion], it was very strange to me. They are un-canceled, unused checks out there in some boxes that were people subscribing to the newsletter. I'm not sure why he didn't cash the checks, but... they're there! Chris: So you could have them in the archive, I guess. Adam: Right. But I don't think I wanna-- I don't think that sort of information should be shared. Chris: Oh, I agree. But, you know, I mean back then a dollar, back then, was the equivalent of fifty grand today. Don't you love it when people say stuff like that? It's like... well, you're going a little overboard. Adam: Right. [Laughing] We had to walk up and down the hill both ways... Chris: Both ways! Adam: ...in the snow. Pick up the coal from between the tracks. Chris: Any Cosby reference, I'm on! What I'm hoping... do you think that Paul is going to take part in some way in this first episode? Adam: I would like him to. If we take a long time, then probably. Chris: Well, I'm hoping we're going to hear a lot from Paul Thacker. Adam: Paul Thacker, he will definitely join us, at least, for the... if he can't make it into this zero episode, he will be in for the first one. He's a good guy. He has helped me-- more than helped me!-- he has... he is in control of archiving tapes. That is his department. After I wasn't really updating the site too much anymore (I actually had even pulled away from it), in about 2006, Paul Thacker came forward and he introduced himself to me through an email. He said he would like to help with archiving tapes. And... he really, really has. He's the leader in that department. He has contacted people to make archiving programs possible. He has followed up with people with large collections. He has archived them. Not all of it is available on the website yet, but it is... it has been done. They're truly archived. And, what's neat about Paul he has tapes that were available between users. If you're familiar with growing up with these old systems, you might have had a computer like an Atari 800 or a Commodore 64. Maybe you had some tapes that you recorded to (or disks). You would write a "Game Number 1." And then that was what you'd name the program-- even if the program was a type-in from a "Compute!" magazine or an "Antic" magazine. Chris: Oh, you would save it as "Game Number 1" Adam: This is how these tapes were. People would write one program on it... maybe, maybe even give it a clueless name, that meant nothing to either Paul or I. Paul would record the whole side. Paul would go through and say, "What's on here?" Paul would find a program. Paul would find SIX different versions of that program! Paul would find programs that had been halfway recorded over. Paul made sure to archive all of that, separately (and as efficiently as possible), document it. So, something I want to cover... there are so many topics... I should back up here, and I should say that there are a lot of topics available to anyone who is starting a podcast. Something that has to be zeroed in on (and that's not supposed to be a pun on the zero episode) is that you have to choose. You have to narrow. You have to focus. I am no good at that. I am not good at that... I can't do it. Chris: How many fingers am I holding up? Adam: Chris is holding up a finger, and I'm supposed to see one. And I'm hoping that is what he was doing-- and not giving me the finger. Chris: [Laughing] Adam: So, I would like to cover the ancestry of the Bally Arcade. Something that came up and about 2001, perhaps 2002, is someone named Tony Miller, who was responsible for working on the Bally Arcade when it was created, mentioned that the Bally Arcade's chipset is actually a direct descendent of "Space Invaders" arcade game's... the CPU for "Gun Fight". Or something to that affect. I didn't understand it then, I might be able to understand it better if I find those exact posts (which are definitely archived). Now, "Gun Fight" used the Intel 8080 CPU, which is why the Astrocade uses the Z80. Because it's compatible... sort of. The Z80 can run 8080 but not the other way around. As you can see, my knowledge of all of this is completely limited. What I just told you, is pretty much what I know. There's obviously a story there. If I could find people to interview, if I can dig into this, there is a GOOD story there. And I would like to discover it and present it. Chris: Yeah, 'cause that would mean Taito took some technical influence from Midway. Because it was Midway that added a CPU, at all, to "Gun Fight," right? So... that's pretty interesting. Adam: We'll find out, Chris. Chris: Yeah. So, I've already talked about writing new games as the next logical step once one has a lot of information about any