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Starting around mid-2025, VernNotice started streaming weekly on Atari's Twitch channel, playing new, old, and really old releases from Atari's library. Outside of that, he's a full-time streamer for his own channel. It's a world that's alien to me, so I've had my eye on this interview for a while to pick Vern's brain on all things streaming. We cover quite a few topics, including Vern's intro to streaming, what makes a good streaming game, neon lights, and so much more! YouTube: https://youtu.be/kRP39Y6-3Kc Follow Vern: Twitch: https://www.twitch.tv/vernnotice YouTube: https://www.youtube.com/loadinggodmode X: https://x.com/VernNotice Watch him streaming on Atari's Twitch: https://www.twitch.tv/atari The Disney Afternoon Collection for Switch and Switch 2 AVAILABLE NOW: Switch: https://www.nintendo.com/us/store/products/the-disney-afternoon-collection-switch/ Switch 2: https://www.nintendo.com/us/store/products/the-disney-afternoon-collection-switch-2/ Physical: https://atari.com/products/disney-afternoon-collection?variant=47421181362341&tab=physical Join the Atari Club on Discord: https://discord.gg/atariclub Follow us: Atari: X: https://x.com/atari BlueSky: https://bsky.app/profile/atari.com Jason Polansky: https://bsky.app/profile/jaysofdoom.bsky.social
Impact of Feedback: When employees believe their feedback is actually used to make improvements, they are 37% less likely to look for a new job. Pew Research Center On average, engaged employees see a 20% individual performance improvement and an 87% reduction in the desire to leave. A 2024 research Survey with The Harris Poll found that managers play a critical role in moving employees from burned out and checked out to thriving. For employees who say they are thriving, the top indicator is a manager who is "invested in their success." Employee thriving is driven by three key drivers: Stephen Baer is the Co-Founder and Managing Partner of Engagency, a firm built on his core belief that human engagement is the engine of business performance. He leads a team of behavioral experts who help organizations build meaningful, measurable connections with their workforce and customers. With a 30-year career focused on the science of connection, motivation, and activation, Stephen brings a rare blend of behavioral insight, creativity, and operational discipline. He previously co-founded and led The Game Agency, a learning and engagement company acquired by ELB Learning, and held sales and marketing leadership roles at Atari and General Electric, where he was a Six Sigma Black Belt Certified and a recipient of GE's Global Marketing Excellence Award. Stephen has served on the Board of ELB Learning and the Advisory Board of the Life Sciences Trainers & Educators Network (LTEN), and was a contributing writer for the Forbes Human Resources Council for six years, sharing insights on engagement and organizational growth. The author of the book, "Stickology: How to Build Unbreakable Connections with Employees and Customers for Life," and two children's books (Catastrophe in the City and The Doghouse), Stephen holds a BA from Oberlin College and an MBA from Columbia University. For more information: https://stephenbaer.com/ Get the book: https://www.amazon.ca/Stickology-Unbreakable-Connections-Employees-Customers/dp/9699592532. Learn more about your ad choices. Visit megaphone.fm/adchoices
This week on Thanks For Playing, Matt and Hot Mickey run an abridged history of the console wars—from Atari's boom-and-bust (yes, E.T.), to Nintendo's NES “seal of quality,” Sega's edgy Genesis era, Sony's PlayStation pivot that changed everything, and Microsoft entering the chat with Xbox Live, LAN parties, and Halo nights. They also debate what console wars even look like now: fewer exclusives, crossplay everywhere, Steam remote play, and a future that might be more “subscription/cloud wars” than plastic boxes under your TV. Plus: first consoles, legendary gamertags, and one extremely dangerous Wii Tennis household memory. Learn more about your ad choices. Visit megaphone.fm/adchoices
Creating Engaged Employees and Loyal Customers Shep interviews Stephen Baer, Co-Founder and Managing Partner of Engagency. He talks about his new book, Stickology, and how building strong emotional connections and engaging both employees and customers leads to lasting loyalty. This episode of Amazing Business Radio with Shep Hyken answers the following questions and more: How does internal employee engagement influence external customer experience? Why is it important for organizations to go beyond surface-level personalization in delivering customer experiences? How can companies strike the right balance between friendly service and convenience to create lasting loyalty? How can organizations move from transactional interactions to building relationships with their customers? Why is it essential to invest in employee experience to drive customer satisfaction? Top Takeaways: Internal engagement is the foundation of strong customer loyalty. What happens inside your organization is always felt by your customers on the outside. If your employees are engaged, respected, and motivated, customers feel that in every interaction with your brand. When organizations invest in their people, the result is better service and stronger customer relationships because empowered employees have the confidence to go above and beyond for customers. Engagement isn't just good for workplace culture. It's good for business. Companies that focus on both employee and customer engagement see more revenue, higher employee and customer retention, and outpace their competitors. It's easy to form a connection, but lasting loyalty requires deeper engagement. Connections made quickly can fall apart just as fast if the next interactions are inconsistent. Genuine engagement takes time and is operationalized so it ingrained in the culture and felt in every interaction. Personalization by itself, even when powered by advanced technology, is not enough to build lasting loyalty. Relying on algorithms alone will expose a brand to being outgrown by its customers or out-innovated by its competitors. Customers stick with brands that make them feel emotionally connected and valued. Human elements, not just algorithms, are what creates long-term fans. Convenience is no longer a unique advantage. It is an expectation. Today's customers want easy, seamless interactions everywhere they shop. To stand out, businesses need to pair convenience with authentic, memorable service. Customers are going to talk about their experience with a company. When employees are engaged, they create advocates, customers who often spend more, and are more likely to recommend the business to others. Plus, Stephen shares more insights from his book, Stickology: How to Build Unbreakable Connections with Employees and Customers for Life. Tune in! Quote: "It's not just about connecting. It's about building a relationship. It's about making that person feel seen, heard, valued, and empowered, whether they are a customer or an employee. It takes time, but the bond holds together stronger." About: Stephen Baer is the author of Stickology: How to Build Unbreakable Connections with Employees and Customers for Life, and the Co-Founder and Managing Partner of Engagency. He has 30 years of experience in behavioral science and engagement from leadership roles at companies such as The Game Agency, Atari, and GE. Shep Hyken is a customer service and experience expert, New York Times bestselling author, award-winning keynote speaker, and host of Amazing Business Radio. Learn more about your ad choices. Visit megaphone.fm/adchoices
My guest today is a video game executive whose career spans the medium's earliest home computers to the rise of the modern console business. He created his first games for the Atari 800 in the early 1980s, before joining Microsoft in 1986, where he spent a decade as an early developer on Excel and Word. In 1996, he left the Office team to pursue his passion for games, founding Microsoft Game Studios and laying the groundwork for the company's entry into interactive entertainment. Over the next eight years, he grew the division from fifty people to more than twelve hundred, publishing over a hundred games—including more than a dozen million-sellers—and co-founding the original Xbox project. Since retiring from Microsoft in 2004, he has worked as an advisor, board member, and investor, and in 2019 helped launch 1Up Ventures, a fund dedicated to supporting independent game developers around the world.Become a My Perfect Console supporter and receive a range of benefits at www.patreon.com/myperfectconsoleTake the Acast listener survey to help shape the show: My Perfect Console with Simon Parkin Survey 2025 Hosted on Acast. See acast.com/privacy for more information.
What if the thing that looks like a distraction is actually the move that saves your startup? This episode breaks down why the “stay focused at all costs” advice can be risky when you're still figuring out what actually works. The hosts challenge the myth of the linear startup path, arguing that side quests—small, intentional experiments with capped downside—create learning, reduce single points of failure, and help you earn the right to pivot with evidence instead of vibes.They share how Fundable's early equity crowdfunding push revealed founders were unprepared to raise money, which led to a major side quest: doing diligence on about 100 companies, talking to 200+, and acquiring six venture-backed businesses—work that became the genesis of startups.com. Along the way, they highlight the value of the quest itself (market intel, understanding what not to do, faster learning) and even mention an extreme near-distraction: briefly considering buying Atari.The conversation also reframes common “side quests” like doing services work while building a product, arguing that bringing in revenue to stay alive isn't a distraction—it's the business. They clarify the difference between a side quest (exploration) and a pivot (committing to a new direction), and point to the podcast itself as an example of a side quest that became a major long-term asset after a rough start.What to listen for:00:40 The AI Newsletter Moment That Sparked the Topic01:47 What a “Side Quest” Means for Founders03:45 The Myth of the Linear Startup Path06:34 When Focus Becomes a Liability: Certainty, Ego & Roadmaps10:04 Side Quests as the Ongoing Lab (and Why It Never Ends)12:01 Case Study: Fundable 2012 and the Crowdfunding Gold Rush15:48 The Pivot: Founders Needed Help, Not Just a Platform18:07 Side Quests Done Right: Controlled Experiments (…and Almost Buying Atari)18:42 The Wild Idea: Almost Buying Atari (Nostalgia vs. Distraction)19:48 Why Side Quests Matter: Learning More Than the Outcome20:42 Founder-Forward Deal Talks & Market Intel as a Force Multiplier22:10 Side Quests as “Insurance”: Selling the Learning to Skeptics23:48 The Classic Startup Side Quest: Services to Pay the Bills27:14 Side Quest vs. Pivot: Exploration First, Commitment Later27:52 The Podcast as a Side Quest That Became Core to the Business30:26 Earning the Right to Pivot: Evidence, Courage, and Finding Truth34:20 Closing: De-Risking Through Exploration + Startups.com Community InviteResources:Startup Therapy Podcasthttps://www.startups.com/community/startup-therapyWebsitehttps://www.startups.com/beginLinkedInhttps://www.linkedin.com/company/startups-co/Join our Network of Top FoundersWil Schroterhttps://www.linkedin.com/in/wilschroter/Ryan Rutanhttps://www.linkedin.com/in/ryan-rutan/
PONG is one of the longest- and most consistently circulating video games. Released in 1972, it remains at our fingertips as Android or iOS app, hosted at freepong.org and the Internet Archive, and even released as A Tiny Game of Pong for the Apple Watch. Despite its simplicity and ubiquity, Atari's PONG encapsulates far more than the history of a video game and an iconic game company. King PONG: How Atari Bounced Across Markets to Make Millions (MIT Press, 2026) is the first book dedicated to an unassuming game that changed the world. Through the prisms of product positioning, market development, and category creation, Professor Raiford Guins answers the question of why Atari's inaugural product succeeded and why it endures.The author of Game After and Atari Design, and an excavator of the “Atari landfill” in New Mexico, Professor Guins brings us a unique history that reconsiders the launch of Atari's PONG through the lens of the company's business practices. He follows the young Silicon Valley startup from its early days of positioning its new product within the existing coin-op amusement industry to its establishment of a consumer industry for home video games—a story of remarkable market development innovation. Written with a passion for video games and a historian's insight, the book animates the business exploits of one of the fastest growing and most influential companies ever. This interview was conducted by Dr. Miranda Melcher whose book focuses on post-conflict military integration, understanding treaty negotiation and implementation in civil war contexts, with qualitative analysis of the Angolan and Mozambican civil wars. You can find Miranda's interviews on New Books with Miranda Melcher, wherever you get your podcasts. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/new-books-network
PONG is one of the longest- and most consistently circulating video games. Released in 1972, it remains at our fingertips as Android or iOS app, hosted at freepong.org and the Internet Archive, and even released as A Tiny Game of Pong for the Apple Watch. Despite its simplicity and ubiquity, Atari's PONG encapsulates far more than the history of a video game and an iconic game company. King PONG: How Atari Bounced Across Markets to Make Millions (MIT Press, 2026) is the first book dedicated to an unassuming game that changed the world. Through the prisms of product positioning, market development, and category creation, Professor Raiford Guins answers the question of why Atari's inaugural product succeeded and why it endures.The author of Game After and Atari Design, and an excavator of the “Atari landfill” in New Mexico, Professor Guins brings us a unique history that reconsiders the launch of Atari's PONG through the lens of the company's business practices. He follows the young Silicon Valley startup from its early days of positioning its new product within the existing coin-op amusement industry to its establishment of a consumer industry for home video games—a story of remarkable market development innovation. Written with a passion for video games and a historian's insight, the book animates the business exploits of one of the fastest growing and most influential companies ever. This interview was conducted by Dr. Miranda Melcher whose book focuses on post-conflict military integration, understanding treaty negotiation and implementation in civil war contexts, with qualitative analysis of the Angolan and Mozambican civil wars. You can find Miranda's interviews on New Books with Miranda Melcher, wherever you get your podcasts. Learn more about your ad choices. Visit megaphone.fm/adchoices
PONG is one of the longest- and most consistently circulating video games. Released in 1972, it remains at our fingertips as Android or iOS app, hosted at freepong.org and the Internet Archive, and even released as A Tiny Game of Pong for the Apple Watch. Despite its simplicity and ubiquity, Atari's PONG encapsulates far more than the history of a video game and an iconic game company. King PONG: How Atari Bounced Across Markets to Make Millions (MIT Press, 2026) is the first book dedicated to an unassuming game that changed the world. Through the prisms of product positioning, market development, and category creation, Professor Raiford Guins answers the question of why Atari's inaugural product succeeded and why it endures.The author of Game After and Atari Design, and an excavator of the “Atari landfill” in New Mexico, Professor Guins brings us a unique history that reconsiders the launch of Atari's PONG through the lens of the company's business practices. He follows the young Silicon Valley startup from its early days of positioning its new product within the existing coin-op amusement industry to its establishment of a consumer industry for home video games—a story of remarkable market development innovation. Written with a passion for video games and a historian's insight, the book animates the business exploits of one of the fastest growing and most influential companies ever. This interview was conducted by Dr. Miranda Melcher whose book focuses on post-conflict military integration, understanding treaty negotiation and implementation in civil war contexts, with qualitative analysis of the Angolan and Mozambican civil wars. You can find Miranda's interviews on New Books with Miranda Melcher, wherever you get your podcasts. Learn more about your ad choices. Visit megaphone.fm/adchoices
PONG is one of the longest- and most consistently circulating video games. Released in 1972, it remains at our fingertips as Android or iOS app, hosted at freepong.org and the Internet Archive, and even released as A Tiny Game of Pong for the Apple Watch. Despite its simplicity and ubiquity, Atari's PONG encapsulates far more than the history of a video game and an iconic game company. King PONG: How Atari Bounced Across Markets to Make Millions (MIT Press, 2026) is the first book dedicated to an unassuming game that changed the world. Through the prisms of product positioning, market development, and category creation, Professor Raiford Guins answers the question of why Atari's inaugural product succeeded and why it endures.The author of Game After and Atari Design, and an excavator of the “Atari landfill” in New Mexico, Professor Guins brings us a unique history that reconsiders the launch of Atari's PONG through the lens of the company's business practices. He follows the young Silicon Valley startup from its early days of positioning its new product within the existing coin-op amusement industry to its establishment of a consumer industry for home video games—a story of remarkable market development innovation. Written with a passion for video games and a historian's insight, the book animates the business exploits of one of the fastest growing and most influential companies ever. This interview was conducted by Dr. Miranda Melcher whose book focuses on post-conflict military integration, understanding treaty negotiation and implementation in civil war contexts, with qualitative analysis of the Angolan and Mozambican civil wars. You can find Miranda's interviews on New Books with Miranda Melcher, wherever you get your podcasts. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/technology
Is success in business simply about having the right idea, raising the perfect amount of money, or having the right connections? According to our guest today, David Senra, it's none of those. It's about obsession. David Senra has read 400+ biographies of history's greatest entrepreneurs, studying how they actually built their companies. On his podcast Founders, he distills the lives of iconic builders into actionable frameworks. He also hosts in-depth conversations with living founders on his new show David Senra — from Daniel Ek to Michael Dell to Todd Graves — extracting the mental models you only earn after decades in the arena. In this wide-ranging conversation, we break down: • Why history's greatest entrepreneurs hire for spikes, not well-rounded resumes • Why durability is a first-rate virtue — and most businesses die of indigestion, not starvation • How Steve Jobs worked barefoot at Atari — and why Nolan Bushnell kept him anyway • Why George Lucas bet unapologetically on himself • How Sam Zell tortured himself into greatness — and why he chose freedom over money • Why Michael Dell says he works “all the days” • The founder archetypes framework — and why founder-problem fit beats founder-market fit • Why Todd Graves hasn't changed his menu in 30 years — and built a $20B chicken empire • How Rick Rubin became a reducer, not a producer — and why ruthless editing creates timeless work • Why belief comes before ability — non-negotiable for builders If you want to think like Jobs, Bezos, Zell, or Munger, this episode will permanently change how you approach focus, entrepreneurship, and building something that lasts. Turn attention into revenue with https://beehiiv.link/nt66tb. Use CODIE30 for 30% off your first 3 months. Take your personal data back with Incogni! Use code BIGDEAL at the link below and get 60% off an annual plan: https://incogni.com/bigdeal Follow David Senra: Founders Podcast: https://www.founderspodcast.com New Show (David Senra): Available on all platforms Instagram: @founderspodcast ___________ 00:00:00 Introduction 00:00:42 The Lonely Founder Life: Why Entrepreneurs Need Founder Friends 00:01:04 Marriages and Relationships of History's Greatest Entrepreneurs 00:03:07 Is Entrepreneurship a Trauma Response? 00:05:26 Hiring for Spikes: The Steve Jobs Employee Philosophy 00:10:12 George Lucas and the Power of Unapologetic Self-Investment 00:12:39 Longevity Over Everything: Building Companies That Last Decades 00:18:37 Do You Have to Be Obsessed to Win? 00:19:35 The Inner Monologue Shift: From Negative to Positive Fuel 00:35:48 Keep Your Circle Small: The Sam Zell Approach to Relationships 00:42:03 Personal Standards and the Yardstick for Quality 00:47:30 Sam Zell's Life Philosophy: Freedom, Focus, and the One True Luxury 00:50:29 Start, Scale, Sell Is a Trap: Find Your Last Business 00:52:36 Complexity Is the Killer: The Sam Walton Bureaucracy Battle 00:59:15 Simplify to Amplify: Raising Cane's, Papa Bagels, and the Power of One Thing 01:07:13 Founder Problem Fit: Know Your Archetype 01:25:17 AI, Electricity, and Thin Horizontal Enabling Layers 01:30:50 Mute the World and Build Your Own: The Daily Design Philosophy 01:34:59 The Power of Simple Obsession ___________ MORE FROM BIGDEAL
In dieser neuen Retrospektive-Folge taucht Micha gemeinsam mit Attila tief in die Welt von Blaze Entertainment und deren Evercade-Universum ein. Während die Gaming-Welt fast vollständig ins digitale abgewandert ist, setzt Evercade auf ein mutiges Gegenmodell: Physische Cartridges inklusive liebevoll gestalteter, farbiger Anleitungen. Wir besprechen das gesamte Hardware-Lineup, vom neuen Handheld EXP-R über die Heimkonsole VS-R bis hin zu den charmanten Super Pockets und der imposanten Alpha-Miniarcade. Ist das haptische Erlebnis von „Plug and Play“ heute noch zeitgemäß oder nur ein teures Gadget für Sammler?Attila ordnet für uns ein, warum Geräte wie das Super Pocket echte „Handschmeichler“ sind, während das EXP-R mit seinem genialen Tate-Modus für vertikale Arcade-Shooter punktet. Doch wir sparen auch nicht mit Kritik: Wir diskutieren offen über Hardware-Schwächen wie zickige Akkus, instabile Firmware und die teilweise fummelige Verpackung. Ob der riesige Katalog aus über 80 Cartridges mit Klassikern von Namco, Atari und Neo Geo den Kauf rechtfertigt und warum der Verzicht auf den „digitalen Überfluss“ der eShops eine ganz neue Art des Spielgenusses ermöglicht, erfahrt ihr in dieser ausführlichen Analyse. Hosted on Acast. See acast.com/privacy for more information.
In 1981, Atari quietly launched the Atari Program Exchange, opening its doors to hobbyists, students, and programmers who did not work inside the company walls. In this episode, we explore how Dale Yocum's scrappy mail order catalog became a proving ground for ideas that Atari's traditional publishing arm would never have touched. We trace the rise of programs like My First Alphabet, Eastern Front, Caverns of Mars, Typo Attack, Getaway, and Dandy, following how bedroom projects turned into bestsellers, careers, and even arcade inspiration. Our conversation also looks at the Atari Star awards, the culture shift inside the company, and why the exchange quietly disappeared during the crash of 1983. Join us as we flip through the catalog and rediscover the Atari Program Exchange on today's trip down Memory Card Lane.Read transcript
This week the boys on Atari Unlimited take a look at how Atari faired in Hollywood! We'll look at a few choice items, and then explore a few of the games that are inexorably tied to movie! This week on Atari Unlimited!
Hello there and Welcome Back! In this episode of the Atari 5200 Podcast the guys get together and dive into the next two games in the library. Parker Brothers James Bond 007 and Atari's Moon Patrol. And for the first time in a long time, the guys absolutly agree with each other! Don't worry. They get into the usual amount of trouble that they usually do. Don't forget to stick around after the show for a blooper reel that only a mother could love. Adventure! Excitement! Crushing Disapointment! It's all here in this episode of The Atari 5200 Podcast!
We've got a wide range of generations to cover this episode from the Atari 2600 all the way up to the PS5! We start off with some major Switch news with SciresM announcing his retirement from the scene. PS4 gets some major love with the long anticipated release of Vue After Free, allowing consoles up to firmware 13.00 to be quickly and easily jailbroken! If you're wanting to move onto PS5, don't sleep on these PS4 developments... Some of them are actually helping to improve current and future PS5 developments! We also go back to the PS3 as BadWDSD with qCFW has finally released! Well, kinda, tune in for more on that. Oh, and of course for some Xbox 360 developments that flew under the radar.