game system, or any computer (or anything like that). So, are we going to encourage activity in the homebrew Astrocade scene? Because, there is a latent one there. You should definitely cover the two released games that we've already talked about: WAR and CRAZY CLIMBER. Those were pretty big deals. The first new Astrocade game since... what?... 1985-ish? I mean, on cartridge... Adam: It depends on how you look at it. There were actually some people in the community, who were just sending cartridges back and forth to each other, who were sharing code in the 80s. They're not considered released cartridges. Something that is available to the public… yes. Chris: In terms of talking about homebrew programming, you can also talk about people who just play around with this system, or even interview them. What do you find interesting about the… Adam: Yeah. I would like to do interviews with people who actually have a lot of experience with the system and maybe grew up with it, which I did not do. I didn't learn about it until... the 90s. About homebrew programming: I believe, and I would love to make you guys believe, that homebrew programming did not start in the 90s. I would like to let you know that homebrew programming has been around since 1975 (in my eyes) and earlier. The very, very first PCs, and by that I mean "Personal Computers," not "IBM Personal Computers," (alright?)... these systems were programmed in people's living rooms, in people's kitchens. If that is not homebrew programming, I don't know what is. Chris: Right. Adam: These people were learning for the sake of learning. They were playing for the sake of the experience of touching the hardware, learning the software-- they weren't doing this for work, they were doing this for pleasure. This is the same exact reason people are homebrewing games today. They were doing this back then. An insight that you get to see very clearly is in the in the "Arcadian" newsletters, and in the "Cursor" newsletters as well, is people want to teach other people. They are about sharing. They are about, "Hey I wrote this. This is great. You guys should type it in and try it out... and if you find out anything about it, let me know what you think. If you can add something to it… if you can cut off six bytes and add a sound effect, please do that, because there's no sound." These people wanted to help each other, and through that it is available in archives, and we can look at this and learn today. I would like to have that happen, so that people of today, people who have the knowledge, have modern computers that can cross-compile and create new games-- that would be neat... to me. Chris: Yeah. Adam: It has been neat, went two have been released already. But, even if new games don't get created, what about MESS? Let's make that better. Chris: Before we go any further, I think you should "share" your email address so that you get feedback. Adam: My name is Adam, and you can reach me at ballyalley@hotmail.com Chris: You can private message me on AtariAge. I'm chris++. Adam: Now we expect to get loads of email. We are gonna be clogged. We're going to have to have the first episode be nothing but reader feedback. Chris: I'm telling ya, we really got a good thing going, so you better hang on to yourself. Adam: [Laughing] Chris: That's a Bowie quote. Well, before we wrap this up, let's cover the obvious thing. How did you get so involved in the Bally Arcade/Astrocade? Adam: When I first began collecting some of these older consoles and home computers... I never stopped playing them, but when they started becoming available for a quarter, I said, "You know, why don't I just buy each one of them." I had a very large collection for awhile, until I finally gave some of it to Chris... got rid of most of it, and... I am glad I did, because now I play the games I own. What I don't play, I get to eventually. In about 1994... '93... I read about this system in one of the books I had that was from the early 80s that covered the Zgrass, actually. It was the system, I was like, "I want to get a Zgrass, that'd be neat." I don't have one. I did find out that it was related to the Bally Arcade. From there... I wanted one. I found my first one for a quarter. I picked it up at a flea market. Chris: Oh. Adam: It came with a few games. In fact, I saw the games first, and I was like, "How much you want for these?" Each game was a quarter. I think there was four or five of 'em. Then I saw the system, but I didn't have that much money with me. I had like a dollar left or something (I'd already bought some other things). I was talking to a friend that I'd gone with, and he said, "Why don't you go back there and offer