Japan goes after arcades, Nintendo's Famicon gets its first licensee & Gamers come together online 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 October 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: 7 Minutes in Heaven: Mortal Kombat 2 (SNES, Genesis, Game Gear, Game Boy) Video Version: https://youtu.be/KI-X2NobWF0 https://www.mobygames.com/game/600/mortal-kombat-ii/ Corrections: September 1994 Ep - https://youtu.be/CvMg_FUb3p0 Ethan's fine site The History of How We Play: https://thehistoryofhowweplay.wordpress.com/ https://www.imdb.com/title/tt0131646/ https://www.mobygames.com/company/8/software-toolworks-inc-the/ Console Wars Readthrough - https://youtu.be/wYhpTBPXZkI LGR Never Obsolete PC - https://www.youtube.com/watch?v=qQo0yOqOb_4 George Morrow - Krzysztof Kieslowski - https://www.imdb.com/name/nm0001425/ 1994 Nintendo caves to E3 Nintendo of America to attend E3 show in Los Angeles, Business Wire, October 4, 1994, Tuesday CES interactive postponed Nintendo of America to attend E3 show in Los Angeles, Business Wire, October 4, 1994, Tuesday Nintendo lowers investor expectations NINTENDO TO SEE 2ND SALES, PROFIT DROPS, Jiji Press Ticker Service, OCTOBER 4, 1994, TUESDAY Nintendo revises FY '94 performance downward, Report From Japan, October 5, 1994 Nintendo sales, profits to post 2nd yearly fall,The Daily Yomiuri, October 5, 1994, Wednesday Nikkei lower on new issue worries, Financial Times (London,England), October 5, 1994, Wednesday, London, Section: World Stock Markets (Asia Pacific); Pg. 41, Byline: By EMIKO TERAZONO SEGA HITS '94 LOW ON TSE,Jiji Press Ticker Service,OCTOBER 4, 1994, ,TUESDAY Thornton warns of UK video game market decline THORNTON ISSUES WARNING AS VIDEO GAMES SALES PLUMMET, The Guardian (London), October 6, 1994, Section: THE GUARDIAN , CITY PAGE; Pg. 19 CentreGold buys Core CentreGold picks up Core, The Independent (London), October 27, 1994, Thursday, Section: BUSINESS & CITY PAGE; Page 42 Convergance is the name of the game Merging on The Information Superhighway The New Comfort Zone Where Public Meets Private - Correction Appended, The New York Times, Correction Appended, Distribution: Home Design MagazineHome Design Magazine, Section: Section 6; ; Section 6; Part 2; Page 40; Page 21; Column 3; Column 2; Home Design MagazineHome, Design Magazine ; Part 2; ; Column 3; Column 2;Byline: By Phil Patton; By JULIE V. IOVINE "Media Futures: SRI denounces superhighway claims, Financial Times (London,England), October 31, 1994, Monday, Section: Pg. 13 Length: 507 words, Byline: By RAYMOND SNODDY" https://en.wikipedia.org/wiki/IBM_Simon Microsoft to buy Intuit Microsoft To Acquire Intuit, Shareholder Sues, Newsbytes News Network, October 14, 1994 https://en.wikipedia.org/wiki/Microsoft_Money BUSINESS TECHNOLOGY; Banks Going Interactive to Fend Off New Rivals, The New York Times, October 19, 1994, Wednesday, Late Edition - Final, Distribution: Financial Desk, Section: Section D; ; Section D; Page 1; Column 3; Financial Desk ; Column 3; First Virtual Holdings brings banking into cyberspace A Credit Card for On-Line Sprees, New York Times (National Edition), October 15, 1994, Business and Industry, Section: Pg. Y17; Vol. 144; No. 49,850; ISSN: 0362-4331 https://www.pcmag.com/encyclopedia/term/first-virtual https://en.wikipedia.org/wiki/Einar_Stefferud HOME SHOPPING NETWORK STORE LAUNCH ON PRODIGY SUCCESSFUL, PR Newswire, October 18, 1994, Tuesday - 10:04 Eastern Time, Section: Financial News MicroTime Media is bringing ads to games Media: Watch out Sonic, the admen are coming; Maggie Brown meets the founder of an advertising agency that is putting commercials into computer games, The Independent (London), October 18, 1994, Tuesday, Section: MEDIA PAGE; Page 29 https://danielbobroff.com/ https://www.mobygames.com/game/1777/push-over/ https://www.mobygames.com/game/581/james-pond-2-codename-robocod/ Dreamworks announced Spielberg, Katzenberg, Geffen Troika Launch Entertainment Venture. The Associated Press. October 13, 1994, Thursday, PM cycle. Section: Business News. Byline: By JOHN HORN, AP Entertainment Writer https://archive.org/details/menwhowouldbekin0000lapo Sega expands Model 2 offerings https://archive.org/details/edge-013-october-1994/page/10/mode/1up?view=theater https://segaretro.org/Sega_Model_2 Namco's Empire of Egg ups the ante https://archive.org/details/edge-013-october-1994/page/16/mode/1up?view=theater https://en.wikipedia.org/wiki/Wonder_Eggs Sega VR parks coming to Canada --The Business Report--, Broadcast News (BN), October 25, 1994 Tuesday https://en.wikipedia.org/wiki/Playdium https://web.archive.org/web/19970223190650/http://www.playdium.com/ Aussie arcades go family friendly ARCADE GAMES ARRIVE, The Courier Mail (Australia), October 30, 1994 Sunday, 2 - STATE, Section: Pg. 13, Byline: VEITCH C Next Gen battle lines drawn at Japan Electronics Show Next-Generation Game Machines Battle at Japan Electronics Show, The Associated Press, October 4, 1994, Tuesday, AM cycle, Section: Business News, Byline: By DAVID THURBER, Associated Press Writer https://archive.org/details/GamePro_Issue_063_October_1994 pp178 JVC to Enter Video Game Machine Market Through Sega OEM, Japan Industrial Journal, October 5, 1994 https://segaretro.org/JVC JVC to market Sega's Saturn video game machines, Japan Economic Newswire, OCTOBER 24, 1994, MONDAY, Dateline: TOKYO, Oct. 24 Kyodo https://segaretro.org/Sega_Saturn#Models Sega announces Saturn launch price Sega to sell new generation of video game machines, Japan Economic Newswire, OCTOBER 7, 1994, FRIDAY SEGA SHARES FALL BELOW 5,000 YEN ON TSE,Jiji Press Ticker Service, OCTOBER 17, 1994, MONDAY, Dateline: TOKYO, OCT. 17 SEGA HITS NEW 1994 LOW ON TSE, Jiji Press Ticker Service, OCTOBER 24, 1994, MONDAY, Dateline: TOKYO, OCT. 24 Shanghai A shares decline by 8.1 per cent, Financial Times (London,England), October 27, 1994, Thursday, Section: World Stock Markets (Asia Pacific);,pg. 49, Byline: By EMIKO TERAZONO https://archive.org/details/edge-013-october-1994/page/9/mode/1up?view=theater https://archive.org/details/edge-013-october-1994/page/7/mode/1up?view=theater Matsushita announces cheaper 3DO Matsushita introduces cheaper game machine, The Daily Yomiuri, October 21, 1994, Friday, Byline: Yomiuri Shimbun https://archive.org/details/egm-2-october-1994/page/n39/mode/1up Sony announces PSX price Sony to Launch New Video Game Machine, Associated Press Worldstream, October 27, 1994; Thursday 08:44 Eastern Time Sony to introduce next-generation video game machine, Report From Japan, October 28, 1994 NEC reveals PC-FX launch date and price NEC joins video game war, Agence France Presse -- English, October 31, 1994 05:54 Eastern Time 3DO to charge developers $3 fee 3DO kicks off holiday season with aggressive national advertising campaign, Business Wire, October 21, 1994, Friday 3DO devs revolt 3DO FACES REVOLT BY GAME DEVELOPERS OVER FEE TO CUT MANUFACTURERS' LOSSES, WALL STREET JOURNAL, October 24, 1994, Monday, Section: Section B; Page 3, Column 1, Byline: BY JIM CARLTON Toys R Us to stock Jaguar Toys R Us stocks up on Jaguar, the world's first 64-bit video game system; Atari launches multi-million dollar marketing campaign for Jaguar, Business Wire, October 10, 1994, Monday https://youtu.be/ndcTWeaVbLQ?si=kX5qo8st8oPI1wT0 https://archive.org/details/GamePro_Issue_063_October_1994 pp178 https://songbird-productions.com/jagdomain/jvmfaq.html Nintendo retakes 16 bit crown "Nintendo Retakes 16-Bit Sales Crown, Wall Street Journal (3 Star, Eastern (Princeton, NJ) Edition), October 28, 1994, Business and Industry Section: Pg. B3; Vol. LXXVI; No. 11; ISSN: 0099-966" Nintendo nixes Play it Loud campaign PLAY IT GONE, ADWEEK, October 31, 1994, Western Advertising News Edition https://youtu.be/FArjEUhBgP4?si=JkfYhRH8hkeB8-_M Nintendo mails out 2 million video cassettes Mario Homes in on D-Base, Ad Day, October 10, 1994, Section: DMK; Pg. 14, Byline: By Terry Lefton https://youtu.be/Rv_YCSbWP78?si=jYmiIbfLxG87xjbv Video game king invades cyberspace jungle; Nintendo of America enters the information super highway to launch Donkey Kong Country, Business Wire, October 13, 1994, Thursday Nintendo Is Expecting Revenue From Game To Top $100 Million, Wall Street Journal (3 Star, Eastern (Princeton, NJ) Edition), October 26, 1994, Business and Industry, Section: Pg. B12; Vol. 224; No. 82; ISSN: 0099-9660 NINTENDO'S BIGGEST EVER GAMES LAUNCH AND BRITAIN IS AHEAD OF THE REST., PR Newswire Europe, October 28, 1994, Origin Universal News Services Limited, 1994, Section: GENERAL AND CITY NEWS Acclaims gets Marvel license TCI may form Acclaim alliance, United Press International, October 19, 1994, Wednesday, BC cycle, Section: Domestic News, Dateline: ENGLEWOOD, Colo., Oct. 19 TCI buys into Acclaim TCI to buy 10 percent of Acclaim, United Press International, October 20, 1994, Thursday, BC cycle, Section: Domestic News, Dateline: ENGLEWOOD, Colo., Oct. 20 Virtuality is virtually everywhere Atari plans to put virtual reality into home computer games, The Sunday Times (London), October 30, 1994, Sunday, Section: Features, Byline: Steve Boxer https://upload.wikimedia.org/wikipedia/commons/9/95/Project_Elysium_pg_1.jpg https://en.wikipedia.org/wiki/Sega_VR Atari joins forces with Virtuality to offer home virtual reality games by,Christmas 1995, Business Wire, October 25, 1994, Tuesday https://en.namu.wiki/w/%EC%A0%84%EB%87%8C%EC%A0%84%EA%B8%B0%20%EB%84%B7%20%EB%A8%B8%ED%81%AC Laser Quest transforms itself to push virtual reality 'tag' game, The Financial Post (Toronto, Canada), October 15, 1994, Saturday,WEEKLY EDITION, Section: SECTION 4, SPECIAL REPORT: COMPUTERS; Pg. C26; PROFILE, Byline: Johanna Powell ESRB announces rating milestone ENTERTAINMENT SOFTWARE RATING BOARD ANNOU CES 100 INTERACTIVE ENTERTAINMENT PRODUCTS RATED IN FIRST MONTH, PR Newswire, October 5, 1994, Wednesday - 19:40 Eastern Time RSAC rates Doom CONSUMER SOFTWARE RATING SYSTEM RECEIVING STRONG INDUSTRY SUPPORT, PR Newswire, October 6, 1994, Thursday - 07:00 Eastern Time Sega breaks budget records Video, Playback, October 10, 1994, Section: Pg.VI-1, byline: Laura Pratt Mobile phones set to be hot Xmas item in UK And only 75 shopping days to go . . ., The Independent (London), October 9, 1994, Sunday, Section: HOME NEWS PAGE; Page 6 Bible goes Gameboy Game Boy offers competition to Gideons, St. Petersburg Times (Florida), October 8, 1994, Saturday, City Edition, Section: CITY TIMES; Religion; Pg. 8 October 10th is Doomsday DOOM II: Hell On Earth now available, Business Wire, October 10, 1994, Monday Doom II' video game rates an 'M', USA TODAY, October 11, 1994, Tuesday, FINAL EDITION, Section: LIFE; Pg. 1D IBM falls to 4th place among Aptiva sell out "IBM Sells Out New Aptiva PC Shortage May Cost Millions in Potential Revenue, Wall Street Journal (3 Star, Eastern (Princeton, NJ) Edition), October 7, 1994, Business and Industry, Section: Pg. B4; Vol. 224; No. 69; ISSN: 0099-9660" TECHNO-POP; PCs Embrace Mass Market Promos, Partners, Ad Day, October 17, 1994, Section: PROMOTIONS; Pg. 1, Byline: By Karen Benezra and Gerry Khermouch IBM GETS BACK TO ITS ROOTS, The Australian Financial Review, October 24, 1994 Monday, Late Edition, Section: INFORMATION TECHNOLOGY; Pg. 40, Byline: DAVID CROWE Packard Bell rises to 3rd place in PC biz Packard Bell's Surpirsing PC Rise, New York Times (National Edition), October 12, 1994, Business and Industry, Section: Pg. C1 https://vintage-packard-bell.fandom.com/wiki/Spectria_610_AN https://en.wikipedia.org/wiki/Packard_Bell Microsoft Revenues jump! Computer Update, The Independent (London), October 24, 1994, Monday, Section: NETWORK PAGE; Page 27, Byline: TIM JACKSON Microsoft's Gates Heads Richest Americans List, Newsbytes, October 3, 1994, Monday, Section: NEWS Build to Order PCs boom THE GLOBAL GUARD: THE INFORMATION REVOLUTION; The young pretenders ready to stake their claim, The Guardian (London), October 20, 1994, Section: THE GUARDIAN FEATURES PAGE; Pg. T15 Hyundai and DLT see PC-to-TV as the future of multimedia Display Research In Technology Pact With Hyundai, Newsbytes, October 4, 1994, Tuesday, Section: NEWS, Dateline: KWAI CHUNG, HONG KONG FMV goes software only Full-motion, full-screen realism without MPEG chips in GameTek's Quarantine CD-ROM, using Duck TrueMotion video, Business Wire, October 10, 1994, Monday https://wiki.multimedia.cx/index.php/Duck_TrueMotion_1 https://segaretro.org/TrueMotion Mindscape buys SSI MINDSCAPE, INC. ACQUIRES STRATEGIC SIMULATIONS, INC.; ACQUISITION STRENGTHENS ENTERTAINMENT DEVELOPMENT, EFFORTS, PR Newswire, October 20, 1994, Thursday - 08:16 Eastern Time, Section: Financial News Corel gets into games Corel decides to spread its software bets around; Company moves, aggressively into new markets, The Ottawa Citizen, October 8, 1994, Saturday, FINAL EDITION, Section: BUSINESS; Pg. E1 https://www.mobygames.com/company/2075/cascade-parent-limited/ Will Wright working on Project X Meet Mr. SimCity, Newsweek, October 24, 1994 , UNITED STATES EDITION, Section: Pg. 48, Byline: BARBARA KANTROWITZ Politicians are concerned about the internet "Ottawa seeks advice about privacy Information highway raises new questions, paper says, The Toronto Star, October 15, 1994, Saturday, FINAL EDITION, Section: BUSINESS; Pg. C3, Byline: BY ROBERT BREHL TORONTO STARPRIVACY RIGHTS CANADA COMPUTER TELECOMMUNICATIONS Regulator may police culture at infohighway phone booths, The Ottawa Citizen, October 1, 1994, Saturday, FINAL EDITION, Section: BUSINESS; Pg. D1, Byline: ALANA KAINZ; CITIZEN" College kids are becoming email junkies "On campus, there's a letter in the e-mail, USA TODAY, October 5, 1994, Wednesday, FINAL EDITION, Section: LIFE; Pg. 6D; Education, Byline: Karla Price Internet the focus of Calgary computer sho Calgary Herald (Alberta, Canada), October 6, 1994, Thursday, FINAL EDITION, Section: COMPUTERS; Pg. D10, Byline: MEL DUVALL" Commercial services: where content is king, The Toronto Star, October 27, 1994, Thursday, METRO EDITION, Section: FAST FORWARD; Pg. J2 Compuserve to open service to the Internet DRIVE FOR INFORMATION, The Courier Mail (Australia), October 25, 1994 Tuesday, 2 - FIRST WITH THE NEWS, Section: Pg. 34, Byline: COX P Apple to Cyberdog it Secret Apple Cyberdog unleashed on Internet, USA TODAY, October 24, 1994, Monday, FINAL EDITION, Section: MONEY; Pg. 1B, Byline: James Kim https://en.wikipedia.org/wiki/OpenDoc https://en.wikipedia.org/wiki/Cyberdog The file format of the web is still in doubt Dial-a-catalog, Forbes, October 10, 1994, Section: ON THE COVER; Computers/Communications; Pg. 126, Byline: By David C. Churbuck Cybersquatting demo'd Computer Update, The Independent (London), October 24, 1994, Monday, Section: NETWORK PAGE; Page 27, Byline: TIM JACKSON Maryland's Sailor Project sees expansion need TESTIMONY OCTOBER 4, 1994 BARBARA G. SMITH ON BEHALF OF MARYLAND'S SAILOR PROJECT HOUSE SCIENCE/SCIENCE INTERNET ACCESS, Federal Document Clearing House Congressional Testimony, October 4, 1994, Tuesday, Section: CAPITOL HILL HEARING TESTIMONY Pearson buys Future PEARSON BUYS FUTURE PUBLISHING FOR 52.5 MLN STG: 2, Extel Examiner, October 24, 1994, Monday - 08:25 Eastern Time, Section: Company News; Takeovers and Acquisitions Ziff family sells Ziff Davis ZIFF FAMILY SELLS ZIFF-DAVIS PUBLISHING COMPANY TO FORSTMANN LITTLE FOR $1.4 BILLION, PR Newswire, October 27, 1994, Thursday - 12:52 Eastern Time Ziff Davis launches Family PC NEW COMPUTER MAGAZINE APPEALS TO FAMILIES, The Columbian (Vancouver, A.), October 09, 1994, Sunday, Section: Money; Byline: By MICHAEL J. HIMOWITZ The Baltimore Sun Computer Living breaks records in Australia Computer Living Largest Launch In Australian History, Newsbytes News Network, October 21, 1994 PC USERS RESUME AFFAIR WITH MAGS, Philadelphia Daily News, October 28, 1994 Friday PM EDITION, Section: BUSINESS , MONEYTALK; Pg. 75, Byline: Michael Connor, Reuters Supreme Court won't review Game Genie case No Headline In Original, WALL STREET JOURNAL, October 13, 1994, Thursday, Section: Section B; Page 2, Column 4 Mario Paint suit dismissed Nintendo claims victory in inventor's patent suit, The Toronto Star, October 15, 1994, Saturday, FINAL EDITION, Section: BUSINESS; Pg. C7 NINTENDO PREVAILS IN PATENT INFRINGEMENT CASE, PR Newswire, October 14, 1994, Friday - 11:00 Eastern Time, Section: Financial News Jail time first for software pirate https://www.tampabay.com/archive/1994/08/22/software-pirate-is-first-to-get-prison-time/ https://archive.org/details/PC-Player-German-Magazine-1994-10/page/n15/mode/2up Nintendo donates to epilepsy research Nintendo to help study video-epilepsy link, The Daily Yomiuri, October 15, 1994, Saturday, Byline: Yomiuri Shimbun UK to begin game preservation SuperMario and Aladdin meet Marlon Brando; The National Film and Television Archive, preserver of artistic heritage, is planning a collection of video games. Nick Wray reports, The Independent (London), October 10, 1994, Monday, Section: NETWORK PAGE; Page 24, Byline: NICK WRAY Home office furniture goes upscale COMPUTER STATIONS GO HIGH-STYLE HOME-ENTERTAINMENT SYSTEMS AND WORK PODS HIGHLIGHTED AT SHOW. / WANT A LOUIS XV ARMOIRE FOR YOUR TELEVISION SET AND SEREO AND VCR? JUST LIKE THOSE IN,THE 18TH-CENTURY FRENCH COURT?, The Philadelphia Inquirer, October 21, 1994 Friday FINAL EDITION, Section: FEATURES MAGAZINE: HOME & DESIGN; Pg. E01, Byline: Susan Caba, INQUIRER STAFF WRITER Taco Bell gameifies employee performance Users eye game technology to spice up service, Computerworld, October 10, 1994, Section: NEWS; MULTIMEDIA; Pg. 24, Byline: Suruchi Mohan; CW Staff MK Album https://archive.org/details/Electronic_Gaming_Monthly_63_October_1994_U/page/n157/mode/1up?view=theater MK Live coming to an arena near you Fishof Producing $2.5 Million Mortal Kombat Arena Show, Amusement Business, October 31, 1994, Business and Industry, Section: Pg. 14; Vol. 106; No. 43; ISSN: 0003-2344, Byline: Susan Ray https://en.wikipedia.org/wiki/Mortal_Kombat:_Live_Tour Raul Julia RIP Puerto Rico to salute late actor Raul Julia, USA TODAY, October 25, 1994, Tuesday, FINAL EDITION, Section: LIFE; Pg. 1D, Byline: Ann Oldenburg Quote of the month: CBS is No. 1 with older viewers, but other networks say 'So what?' The Gazette (Montreal, Quebec), October 2, 1994, Sunday, FINAL EDITION, Section: ENTERTAINMENT: SHOWCASE; Pg. F4, byline: ED BARK; DALLAS MORNING NEWS 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
This week the boys on Atari Unlimited take a look at how Atari faired in Hollywood! We'll look at a few choice items, and then explore a few of the games that are inexorably tied to movie! This week on Atari Unlimited!
ANTIC Episode 125 - "Combining SQL with Fun (and Poo)" In this episode of ANTIC The Atari 8-Bit Computer Podcast… Wade Ripkowski comes onto the show and gives us an update on his work to bring SQL to the Atari (and an extremely useful poo management tool!), we cover good news concerning the Curt Vendel Atari collection, we report on an exciting updated browser-based emulator, a huge update to AspeQT, and a whole lot more!! READY! Recurring Links Floppy Days Podcast AtariArchives.org AtariMagazines.com Kay's Book "Terrible Nerd" New Atari books scans at archive.org ANTIC feedback at AtariAge Atari interview discussion thread on AtariAge Interview index: here ANTIC Facebook Page AHCS Eaten By a Grue Next Without For What we've been up to cubeSQL project blog post - https://unfinishedbitness.info/2026/02/01/atari-8-bit-sql/ Unfinished Bitness - https://unfinishedbitness.info Wade's A8 C Library - https://unfinishedbitness.info/c-library/ cubeSQL - https://sqlabs.com/cubesql FujiNet - https://fujinet.online/ CubeDot - https://unfinishedbitness.info/cubedot/ Fuji Do - https://unfinishedbitness.info/fuji-do/ Fuji Poo - https://unfinishedbitness.info/fuji-poo/ Dr. Love - https://unfinishedbitness.info/dr-love/ video demo of CubeDot - https://vimeo.com/1165039670 video demo of Fuji Do - https://vimeo.com/1165038947 Mr. Paint - https://unfinishedbitness.info/mr-paint/ King PONG How Atari Bounced Across Markets to Make Millions - https://mitpress.mit.edu/9780262051330/king-pong/ Atari newsletter time capsule 1987-08: https://archive.org/details/antc_Atari_newsletter_time_capsule_1987-08 The Strong museum - https://www.museumofplay.org/ FujiNet Application Ideas - https://github.com/FujiNetWIFI/fujinet-firmware/wiki/Application-Ideas Smith Corona Messenger Module and Smith Corona Ultrasonic 450 typewriter - https://typewriterdatabase.com/1983-smith-corona-ultrasonic.2181.typewriter prototype of Atari chapter for Quick Reference Book - https://floppydaysqr.my.canva.site/ New & Updated Games Inufuto Game Cartridge - posted by Philsan: https://forums.atariage.com/topic/331824-inufuto-does-atari-8-bit/page/5/#comment-5783007 https://www.atarimania.com/list_games_atari-400-800-xl-xe-inufuto_developer_3171_8_G.html FujiNet Midimaze mode now stable by Mozzwald - https://forums.atariage.com/topic/387536-midimaze-mode-now-stable/ New & Updated non-Game Software A8E (Atari 800 XL Emulator) - By AnimaInCorpore: https://forums.atariage.com/topic/388191-a8e-atari-800-xl-emulator-v100/ Source - https://github.com/AnimaInCorpore/A8E Browser demo - https://jsa8e.anides.de/ Atari800-AI - Benj Edwards - https://github.com/benj-edwards/atari800-ai Update to mkatr (including lsatr) tools from dmsc - https://github.com/dmsc/mkatr/releases/tag/v1.4 AspeQt-2k26 - John Paul Jones: https://github.com/pjones1063/AspeQt-2k26 https://forums.atariage.com/topic/387630-wip-aspeqt-2k26-resurrecting-aspeqt-with-qt6-high-dpi-wi-fi-modems/ https://forums.atariage.com/topic/388105-%F0%9F%9A%80-aspeqt-2k26-dev-update-the-thin-client-concept-introducing-the-w-device-and-clipboard-y-device/ Publications BASIC Fun on Your A400 Mini: BASIC for real hardware and emulators too! By John McGinnis - https://www.amazon.com/BASIC-Fun-Your-A400-Mini/dp/B0G1YGJ2P7 Atari Insights February 2026: Newsletters - https://ataribasics.com/newsletter-hub/ YouTube channel - https://www.youtube.com/@AtariBasics February, 2026 Issue of Compute's Gazette - https://www.computesgazette.com ABBUC Magazine 163 released - https://www.abbuc.de Pro(c) gone; last issue #15 - web site updated May 2025 - https://web.archive.org/web/20250404175246/https://proc-atari.de/ New & Updated Hardware 5200XEGS - Making your Classic Super Game Console into an 8-Bit Computer - mytek - https://forums.atariage.com/topic/387340-5200xegs-making-your-classic-super-game-console-into-an-8-bit-computer/ Contests High Score Club active for 2026 (season 23) - https://forums.atariage.com/topic/387353-hsc-season-23-jan-2026-welcome-and-game-list-thread/ ABBUC Creative Competition 2026 has been launched - https://forums.atariage.com/topic/387746-abbuc-creative-competition-2026-has-been-launched/ ABBUC Application Software Competition 2026 has been launched - https://forums.atariage.com/topic/387745-abbuc-application-software-competition-2026-has-been-launched/ ABBUC Game Software Competition 2026 has been launched - https://forums.atariage.com/topic/387744-abbuc-software-competition-2026-has-been-launched/ ABBUC Hardware Competition 2026 has been launched - https://forums.atariage.com/topic/387737-abbuc-hardware-competition-2026-has-been-launched/ Other Byte magazine cover illustrator has passed away. https://tinney.net/in-memoriam Strong museum announces the acquisition of the Curt Vendel Atari Collection - https://www.museumofplay.org/press-release/the-strong-national-museum-of-play-acquires-atari-home-computer-and-console-division-collection/ Atari Hotel news - https://www.casino.org/vitalvegas/atari-hotel-that-was-never-happening-makes-headlines-for-not-happening/ Upcoming Shows (thru May, 2026) Indy Classic Computer and Video Game Expo - March 20-22 - Wyndham Indianapolis Airport Hotel, Indianapolis, IN - https://indyclassic.org/ Atari Invasion 2k26 (10th Anniversary) - March 21 - Maarssen, Netherlands - https://www.atari-invasion.nl VCF East - April 17-19 2026 - InfoAge Science and History Museums, Wall, NJ - https://vcfed.org/events/vintage-computer-festival-east/ Midwest Gaming Classic - April 24-26 - Baird Center, Milwaukee, WI - https://www.midwestgamingclassic.com/ VCF Europe - May 1-3 - Munich, Germany - https://vcfe.org/E/ Vintage Computer Festival Pacific Northwest 2026 - May 2-3 - Tukwila Community Center, South Tukwila, WA - https://vcfpnw.org VCF Southwest - May 29-31, 2026 - Westin Dallas Ft. Worth Airport - https://www.vcfsw.org/ Retrofest 2026 - May 30-31 - Steam Museum of the Great Western Railway, Swindon, UK - https://retrofest.uk/ YouTube Videos Atari 130XE gets new ACID Stereo board (with new U1MB plugin), Decent XE keyboard, and more upgrades - FlashJazzCat - https://www.youtube.com/watch?v=XRjy-0AB_90 Using FujiNet NOS with SD Card - Thom Cherryhomes - https://youtu.be/G0gXB3Z4Nmc Feedback Beat The Beatles — "It May Be The First Video Game About The Beatles" - Before Rock Band, There Was Beat the Beatles - https://www.timeextension.com/news/2025/11/random-it-may-be-the-first-video-game-about-the-beatles-before-rock-band-there-was-beat-the-beatles Wade Ripkowski Contact Information https://inverseatascii.info/ https://unfinishedbitness.info/ Mastodon @inverseatascii@techhub.social Email: inverseatascii@icloud.com
MIT computer scientist and Silicon Valley veteran Dr. Rizwan Virk reveals the scientific evidence that we are living in a video game simulation and explains why the Mandela effect might actually be a "glitch" in our collective reality in episode 236 of the Far Out with Faust podcast.Dr. Rizwan Virk (Riz) is a graduate of MIT and Stanford, a successful entrepreneur, and a leading authority on the intersection of technology, physics, and mysticism. He is the author of The Simulation Hypothesis and The Simulated Multiverse, works that bridge the gap between computer science and ancient spiritual traditions. As a veteran of the tech industry, Virk uses his expertise in physics engines and virtual reality to explore the possibility that our universe is an information-based system designed for experiential growth.In this conversation, Faust and Dr. Rizwan Virk move past science fiction to examine how quantum physics and the "it from bit" framework suggest that information — not matter — is the true building block of our world. By reframing our existence as a massively multiplayer online role-playing game, they explore whether our greatest personal challenges are actually scripted "quests" designed to keep our individual storylines on track.In this episode:- The VR "Toaster" Moment: The physical accident that proved reality is easier to fake than we think.- The Simulation Point: The exact moment technology makes our world indistinguishable from a computer program.- It From Bit: Why top physicists believe the universe is built on binary code rather than solid matter.- The River of Forgetfulness: Why ancient mystical texts describe birth as "plugging in" to a state of amnesia.- Avatar Agency: The hidden Sanskrit meaning behind "Avatar" and what it reveals about your physical body.- Life's Difficulty Curve: How the founder of Atari's Golden Rule explains the challenges of human existence.- The Mandela Effect: The disturbing reason thousands of people share identical "false" memories of history.- The "Writer's Room": A look at the hidden part of our consciousness that scripts the drama of our lives.- Holographic Life Reviews: Why NDE survivors describe a playback technology that records every human emotion.- The AI Trap: The real reason to fear artificial intelligence that has nothing to do with a robot uprising.- The Bible & The Wolf: A deep dive into the famous scripture "glitch" that is shaking people's faith.This isn't just a theory about technology. It's a radical shift in perspective that suggests your greatest challenges might just be the levels you were born to beat.Check Out Rizwan Virk's books The Simulation Hypothesis: An MIT Computer Scientist Shows Why AI, Quantum Physics, and Eastern Mystics All Agree We Are in a Video Gamehttps://a.co/d/0i5AnzXuThe Simulated Multiverse: An MIT Computer Scientist Explores Parallel Universes, The Simulation Hypothesis, Quantum Computing and the Mandela Effecthttps://a.co/d/0iE4Z7ayConnect with Dr. Rizwan Virkhttps://www.rizvirk.net/https://www.instagram.com/rizcambridge/https://x.com/RizstanfordJoin Us on PatreonFor uncensored episodes, behind-the-scenes content, and exclusive community access:https://patreon.com/FarOutWithFaustListe on Spotify + Apple PodcastsSpotify: https://open.spotify.com/show/6StPwgq2di3f8uxnc6SmIfApple: https://podcasts.apple.com/us/podcast/far-out-with-faust-fowf/id1533017218FOWF & Faust Checho on Social Mediahttps://www.instagram.com/faroutwithfaust/https://www.instagram.com/theonefaustchecho/https://www.facebook.com/Faroutwithfausthttps://www.facebook.com/faustchecho/https://x.com/faustchechohttps://pwe'd love to hear from you
Join me tonight at half-7 for another brutal appraisal of the week that was. From the damning silence of the WIMMIN & GURLZ brigade while the Epstein Files unravel - to the racism of Sir Jim Ratcliffe. ALSO: the return of the WEIRD NEWS STORY and possibly even another tap-dancing t*sser award. Every Friday Night at half-7. PEACE x Here are some links i really hope you click: Patreon
Some games look simple enough, but are as deep as a well. We'll explore such games this week on ARG Presents! Join Amigo Aaron and THE BRENT for ARG as we try out Zoo Keeper from the arcade and the NES classic Punch Out!