him your buck for it?" I went back, and I said, "How much do you want for the game (the system)?" And he goes, "A quarter." Chris: Wow. Adam: So, I still had change to go by another: 2600, an Intellivision... no... [laughing] But, I didn't find anything else that day. Chris: Those were the days before you people let eBay ruin that part of the hobby. Adam: So, I did know that there was an "Arcadian" newsletter. But, I was a member of an Atari 8-bit user group here in town. It so happened, I was bringing it up... talking with someone there, and they said, "Oh, I've heard of that!" I'm like, "Oh, you've heard of the Bally?" They said, "Oh, sure. You should talk to Mr. Houser" (who was the president of the Atari club). Then he said, "I think he wrote some games for it." I said, "Hmm. That sounds interesting." So, I approached him. By 1994, there were very few users left in the Atari 8-bit group. Who was left, we all knew each other very well (or, as well as we could-- even though some of us only knew each other from meetings). We started talking. He told me that he'd been involved with the "Arcadian." He had published tapes. He had something called "The Catalog" [THE SOURCEBOOK], which I now know was the way most people order tapes (but, back then I didn't). He kept track of all this, and he still had all of his things. He invited me over one Sunday afternoon and he showed me what he owned, which was... pretty-much everything for the Astrocade that was released. We went through it one Sunday afternoon, and his son (who was in his early 20s) shared his memories of the machine. I fell in love: I thought, "Wow, this system is great!" While I was there Mr. Houser, his name was Richard Houser, he said, "Hey, you know what... we should call up Bob." I said, "Bob, who?" He said, "He was the person who used to publish the "Arcadian." I said, "... Really?" He's like, "Yeah, let's call him." So, he called up Bob. They chatted a bit (for a while) and he told him who I was-- I didn't talk to Bob. But, he was available back then. I thought that was great, so I wrote Bob a letter. I said, "Would it be okay if I get some of your information..." Later on, in the late-90s, he gave me permission to do that. At the time, I just said, "Hey. Here I am." What's really neat, is I started sending him ORPHANED COMPUTERS & GAME SYSTEMS (which was a newsletter I did in the early-90s. After three issues, Chris, here, joined me on board). I sent them to him. When I bought the Bally collection from him, those issues that I'd sent to him brought back to me. Which, was, like, this huge circle... because it came through several people, in order to come back. I found that really neat. Chris: Yeah. Adam: Eventually, with Chris, we discovered the system together. We played around with it. What was it...? About 2001, I started BallyAlley.com. It doesn't look great now, and it looked worse then. Now, here I am... having a podcast. How about you, Chris? Chris: I never stopped playing all the way through either. You know? Adam: Why should've we? Chris: Well, yeah. I kept playing the old games through the period when they started to be called "classic" and "retro." This happened at some point in the mid-90s. Adam: During the HUGE crash during in the 80s (that none of us saw). Chris: Yeah... that none of us knew about, except for the great prices (which I attributed to over-stock). Adam: I didn't even think about it. Chris: Well, they weren't all cheaper. Even into '83/'84, I remember spending thirty-odd dollars on PITFALL II: LOST CAVERNS for the 2600. Adam: Yeah, right. I got that for my birthday, because it was $30... and I didn't have $30, I was a kid. Chris: Right. 'Cause... that was about two-million dollars in today's money. Adam: Also, for us, I think, we went onto computers, like many people our age at the time. So, we sort of distanced ourselves. The prices for computer stock stayed about the same, as they had for Atari cartridges, and things like that. Chris: That's a good point. Yeah. In coming across "classic," after I hadn't really stopped playing my favorites (and discovering new favorites, thanks to the advent of thrift shops and video games at Goodwill, and stuff), I'd read that and say, "Oh, they're classic now. Oh, all right. If you say so." I thought that was really funny. So, by the late 90s, I thought I was the only person on earth (not literally, but pretty close) who is still playing these "old" videogames. All I had when we started hanging out again, Adam, was an Atari 2600 and a Commodore 64. That was all I wanted. I didn't want to know about anything else, I didn't want to know about this new CD-ROM, with the "multimedia." Adam: So, let's... this time period would have been...? Chris: This is 1997. By this point, I had been writing my own articles and essays for my own amusement (saving them as sequential files on 1541 floppies using the Commodore 64). I wrote a file writer and reader program. I thought I was the only one doing nerdy stuff like this, but I had fun doing it. And I was still playing all the old games, picking 'em up for a buck or less, while making my rounds at the thrift shops and at Goodwills and everything like that. I was in a subsidiary of Goodwill that was attached to the largest Goodwill store in Albuquerque. I ran into a buddy of mine, from ten years previous. He and I have been freshman in high school, and then I went to another high school and lost touch with all of my friends. This guy's name, if you can believe this goofy name, was Adam Trionfo. The store had an even goofier name: the U-Fix-It Corral, but then it changed into Clearance Corner. Is that right? Adam: Correct. Yes. Chris: Adam was working there. So, I'm going through a box of... something... from the 80s. He came over, "Are you Chris?" I said, "Yeah. Adam?" He and I, you know, sort of shook hands. I said, "Well, that's cool, you're working at Goodwill." "Yup." Then I left, and I never saw him again... Adam: [Laughing] Untill today. Chris: Until today. That's why it really sounds improvised here. He gave me a newsletter he had written about... old videogames (and they weren't even all that old yet, at the time). He started ORPHANED COMPUTERS & GAME SYSTEMS (on paper, kids!) in 1994. I asked him, "So, you write about video games too?" He said, "Yeah." We started hanging out playing games... a lot. I didn't know anyone else at the time who liked to play Atari 2600 and Commodore 64 games. He eventually nudged me to the Internet (or, dragged me... kicking and screaming). When I encouraged him to start up his newsletter again, he said he would if I'd collaborate. We did that for couple of years. Sent out a lot of paper issues. Had a ball writing it. Going to World of Atari 98 (and then CGE 2003). Using interviews that we had conducted at those to feed the material for the newsletter. In 1999, it became a website. We've actually been pretty good about adding recent articles... Adam: Recently. Yeah. Chris: ... which is good for us. I don't know what any of this has to do with what you asked me. In 1982, we took a trip back East to Buffalo to visit family. My mom's sister's best friend had a son named Robert, who was a couple of years older than me (I was ten, he was probably twelve or thirteen). He was the kid who first showed me Adventure. Adam: Never heard of it. Chris: Summertime of '82 [mumbling/talked-over??] I got my mind blown by it. This same guy, Robert, took me into his basement to show me his Atari computer (I believe). He said not to touch it, because he had a program in memory. He was typing in a program and he had a magazine open. That's all I remember. I wish I had focused on the model number or which magazine it was. It looked like all of this gobbledygook on the screen. I was absolutely captivated because-- who didn't want to make his own videogames? I'd been playing Atari VCS games since February of '82. It became an obsession with me, on par with music (believe it or not). He said not to touch it because he hadn't saved it yet. I said, "How do ya save it?" You know what I mean? I didn't ask him any smart-ass questions: "Okay, ya gonna take a picture of the screen?" Adam: [Laughing] Chris: He said, "I save them on these." He showed me just a normal blank cassette, like you would listen to music on. That just entranced me: all of these innocent music cassettes hiding videogames on them. Adam: [Laughing] Chris: I learned how to program in BASIC that summer from a book checked out from the library. I mean, I just really got interested in talking to this new thing. This home computer: the microcomputer (as it was called quite often). The "micro" to separate them from "mainframes," because, you know, a lot of our friends had mainframes in their bedrooms. Adam: Right. Chris. Then he brought me over and showed me one more thing before we had to go. This was the Bally Professional Arcade. I thought it was one of the most amazing things I've ever seen. We played THE INCREDIBLE WIZARD. He let me play for a little while. I said, "This is just like WIZARD OF WOR!" He said, "Yeah, it is." I can't remember if he had an explanation, or had read an explanation, of why the name was changed. That was my only experience with the Astrocade. I loved the controller. To this day, it is still one of my favorite controllers. I love the trigger thing, and I love the combination of a