Matt Hampton and Dr Tom Ingegno came into my world the way the best guests always do. They found me first. They pulled me onto their Irreverent Health Podcast, a show that blends medicine, curiosity, and unapologetic nonsense the same way Gen X kids blended Saturday morning cartoons with nuclear-war anxiety. We recorded together, we went off the rails together, and by the end I told them the rule. If you ever come to New York, you sit in my studio. No exceptions.They showed up. They took the hot seat. They told Alexa to shut up. They joked about Postmates. They compared bifocals before I even hit record. From there it turned into a full blown eighties time machine powered by weed policy, AI diagnostics, acupuncture philosophy, art school trauma, cannabis data science, paranormal detours, and the kind of deep cut pop culture references only Gen X survivors can decode.Matt builds AI systems. Tom heals people with needles and a lifetime of East Asian medicine. Together they make healthcare funny without pretending it works. They remind you that curiosity carries weight when the system collapses under its own stupidity.This episode is a reunion of three loudmouths raised on Atari, late night cable, and the hard lesson that you either tell the truth or get flattened by it. Go subscribe to Irreverent Health. These guys earned it.RELATED LINKS• Irreverent Health Podcast• Matt Hampton – Consilium Institute• Envoy Design• Dr. Tom Ingegno – Charm City Integrative Health• The Cupping Book• You Got Sick—Now What?• Matt Hampton on LinkedIn• Dr. Tom Ingegno on LinkedInFEEDBACKLike this episode? Rate and review Out of Patients on your favorite podcast platform. For guest suggestions or sponsorship email podcasts@matthewzachary.comSee Privacy Policy at https://art19.com/privacy and California Privacy Notice at https://art19.com/privacy#do-not-sell-my-info.
Codex History of Video Games with Mike Coletta and Tyler Ostby - Podaholics
Mike and Tyler talk about Swordquest. The Atari 2600 game series that was also a contest for real life treasure! The theme music is by RoccoW. The logo was created by Dani Dodge.
Andrew joins Ben this week to celebrate their penchants for approaching things from a different angle. Lack of perpendicularity aside, they discuss the abundant number of neurodiversity irons Andrew has in the proverbial fire, along with strategies to navigate creative blocks and coping skills for mental burnout. Before doing a deep dive into Andrew's ADHD Coping Skills deck and how they navigate their emotions, they pit Brian Eno's Oblique Strategies deck against Deep Thoughts by Jack Handey. And OF COURSE, Ben will put on a perspective drawing clinic before describing (in excruciatingly painful detail) how 3D spaces are represented in various video games. Specific games mentioned this week include Ball X Pit, Arc Raiders, Dungeon Clawler, Abra-Cooking-Dabra, Arcane Eats, Marvel Cosmic Invasion, and Paperboy. *** 00:00:20 - Traffic on the 2s and 7s, Andrew's cool stuff, and Ben is scheduling for the future 00:03:36 - Raiding arks, geometry adjacent, a pit of BALLS, and heavy ball propulsion variety 00:06:05 - Dungeon Clawler, CJ's sleeping habits, maybe a baby carcass, and the pinkest pink 00:09:23 - Salvaging pegboard, concocting passive revenge strategies, and being a card cook 00:15:31 - Famous British cuisine, portable meats, not Ben's cup of tea, and no Scrabble score 00:17:27 - The settee, lots of Geometry, grammatical cases, and Help for esteemed creators 00:24:01 - Three friends, usage in print, Brian Eno's fault, script flipping, and Oblique Strategies 00:26:43 - Water, Ben counters with Deep Thoughts by Jack Handey, and more strategies 00:29:26 - Devo doesn't need a reset, the ADHD coping skills deck, and usage instructions 00:32:06 - Circumventing patterns, performance metrics, requesting downtime, and tweaking 00:36:31 - Pigeonholing, different brains and conformity, an explanation, and openly autistic 00:40:28 - Talking Heads music, levels of impairment, and don't be afraid to show empathy 00:42:38 - A Yoda quote, lessons learned, an autistic coping skills deck, and avoiding overload 00:46:01 - A new Shiny Shirt Ben appearance, breaking up tasks, and notes for Andrew's agent 00:48:42 - Not bringing Steinbeck in, drafting memories, and perspective drawing nonsense 00:53:20 - THE one-way feud, a new Marvel-themed game, shadows and parallax scrolling 00:56:59 - Atari's Paperboy, brief origin story, paper delivery experience, and Ebert over Siskel 01:00:15 - Transparencies, old presentation methods, cast changes for realism, and controls 01:03:28 - Buy my stuff, romancing the plant, getting sued by the N's, and quit licking yourself *** Follow Andrew / Partly Robot Industries on… His website: https://partlyrobot.com/ On Instagram: https://instagram.com/partlyrobot On TikTok: https://www.tiktok.com/@partlyrobot On Substack: https://partlyrobot.substack.com/ On Bluesky: https://bsky.app/profile/partlyrobot.com On Ko-fi: https://ko-fi.com/partlyrobot On Microcosm Publishing: https://microcosmpublishing.com/catalog/artist/andrew-coltrin On Patreon: https://www.patreon.com/partlyrobot And his TREE o' LINKS: http://linktr.ee/partlyrobot Follow Two Vague on… Our website: https://www.twovaguepodcast.com On Instagram: https://www.instagram.com/two_vague_podcast On YouTube: https://www.youtube.com/@twovaguepodcast On Substack: https://twovaguepodcast.substack.com/ On Bluesky: https://bsky.app/profile/twovaguepodcast.com For show appearance and other inquiries, contact us at: twovaguepodcast@gmail.com -AND- …for all of your PRI and 2VP merch, check out the Partly Robot Industries store at TEEPUBLIC! https://www.teepublic.com/user/partly-robot-industries *** References, Links, and Tags Ball X Pit - developed by Kenny Sun and published by Devolver Digital https://www.youtube.com/watch?v=xU1voPpJkJA https://store.steampowered.com/app/2062430/BALL_x_PIT/ Abra-Cooking-Dabra - developed and published by Door 407 https://www.youtube.com/watch?v=y5ytLD_sJO0 https://store.steampowered.com/app/3021530/AbraCookingDabra/ Arcane Eats - developed by Wonderbelly Games and published by Skystone Games https://www.youtube.com/watch?v=RFDxPvGfxmE https://store.steampowered.com/app/2640090/Arcane_Eats/ Deep Thoughts by Jack Handey https://deepthoughtsbyjackhandey.com/ #Podbean #DIYPodcast #ApplePodcast #VideoGames #Trivia #Comedy #Talkshow #2VP #TwoVaguePodcast #PodernFamily #InterviewShow #GamersofThreads #Gamer #PartlyRobot #PartlyRobotIndustries #TeePublic #MicrocosmPublishing #ADHD #ADHDCopingStrategies #BallXPit #KennySun #DevolverDigital #AbraCookingDabra #Door407 #ArcaneEats #WonderbellyGames #SkystoneGames #DeepThoughts #JackHandey
It's rare, it's controversial, and it completes the Jaguar picture. Atari's JaguarCD peripheral saw limited release after numerous delays, but was packed with a remarkable audio visualization feature called the Virtual Light Machine, and bundled with a non-trivial percentage of the Jaguar's total commercial CD library. In this episode, we dig through the development timeline both for the hardware itself as well as the Virtual Light Machine, go into perhaps a bit too much detail regarding the 81 VLM effects, marvel at Edge Magazine's JaguarCD coverage, talk about the Tempest 2000 Soundtrack CD also included in the box, and cover the separate-but-necessary MemoryTrack cartridge and it lofty ambitions for game data storage. Also included is feedback from Troff, Graymane Shadow, Editorb, and Aritheus! All that plus Storytime can be found in this slow-loading installment of the Atari Jaguar Game by Game Podcast. Full shownotes can be found at https://forums.atariage.com/blogs/entry/19767-33-jaguarcd-and-vlm-and-memorytrack-and-tempest-2000-soundtrack/ Next up: Blue Lightning!
After years of uncertainty, the vast and historically significant Atari archives held by the late Curt Vendel have a new home at The Strong National Museum of Play. We hear from Atari chroniclers Kay Savetz and Martin Goldberg about the significance of this new installation and share behind-the-scenes photos. Game design pioneer Mike Singleton gets another day in the sun as a Midwinter remake emerges, and the history of Counter-Strike and player-vs-player mayhem get fresh perspective with a new look at Dust2 map designer Dave Johnston. Visit https://www.addict.media/ for your copy of Pixel Addict magazine. DESCRIPTION 00:00 - Show Opening 02:05 - Who Collects The Collections? Story Link: https://www.museumofplay.org/press-release/the-strong-national-museum-of-play-acquires-atari-home-computer-and-console-division-collection/ Additional links: https://ataripodcast.libsyn.com 14:31 - Take On General ReMastered Story Link: https://midwinter-remaster.titanium-helix.com/index.html Additional links: http://mercenarysite.free.fr/mercframes_graphic.htm Episode 124 of This Week in Retro, Mercenary remake: https://youtu.be/FaTiRBGMCfI?si=pCbuvWcWcV4gJCbC&t=2430 28:18 - Housekeeping - News links found below 33:16 - n00b or h4x0r? Story Link: https://www.youtube.com/watch?v=FWWhxfGq_yk 47:32 - Community Question of the Week
Andrew flies solo on today's show, which… coincidentally features a bunch of law from the 1980s. Learn how a 1981 advertisement for a soon-to-be defunct video game system shaped the law of copyright into what it is today after Atari sued Magnavox to pull a Pac-Man clone off the shelves.In the second story, we talk about the death of antitrust law. What once broke up the phone company's monopoly is now so defanged that just two companies control almost all of the components that go into your PC. Oh, and the phone company basically reassembled itself.The computer graphics monopoly set us on the path where computer are rented, not owned. And taking advantage of that was a company that targeted teenagers who want the latest and greatest gaming rig (but can't afford it). Learn about the consumer fraud lawsuit, potential settlement, and the future of computers. Have we gone backwards since the 1980s? (Yes.)Check out the independent reporting of Steve Burke at GamersNexus.Atari, Inc. v. North American Philips Consumer Electronics Corp., 672 F.2d 607 (1982)https://scholar.google.com/scholar_case?case=16433139020722034724Burns v. Fragile, Inc. [docket via CourtListener]https://storage.courtlistener.com/recap/gov.uscourts.cand.454102/Steve Burke, GamersNexus YouTube channelhttps://www.youtube.com/@GamersNexusShow Links:https://www.lawandchaospod.com/BlueSky: @LawAndChaosPodThreads: @LawAndChaosPodTwitter: @LawAndChaosPodSee Privacy Policy at https://art19.com/privacy and California Privacy Notice at https://art19.com/privacy#do-not-sell-my-info.
In 1985, Atari released Paperboy, an arcade game that looked simple at a glance but demanded something entirely different once players grabbed the handlebars. In this episode, we explore how Paperboy nearly disappeared during early testing, struggling with tone, readability, and player connection before being torn apart and rebuilt from the ground up. We trace how designers Dave Ralston and John Salwitz reshaped its world by watching real players, grounding its chaos in familiar suburban spaces, and redesigning everything from scoring systems to camera angles. Our conversation also dives into the physical reality of the cabinet itself, where broken welds, failed tests, and redesigned controls shaped the final experience. Join us as we steer, adapt, and survive the long road that made Paperboy an arcade classic on today's trip down Memory Card Lane.Read transcript
National pork rinds day. Entertainment from 2006. 3rd manned mission landed on the moon, largest gold nugget was found, largest Jell-o mold ever. Todays birthdays - James Dewar, Cory Wells, Barbara Hershey, Nolan Bushnell, Tim Meadows, Jennifer Jason Leigh, Laura Linney, Chris Barron, Bobby Brown, Sara Evans. Kirk Douglas died.Intro - God did good - Dianna Corcoran Dianna on SpotifyI love my pork rinds - John CampbellCheck on it - Beyonce Slim Thug Bun BJesus take the wheel - Carrie UnderwoodBirthdays - In da club - 50 Cent http://50cent.com/Mama told me (not to come) - Three Dog NightTwo princes - Spin DoctorsEvery little step - Bobby BrownSuds in the bucket - Sara EvansExit - Sweet Rebellion - Blue Honey bluehoneymusic.comcountryundergroundradio.comHistory and Factoids about today webpagecooolmedia.com
Mario Bros. is the biggest franchise of all time. Bigger than Star Wars, Marvel… bigger than Harry Potter. Nintendo is an empire. Dave Young: Welcome to the Empire Builders Podcast, teaching business owners the not-so-secret techniques that took famous businesses from mom and pop to major brands. Stephen Semple is a marketing consultant, story collector, and storyteller. I’m Stephen’s sidekick and business partner, Dave Young. Before we get into today’s episode, a word from our sponsor, which is… Well, it’s us, but we’re highlighting ads we’ve written and produced for our clients. So here’s one of those. [Travis Crawford Ad] Dave Young: Welcome back to the Empire Builders Podcast. Dave Young here with you, and Stephen Semple’s alongside, with another empire-building story for us that- Stephen Semple: An exciting story. Dave Young: It’ll take you back to childhood, but it doesn’t take me back to childhood because I’m too goddamned old. Stephen Semple: Well, it depends how you look at this, this might be- Dave Young: No, I suppose. I suppose the company [inaudible 00:01:55]. Stephen Semple: It might be older than your childhood, but depends what we decide to talk about. Dave Young: Yeah, it’s just like when the big games came out, the… So we’re talking about Nintendo today. Stephen Semple: Correct. Correct. Dave Young: And I had Atari and things like that. And my kids all had the Nintendo. I actually have a Nintendo Switch, but I didn’t get that until I was… Stephen Semple: It also originally started as an arcade game, if we go back, because we are going to go back far enough. Dave Young: Well, that’s true. That’s true. Stephen Semple: Yes, yes. But if we actually went back to the company, Nintendo, we would be going back to 1889. Dave Young: Okay. So not so much my childhood. There you go. Stephen Semple: 1889. Yeah. And we’re really not going to talk so much about the origin and Nintendo as a company, but really, the origin of the video game business, and more specifically Donkey Kong, and went on later to become the Mario Brothers franchise. That’s really what we’re going to talk about. Dave Young: Now, hold on. Hold on. Hold on. Now, I don’t know everything, but I’m pretty sure video wasn’t around in 1889. Stephen Semple: It was not. Dave Young: There was no video games. Stephen Semple: No, there was not. So that’s why we’re really going to be talking about more of the recent history of Nintendo. Dave Young: A real Donkey Kong, climbing ladders and throwing barrels. Stephen Semple: Okay. That’s it. That’s it. Dave Young: Or a monkey, a gorilla. Yeah. Stephen Semple: And here’s the thing, the Mario Brothers franchise is huge. It’s one of the biggest franchises in history. There’s been 800 million video games sold worldwide, making it the bestselling video game of all time. It’s bigger than Pokemon in game sales alone. The estimated lifetime sales across all revenues for the Mario Brothers franchise is $60 billion. Bigger than Star Wars, bigger than Harry Potter, bigger than Marvel. Dave Young: Wow. Stephen Semple: The movies alone sold over a billion dollars. There’s theme park now. It’s huge. It’s absolutely massive. And the Nintendo company is very old. It was founded back in Kyoto, Japan in 1889 by Fusajiro Yamauchi. That’s it, Yamauchi. Dave Young: Oh. Stephen Semple: Boy, I’m going to struggle with these names. Dave Young: What were they doing back then? What was the company doing? Stephen Semple: The first product they did was a playing card called Hanafuda, and it was very, very successful. So they actually started- Dave Young: As a gaming company. Stephen Semple: … in game business doing playing cards. Dave Young: Okay. Stephen Semple: Now, during the 1950s, during Japan’s economic recovery, because if you remember, the economy was decimated in World War II, and through the Marshall Plan and whatnot, there was this rebuild going on. And during that time, they had a new leader, Hiroshi Yamauchi, who decided to explore all sorts of new businesses. He was doing all sorts of stuff. They had taxis, they had love hotels. Yes, you heard it right, love hotels. Dave Young: Love hotels. Stephen Semple: Instant rice, and of course, toys. And most of the things they did failed, except toys held a promise, so they continued to lean into toys. So it’s April 1978, so this is basically really where our story starts, and Taito, a competitor, releases a game called Space Invaders. Dave Young: Oh, right. I remember Space Invaders. Sure. Stephen Semple: Remember Space Invaders? And of course, this is back in the day of arcades, and you’re putting money into the games. This is so big in Japan, there’s 100 yen shortage. It would be like being in the U.S., and we run out of quarters. Dave Young: Right. Stephen Semple: It’s so big. So Nintendo, because it’s having some success in the game space, decides to make a knockoff of Space Invaders. So it’s October 1980, they create this knockoff called Radar Scope, and they decide also to ship it to the U.S., because they’ve started up a U.S. division. And it takes four months for the game to travel from Japan to the United States, and once it arrives, the trend has changed, it’s no longer Space Invaders, it’s now Pac-Man is the big game. Dave Young: Okay. Stephen Semple: So they’re left with these 2,000 unsold cabinets sitting in the United States. Enter Shigeru Miyamoto, who’s a graphic designer with Nintendo, and he has an idea, and he says to them, “Look, let’s reuse the cabinets, and let’s just create a new game. Let’s do that.” And it’s like, “What the heck? Let’s give this a try.” So Shigeru grew up in rural Japan, and this deeply influenced how he looked at games, because he grew up in a place where there was no television, none of these things, and he would go and he would play in like a cave that was nearby, and he would create all of these stories and characters. And this is the ’80s where the games do not have characters or a story. Dave Young: Okay. Yeah. Stephen Semple: They didn’t have that. Dave Young: Space Invader, you’re just knocking down… Stephen Semple: Right. Pac-Man, the same thing, there was no story. Pong, all that stuff, no stories. He takes a look around and he realizes that Nintendo has the rights to use Popeye, so Shigeru makes a suggestion to create a game using Popeye, where they already have the rights, and he moves ahead and does that. And so he also decides to make a game where characters move up rather than scrolling left to right, and there’d be different levels, which was also a relatively new idea. And he created this whole thing where they could jump, and using just a joystick in the buttons that already existed. So they started to create this game, but they hit a snag. Just before the release, they discovered Nintendo only had the rights to use Popeye for playing cards. Dave Young: For playing cards. Darn it. Stephen Semple: Now, turns out this was a gift from heaven, and the best thing that could ever happen in Nintendo. Dave Young: So it would’ve been Bluto up at the top, and Popeye trying to get up there, climbing the ladders and- Stephen Semple: And saving- Dave Young: So sort of a nautical theme? Stephen Semple: And saving olive oil. Dave Young: Yeah. Stephen Semple: Because remember, he would always capture olive oil. Dave Young: Yeah. Stephen Semple: And Popeye was this love triangle, right? Dave Young: Yeah. Stephen Semple: So what does Shigeru do? Replaces- Dave Young: Bluto becomes- Stephen Semple: … with- Dave Young: … the gorilla. Stephen Semple: Right. Popeye becomes Mario. Dave Young: Yeah. Stephen Semple: And olive oil is Princess Peach. Dave Young: Okay. Stephen Semple: It’s the same story. Dave Young: Yeah. Beautiful. Stephen Semple: It’s exactly the same story. And if you think about it, even the whole idea of this gorilla capturing the princess kind of sounds like King Kong, doesn’t it? Dave Young: A little bit. Sure. Stephen Semple: A little bit. And of course, they can’t use the name King Kong, so it’s Donkey Kong. And the reason why Donkey Kong is, he went looking through English dictionaries, and there’s all this stubbornness, and all this other things that go along with it. So we went, “You know what? This monkey, this Kong is kind of stubborn.” So Donkey Kong is the name of the game. Dave Young: Did they run into any issues with the King Kong folks? Stephen Semple: Nope. Dave Young: No? Stephen Semple: No, because you think about it, it’s a completely different name, Donkey Kong, right? Dave Young: Yeah, but it’s still a big gorilla with the word Kong in it. Stephen Semple: Yeah. Nope, no. It was different enough. Dave Young: [inaudible 00:09:14] just because it’s stubborn, and it sort of went with the word Kong? Stephen Semple: Yep. So it was different enough. It was all great. And the original character was not Mario. Dave Young: Stay tuned. We’re going to wrap up this story and tell you how to apply this lesson to your business right after this. [Using Stories To Sell Ad] Let’s pick up our story where we left off, and trust me, you haven’t missed a thing. Stephen Semple: And the original character was not Mario. The original character was Jumpman. Jumpman. Dave Young: I kind of remember that. Stephen Semple: Jumpman. And the game allowed them to reuse the cabinets, and just do it. And think about it, the objective of this, because he was also just a very junior graphic designer, and the objective on this was, “Hey, if we can sell these 2,000 unsold cabinets sitting in the U.S., that’ll take the financial strain off of our U.S. operations, and it will be great, it will keep them afloat.” And here’s what happened, they sold in 1981 alone 60,000 cabinets. Dave Young: I tell you, I poured a lot of money into one of those cabinets when I was in college. Stephen Semple: So Shigeru goes from this low-level designer to the creator of one of the best performing games up to that point. And one of the things that also ends up happening, he starts making modifications to the game. And one of the modifications is, he’s walking one day, and he sees these pipes, and he realizes character should be a plumber, and the landlord for one of the Nintendo properties’ name was Mario. Dave Young: Okay. Stephen Semple: So that’s where the whole idea of Mario came from, and eventually evolved to being brothers, Mario and Luigi. And of course, there was continuing success, and other formats and differing games. And Mario Brothers grew beyond Donkey Kong, it went from Donkey Kong to really the franchise being the Mario Brothers, with all sorts of new characters being