joystick and a paddle in one knob on top of it. I didn't see another Astrocade until I started hanging out with you again in '97. It figures that you were able to collect all of that amazing stuff because you worked at Goodwill. Adam: I didn't use that to my advantage. Chris: [sarcastically] I'm sure you didn't! Adam: I wasn't allowed to do that. Chris: Yeah, well, I'm sure you didn't steal it... Adam: No. Chris: But I mean, come on!, you probably made note of what came in. Adam: There was actually a rule that I had to follow. When anything came in, it had to sit on the shelves for 24 hours before it could be purchased by an employee. That didn't mean we had to show everyone where it was, but it had to be out. And, that was true: it was out. That didn't mean we said... (because there were people that came in every single day, just like I used to like to go around too). It would be on the shelf, but that didn't mean it would be right on the front shelf, saying, "Buy me please, Atari game collector." It was in the store somewhere! Chris: You put it in the back, near the electric pencil sharpener! Adam: No, I didn't hide it either. I didn't want to get in trouble. Chris: Nah. I know. Adam had an original Odyssey with all of the layover-- the "layovers?" With all the airplane stops. No, with all the overlays. Adam: [Laughing] Chris: Which, is pretty amazing! You had an Odyssey, with original 1972 Magnavox console, with everything else: an Intellivision, he had an Odyssey 2 (with boxed QUEST FOR THE RINGS)... and... Adam: I had 43 different systems. Chris: Holy cow! Adam: I am so glad that I don't have that anymore! Chris: That is a lot for an apartment. Adam: So, now I have a few left. Chris: Yes, folks, he does have an Astrocade. Adam: I do. Chris: He does have all of the original cartridge games for it. I think you got all of them? Adam: I had them, but now I have a multicart. I got rid of most of them. I feel... I kept some of my favorites. I kept my prototypes. Chris: Which is cool. Obviously, you have WAR and CRAZY CLIMBER. Adam: Right. Chris: THE INCREDIBLE WIZARD. Adam: I think, I have number 2's, because the programmer got number 1's. Chris: That's pretty cool. Adam: Yeah. But, honestly, I don't care about the numbers on them. They were hand numbered, because collector seem to like that. Personally, since I did the numbering, I found it annoying. Chris: Well, there were fifty sold? Adam: There were fifty each. Yeah. There was a run of 20 for WAR, because we didn't have any cartridge shells. We got more, and we did the second run. The run of CRAZY CLIMBER was always 50. It was released all at once. Chris: You have number two, and [sarcastically], that's a collectors item.. Adam: Right! Chris: ...if anyone knew what it was. Adam: I should have got number 0! Think of this, this episode is a collector's item already! Chris: You taught me a great deal about the Astrocade and how it worked. You've told me some things that I just find... so cool. Like, you had to use the screen for code, because part of your available RAM was the Screen RAM, right? (And still is.) Adam: Under BASIC, that's correct. Chris: That's how I became even more interested in the Bally Arcade/Astrocade. Adam: We are about finished wrapping things up here. Just for the last few things to say. We are going to have an episode every two weeks (or so). So, that would be bimonthly. I hope you guys... if you have any ideas that you want to come up with, will send in some feedback. If we get no feedback by the first one, that's okay... because we expect... a couple of people... to listen to this. Chris: Thanks for listening, and thanks for inviting me along, Adam. Adam: Good to have ya! [End of episode]
ELECTRONIC GAMES- Original Version
ELECTRONIC GAMES- Original Version
ELECTRONIC GAMES- Original Version
With the proliferation of smart phones it seems as though our lives are increasingly being overtaken by games. In this edition of Foolish Wisdom, Bernard reflects on how filling up every spare moment with electronic distractions can do more harm than good. The post Are Electronic Games Making Us Stupid? appeared first on Cradio.
It's Nolan Bushnell's Birthday. A day to celebrate his accomplishment that lead to the game industry who know today. So I created this episode. It talks a bit about what Mr. Bushnell has done and it also goes a bit intro what I remember from my Evolution of Electronic Games class. The key to a good game is still simple gameplay mechanics. We saw it in Pong and we see it in Angry Birds….not so sure if we still see it in Halo Reach but that could be aging gamer syndrome talking. --- Send in a voice message: https://anchor.fm/nicnacjak/message