added, and all sorts of new themes, like there’s go-kart racing and all sorts of different things. But the birth of the idea happened when they had this problem of, “We’ve got to have these cabinets…” And Shigeru saying- Dave Young: “And we either have to make a whole bunch of Popeye playing cards, or we have to find something to put in these cabinets.” Stephen Semple: “We have to find something to put in these cabinets.” And Shigeru saying, “It needs to be a story.” Dave Young: Yeah. No, that’s brilliant. And I feel like I’d be remiss if I didn’t point out to our listeners here in the U.S. that Steve is Canadian, and he pronounces it Mario, and everybody I’ve ever met says Mario. Stephen Semple: Mario. Dave Young: Mario. It’s Mario Brothers. Stephen Semple: Mario. Dave Young: It’s sort of like you say Mazda, we say Mazda. Stephen Semple: Right. Yes. Yes. Dave Young: So- Stephen Semple: Yeah, that’s true. Dave Young: Here’s a weird tangential thought. Do you have a minute for one of my weird tangential thoughts? Stephen Semple: Isn’t that why we’re here? Just for your weird tangential… Isn’t what we tune in for? Dave Young: That’s the way I look at it. I wonder if the guy that shot the UnitedHealthcare… Luigi, I wonder if there was a little bump in Nintendo stock. Stephen Semple: Oh, I wonder. Dave Young: And I wonder too, what was the discussion inside Nintendo about that? At first it was probably, “Oh my God, a guy named Luigi just shot someone.” And that was probably, “Oh my God, a guy named Luigi just shot someone that… Okay.” It’s not cut and dry. Stephen Semple: Well, it isn’t, because sometimes these negative events actually have positive impacts on sales. The one that I always remember that always comes to mind, I always find bizarre, is the white two-door Ford Bronco was due to be discontinued until O.J. Simpson went and did a joyride on LA freeways, and it actually extended the sales of that vehicle several years. And to this day, the white two-door Ford Bronco is a premium price from that year. Dave Young: Yeah- Stephen Semple: It’s nuts. Sometimes these crazy things happen. Dave Young: I don’t know if it was a joyride, but yeah. But we remember it, for sure. Stephen Semple: But we remember it. But- Dave Young: And those things have these impacts that you couldn’t buy that. There’s nothing Ford Motor Company could do that would’ve done that, that would’ve saved the Bronco. Stephen Semple: So here’s the interesting thing, coming back to Nintendo, that I find… So one of the influences it had was it was the first game that came along and basically said, “We should have a story.” And if we take a look at video games today, they’re all very heavy story based. And in fact, the stories are unbelievably rich, like Zelda, and all these other ones are these very complex universes that have been created. And he was kind of the first to come along, and his influence from that came from the fact that he didn’t grow up with these things. Dave Young: Yeah, he grew up with stories. Stephen Semple: So again, it’s this whole outside… We had this graphic designer that didn’t grow up with these things saying to a game, “Here’s what it should do. It should have this story, and there should be this imagination.” And all these things. And when you think about it, there was a couple of accidents, a couple of lucky happenstances that led to the birth of this. First of all, the console. Because if you think about it, if it was the creating of a brand new game, you wouldn’t take some junior graphic artist and put on it. The objective was, “All we need to do is move these 2,000 consoles.” So it was like, “Okay, so we’ll give it to the junior guy to do.” And then it blows out of the water. The other lucky happenstance is, think about how Nintendo’s fortunes would be completely different if they actually had the rights to use Popeye. Dave Young: Yeah, it would have been, like, Mario Brothers, that whole universe would never have come about, and- Stephen Semple: Well, the whole universe would be Popeye Universe, even if it worked. Dave Young: And I can’t see that happening. Stephen Semple: Right. But even if it worked, it would not have been theirs, it would have been- Dave Young: Oh, true. Stephen Semple: The people who would have made all the money were the owners of the Popeye license, would have been a licensee. Dave Young: Yeah, that’s true. Stephen Semple: So they had a couple of really lucky, fortunate things that happened that totally changed the trajectory of Nintendo. But here’s the other interesting lesson, and look, we talk about this all the time in storytelling, is there’s a couple of things you can do in storytelling. One is, you can take an existing story and just change the characters. We just took Popeye, changed as Donkey Kong. And what you know is, we knew that story worked, so it’ll work over here with different characters. Or what you can do is, you can take existing characters, and you can change the setting. In magical worlds, you’re always talking about how Sherlock Holmes, and- Dave Young: House M.D. Stephen Semple: … House M.D. is the same story. Dave Young: Sure. Stephen Semple: It’s just one is a detective during Elizabethan times, and the other one is an emergency room doctor in modern times. Same character, different setting, changes the story. Dave Young: Right. Stephen Semple: So when you’re looking to use stories, find ones that work, and do that. Dave Young: Find the popular stories and just take the framework. And I’ll give you another example- Stephen Semple: Right. Either change the characters, make it same story with different characters, or take the characters and put them in a different setting. Dave Young: … there’s a book called the Bible that had this story about this Jesus fella. Stephen Semple: I think it’s rather a relatively popular book. Dave Young: And then in 1605, a guy named Miguel Cervantes wrote a book called Don Quixote, and he took a lot of the storylines and metaphors from this story in the Bible and created a book that became the second bestselling book of all time right after the Bible. Then a guy named John Steinbeck took a lot of the stories from Don Quixote, and renamed characters, and put them in different situations, but took the structures of the stories, and… So this works. Just do this. Stephen Semple: Oh, yeah. Dave Young: Just find a story you like- Stephen Semple: Absolutely. Dave Young: … and take the [inaudible 00:17:59]. Stephen Semple: Reimagine it. Reimagine it. Reimagine it. Either change it, keep the same story and change characters, or take the characters and put them in a new setting. Dave Young: I mean, the cool thing is, you can’t copyright a story arc, right? Stephen Semple: No, no. Dave Young: Something bad happens to someone and they overcome it. “Okay, no, that’s mine.” Stephen Semple: I’m still waiting for the overcome part. Dave Young: Yeah. Right? Stephen Semple: Yeah. Dave Young: That’s still the part of the story. Oh, I love it. Stephen Semple: I just found these things that came together for the creating of the Mario Brothers to be really interesting. And it’s also interesting when you consider who was expected to be the star of the show was the donkey, and it ended up becoming the Mario Brothers. Dave Young: Yeah. Great story. And I see it. Thank you for switching to English. American English. I’m sorry. Stephen Semple: American. Dave Young: [inaudible 00:18:54]. Stephen Semple: All right. Thanks, David. Dave Young: Where can we go play some Donkey Kong next time? Stephen Semple: Well- Dave Young: Anybody got an old Donkey Kong console? Stephen Semple: Yeah. You know what? My kids have got some old play stuff, I’ll bring it down. Dave Young: No, I want the console. I want the big- Stephen Semple: Oh, you want that… Well, I think we may have to look hard for that. Dave Young: Yeah, that’s good. Well, keep your eyes out. Stephen Semple: I will. Dave Young: Thanks for the story of Nintendo, Stephen. Stephen Semple: All right. Thanks, David. Dave Young: Thanks for listening to the podcast. Please share us. Subscribe on your favorite podcast app, and leave us a big, fat, juicy five-star rating and review at Apple Podcasts. And if you’d like to schedule your own 90-minute empire-building session, you can do it at empirebuildingprogram.com.
In this special live edition from The 2026 PGA Show in Orlando, host Colin Weston kicks off the show with an in-depth conversation with TJ Schier Jr., Founder & CEO of SmashSwing Immersive. They dive into the evolution of TJ's groundbreaking multiplayer simulator system, the power of customer feedback, strategic partnerships with iconic brands like Atari, and the vision to redefine the indoor golf entertainment experience. Recorded amid the energy of the world's largest golf trade show, this episode is packed with entrepreneurial insights, industry trends, and a glimpse into the future of social golf. Here are three key takeaways you will discover from this conversation with TJ Schier: 1. The Future of Indoor Golf is Multiplayer & Social The traditional "one player hits, everyone else watches" simulator model is being disrupted. SmashSwing's core innovation is simultaneous, side-by-side play for 2-24 people, transforming golf into a fast-paced, shared experience. This model reduces the intimidation for beginners, speeds up play, and creates a dynamic, energetic atmosphere more akin to a sports bar or entertainment venue than a solitary practice session. 2. True Innovation is Often a "Kit of Parts," Not a Single Invention A key entrepreneurial lesson from TJ's journey is that groundbreaking ideas don't always require inventing something entirely new. SmashSwing's success lies in its unique combination of proven technologies—auto-tee systems, large-format screens, multiplayer gaming software—and wrapping it in a layer of licensed entertainment IP (like Atari games). This strategy of synthesizing existing concepts from different industries (golf, arcades, cinema) to solve a new problem is a powerful blueprint for innovation. 3. Listen to the Market, But Filter with a Strong Vision While TJ actively sought feedback from hundreds of potential customers, he emphasizes the critical skill of filtering out distracting "noise." Early on, many suggested he expand into soccer, hockey, or movie theaters. By staying true to the focused vision of "revolutionizing indoor golf," he was able to refine a product that genuinely serves that market's needs. The lesson: customer input is invaluable for polishing your product, but a clear, unwavering core vision is essential to avoid chasing every opportunity and losing focus. Final Takeaway: The multiplayer format reduces intimidation for new golfers, as spectators watch the engaging screen action, not the player's swing mechanics. Are you more of a watcher than a listener? Then enjoy our video with TJ on The ModGolf YouTube channel live from The 2026 PGA Show. Click on this link or the image below as Colin and TJ extend their podcast conversation with key takeaways and lessons learned that will benefit all entrepreneurs. Prior to launching SmashSwing, TJ helped ignite the growth of BigShots Golf as part of ClubCorp/Invited to be the second largest player in the golf entertainment space. The brand grew from 1 to 7 units in 20 months with a mix of corporate owned, managed and franchised locations. Want to connect with TJ? Check out his bio page to make that happen! >> https://modgolf.fireside.fm/guests/tj-schier Episode Chapters 00:00 - 01:30 | Live from the PGA Show Hallway Host Colin Weston kicks off the show amid the bustling energy of the 2026 PGA Show, introducing the first guest, TJ Schier Jr. of SmashSwing. 01:30 - 04:15 | Introducing the Multiplayer Golf Experience TJ gives an overview of SmashSwing: a large-format, multiplayer simulator that allows 2-24 players to hit simultaneously, blending competitive entertainment games with traditional driving range functionality. 04:15 - 06:45 | The Build: From Prototype to Show-Stopping Booth TJ shares the rapid progress of the last eight months, a humorous story about a logistical mishap with lost keys, and the exhilarating moment attendees realized his booth was fundamentally different from other simulators. 06:45 - 09:00 | The Vision: Speed, Scrambles & Cinematic Screens A look at the upcoming roadmap, including features that will let foursomes play a virtual scramble in 30 minutes and the vision for massive indoor "cinematic" driving ranges. 09:00 - 12:00 | Games & Partnerships: From Atari to Future IP Discussion of the strategic licensing deal with Atari (Asteroids, Space Invaders) to attract a wider audience and the long-term goal of securing major entertainment IP (e.g., Star Wars) to bring new players to golf. 12:00 - 15:00 | Filtering Feedback & The Indoor Golf Alliance TJ explains the entrepreneurial challenge of listening to customer feedback while staying true to a focused vision for golf. He also introduces the Indoor Golf Alliance, a collective sharing best practices for operators. 15:00 - 18:30 | Defining the Customer: Country Clubs & Driving Ranges A revelation about the target market: country clubs are key early adopters, using the system for revenue-generating events. Other customers include public courses and venues building large-scale indoor ranges. 18:30 - 22:00 | Advice for Entrepreneurs: Pitch, Listen, & Combine TJ's key advice for founders: master the art of clearly explaining your difference, listen to customer problems before pitching solutions, and understand that innovation often comes from creatively combining existing ideas. 22:00 - 24:30 | Creating a "Blue Ocean" & Reducing Intimidation Colin frames SmashSwing as a Blue Ocean Strategy, creating a new market. TJ highlights how multiplayer play shifts spectator focus to the screen, making golf less intimidating for beginners. 24:30 - 26:00 | How to Connect & Closing Where to find SmashSwing at the PGA Show (Booth 1213) and how to connect online. Colin wraps up the conversation. Join our mission to make golf more innovative, inclusive and fun... and WIN some awesome golf gear! As the creator and host of The ModGolf Podcast and YouTube channel I've been telling golf entrepreneurship and innovation stories since May 2017 and I love the community of ModGolfers that we are building. I'm excited to announce that I just launched our ModGolf Patreon page to bring together our close-knit community of golf-loving people! As my Patron you will get access to exclusive live monthly interactive shows where you can participate, ask-me-anything video events, bonus content, golf product discounts and entry in members-only ModGolf Giveaway contests. I'm offering two monthly membership tiers at $5 and $15 USD, but you can also join for free. Your subscription will ensure that The ModGolf Podcast continues to grow so that I can focus on creating unique and impactful stories that support and celebrate the future of golf. Click to join >> https://patreon.com/Modgolf I look forward to seeing you during an upcoming live show!... Colin Special Guest: TJ Schier - CEO/Founder at SmashSwing Immersive.
Welcome to Dev Game Club, where this week we begin a series on 1985's Ultima IV. After talking about the recent Defeating Games for Charity, we set the game in its time, talk about our encounters in the past with the series, and then dive into the manuals and the start of the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: The first couple of hours and the manuals Issues covered: Defeating Games for Charity, the first pancake, our experiences with this series, an opaque franchise, mainlining a game, opacity being part of the point, performance characteristics of the PCs of the time, the importance of the manuals, entering the world as yourself, using the manual to reinforce the role-play, not requiring graphics, priming the player, describing the geography of different areas, imposing importance on a handful of pixels, the quest of the game, sublimating the quest of the game, a less traditional RPG experience, after reading the manual, the deep questions/dilemmas, tournament structure, choosing your most important virtue, getting the bard, series characters who can join your party, reflecting your beliefs, getting different dilemmas, the Venn diagram of virtues, the Tinker profession, symmetry in design, Buddhism and the Eightfold Path, countering the cultural zeitgeist, the Avatar and Hinduism, a deity's manifestation on Earth, finding your way into swamps, both hosts being poisoned and dying, death and rebirth, being unable to recruit early. Games, people, and influences mentioned or discussed: Dwarf Fortress, BioStats, KyleAndError13, Silksong, GreyFiery, Hollow Knight, Untitled Goose Game, Kaeon, Hitman, N0isses, Hades, Phil Salvador, MYST, RobotSpacer, Shadowgate, Unpacking, Kendrama, CalamityNolan, Splatoon 2, Typing of the Dead, Dark Souls 2, Nitro, Metal Gear Solid, Resident Evil, LostLake, Minecraft, Super Mario Bros Shuffler, Devil May Cry, MegaMan X, Belmont, NES, Atari 2600, Ultima Underworld, A Bard's Tale, Eye of the Beholder, Magic: The Gathering, LucasArts, Super Mario 64, Space Harrier, Gauntlet, Ghosts n' Goblins, Gradius, Super Mario Bros, Tetris, Where in the World Is Carmen Sandiego, Spy vs Spy (series), Oregon Trail, King's Quest II, The Goonies, Gremlins, A View to a Kill, Rambo, Temple of Doom, The Empire Strikes Back, SEGA Master System, Sonic (series), Wizardry, Apple ][, Commodore 64, Civilization III, The Sims, Bill Roper, Warcraft, The Elder Scrolls: Morrowind, Reed Knight, Pool of Radiance, Dungeons & Dragons, Warren Spector, Ultima Adventures, Outcast, Fallout, Wasteland, A Connecticut Yankee in King Arthur's Court, Harley Baldwin, Richard Garriott, the Ramayana, Ed Fries, Benimanjaro, Kirk Hamilton, Aaron Evers, Mark Garcia. Note: Because Ultima IV has very little music to speak of, I will be substituting music from later in the series in the openings to these episodes TTDS: 06:25 Next time: More Ultima IV Twitch: timlongojr and twinsunscorp YouTube Discord DevGameClub@gmail.com
Join the HG101 gang as they discuss and rank a morbid take on a morbid game concept. Then stick around for Monster Madness: Battle for Suburbia, a game that can drive the most good-natured person into a passionate rage! This weekend's Patreon Bonus Get episode will be NINJA GOLF — a cool Atari mashup between ninja action and the sport of golf! Donate at Patreon to get this bonus content and much, much more! Follow the show on Bluesky to get the latest and straightest dope. Check out what games we've already ranked on the Big Damn List, then nominate a game of your own via five-star review on Apple Podcasts! Take a screenshot and show it to us on our Discord server! Intro music by NORM. 2026 © Hardcore Gaming 101, all rights reserved. No portion of this or any other Hardcore Gaming 101 ("HG101") content/data shall be included, referenced, or otherwise used in any model, resource, or collection of data.
JAJA SOZE: BRIXTON, THE STREETS, MUSIC & SURVIVAL | FULL PODCAST INTERVIEWIn this raw, unfiltered, and deeply reflective episode, JAJA SOZE sits down to tell his story in full — from growing up surrounded by American culture, dancehall, BMX bikes and street crews, to navigating crime, jail, music, and ultimately purpose.This episode covers Brixton history, street politics, music industry truths and gatekeepers, prison realities, faith, culture, and growth. Nothing is rushed. Nothing is sugar-coated.From favourite movies and Nike silhouettes to robberies caught on CCTV, jail time, industry manipulation, spirituality, fatherhood, and building Brixton Corner Studios, this is one of the most complete conversations JAJA SOZE has ever had.
JAJA SOZE: BRIXTON, THE STREETS, MUSIC & SURVIVAL | FULL PODCAST INTERVIEWIn this raw, unfiltered, and deeply reflective episode, JAJA SOZE sits down to tell his story in full — from growing up surrounded by American culture, dancehall, BMX bikes and street crews, to navigating crime, jail, music, and ultimately purpose.This episode covers Brixton history, street politics, music industry truths and gatekeepers, prison realities, faith, culture, and growth. Nothing is rushed. Nothing is sugar-coated.From favourite movies and Nike silhouettes to robberies caught on CCTV, jail time, industry manipulation, spirituality, fatherhood, and building Brixton Corner Studios, this is one of the most complete conversations JAJA SOZE has ever had.
Show Notes On this week's podcast, Dan and Kris bring you the first entry in their new series Stone Age Standounts. If you had to pick just 5 games to best represent a console, which 5 games would they be? They kicked things off with the Atari 2600. What weird choices did our heroes make? Let's find out! Then, in Week Old News, a whole mess of Disney games disappear for no adequate reason, Hyperkin takes quality control seriously, Donut Dodo finds even more homes, and Nintendo boards the Final Fantasy VII hype train in surprising new ways? Finally, in the Checkpoint, Dan and Kris are STILL all about Ball x Pit, Dan inches ever closer to finishing Indiana Jones, while Kris dives deep into Adventure of Samsara and reeeeeeally wants a Bubsy Neon Light. . Enjoy! See Our Faces!!! Stone Age Gamer YouTube Just Hear Our Voices Audio only version Useful Links Support us on Patreon StoneAgeGamer.com The Gratuitous Rainbow Spectrum Safe at Home Rescue Shoot the Moon Stitches Art of Angela Dean's Substack SAG's theme Song “Squared Roots” by Banjo Guy Ollie Social Stuff Join us on Discord! Twitch Geekade Facebook Stone Age Gamer Facebook Geekade Twitter Stone Age Gamer Twitter Geekade Instagram Stone Age Gamer Instagram YouTube Geekade Contact Us
What if your podcast became your most effective relationship-building tool? In this episode, I'm joined by Jeremy Weiss, who breaks down how nonprofits can use podcasting to connect with their Dream 200—donors, referral partners, and champions—by leading with generosity and creating real ROI. Episode Highlights 01:19 Jeremy's background and journey 05:41 The power of podcasting for relationships 11:30 Building relationships through giving 17:12 Asking better, open-ended questions 26:58 Active listening, follow-up, and human connection 35:31 Connecting and engaging meaningfully on LinkedIn Meet the Guest My guest for this episode is Dr. Jeremy Weisz Dr. Jeremy Weisz has been featuring top entrepreneurs with video interviews since 2008. The interviews include founders/CEO's of Pixar, P90X, Atari, Zappier, Einstein Bagels, Mattel, Kettle Chips, RX Bars, Big League Chew, the Orlando Magic, and many more on www.InspiredInsider.com, and he shares the interviews with over 225K social media followers and email subscribers. He runs Rise25, where they help B2B businesses connect to their 'Dream 200' clients and referral partners, and get ROI, using a podcast. They eliminate 99% of the work and make sure you get ROI. Rise25 is an easy button for you to launch and run your podcast. Podcasting has been one of the best things I've done both personally and professionally. It's been an amazing tool for connecting with referral partners, strategic partners, clients, and more. Podcasting is like a "Swiss Army knife" because it is business development, referral marketing, strategic partnerships, lead generation, SEO, content creation, personal & professional development, all in one Connect with Dr. Jeremy: www.Rise25.coAbout - Rise 25m/about/ Sponsored Resource Join the Inspired Nonprofit Leadership Newsletter for weekly tips and inspiration for leading your nonprofit! Access it here >> Be sure to subscribe to Inspired Nonprofit Leadership so that you don't miss a single episode, and while you're at it, won't you take a moment to write a short review and rate our show? It would be greatly appreciated! Let us know the topics or questions you would like to hear about in a future episode. You can do that and follow us on LinkedIn.
Join THE BRENT and Amigo Aaron this week as we give a special salute to gaming icon David Crane! We'll talk about his unlikely entry into programming, his meteoric rise at Atari, and the ultimate birth of the concept of third party video game development! From Dragster to Pitfall to Ghostbusters and more, we'll explore his career this week on Atari Unlimited!
-If you weren't able to shut down your Windows 11 device recently, Microsoft has rolled out an emergency fix addressing a couple of critical bugs that popped up with its latest January 2026 Windows security update. -Washington state residents may soon be forced to produce IDs before getting onto websites with pornographic content. -Six years after the announcement of plans to build Atari Hotels in eight cities across the US, including Las Vegas, only one now seems to be moving forward, in Phoenix, Arizona. Learn more about your ad choices. Visit podcastchoices.com/adchoices
It's a bonanza of stand-up arcade feature stories this week. Will Basic Fun! give Arcade1Up a powerful next stage? We also remember the life and career of Sega legend David Rosen and look at the latest in miniature cabinets from My Arcade including Sonic the Hedgehog, Galaga, Pac-Man, and Atari hits. In other news a Sega racer achieves a rare trifecta on the show, the origins of PCMCIA are discussed, and we follow up on Stunt Car (Track) Racer and Freescape from last week's show. You can order the latest issue of Pixel Addict fresh and wrinkle free, with the optional physical cover-disk, direct from the source by visiting https://www.addict.media/ 00:00 - Show Opening 02:15 - Arcade2Up Story Link: https://insider-gaming.com/arcade1up-reportedly-closing-operations-very-soon/ 18:18 - Sad Duties To Inform Story Link: https://www.theguardian.com/games/2026/jan/05/sega-co-founder-david-rosen-dies Additional links: https://bsky.app/profile/playhistory.bsky.social/post/3mbwx2gijrc27 https://memoritree.com/memorial/david-m-rosen https://www.gamedeveloper.com/console/obituary-sega-co-founder-david-rosen-has-passed-away-at-age-95 https://www.replaymag.com/segas-dave-rosen-passes-on-christmas-day-in-l-a/ https://www.theregister.com/2026/01/05/hpux_end_of_life/ https://www.osnews.com/story/144094/hp-ux-hits-end-of-life-today-and-im-sad/ 29:46 - Housekeeping - News links found below 39:03 - Is Bigger Better? Story Link: https://www.youtube.com/watch?v=c0tjYCw4yjM 50:35 - Community Question of the Week
This week we welcome Fatboy Slim, aka Norman Cook, for a chat about the retro tech behind his biggest hits. From discovering MIDI to refusing upgrades for decades, Norman explains how the Atari ST became the backbone of his workflow, powering Beats International, Freak Power and every Fatboy Slim track right up to Eat Sleep Rave Repeat. We talk step-time sequencing, floppy disks, crashing STs, pirate radio, bedroom studios and how a track made 25 years ago on an Atari is still charting today. Fatboy Slim: https://www.fatboyslim.net/Contents:00:00 - The Week's Retro News Stories 47:59 - Fatboy Slim Interview Please visit our amazing sponsors and help to support the show:Bitmap Books - https://www.bitmapbooks.comMake this the year you finally learn a new language and save up to 60% while you're at it by heading to https://babbel.com/RETRO and getting started today Leeds Gaming Market: https://leedsgamingmarket.com/Check out PCBWay at https://pcbway.com for all your PCB needsTake your business to the next level today and enjoy 3 months of Shopify for £1/month: https://shopify.co.uk/retrohourWe need your help to ensure the future of the podcast, if you'd like to help us with running costs, equipment and hosting, please consider supporting us on Patreon:https://theretrohour.com/support/https://www.patreon.com/retrohourJoin our Discord channel: https://discord.gg/GQw8qp8Website: http://theretrohour.comFacebook: https://www.facebook.com/theretrohour/X: https://twitter.com/retrohourukInstagram: https://www.instagram.com/retrohouruk/Bluesky: https://bsky.app/profile/theretrohour.comTwitch: https://www.twitch.tv/theretrohourShow notesMy Arcade Mini Sega Arcades: https://tinyurl.com/bderxanvRoad Rash Gets a Spiritual Successor: https://tinyurl.com/yc266zz7Final Build of Cancelled Resident Evil Game Boy Color Port Discovered: https://tinyurl.com/2rfetz22Roguecraft DX Comes to Retro Platforms: https://tinyurl.com/4pa8nc8jLong-Lost Mega Drive Sequel to Pit Fighter Found: https://tinyurl.com/3knexpjdThe Sega Saturn Gets a New Miami Vice-Style Game in 2026: https://tinyurl.com/53nc55jj
We're back after our holiday hiatus! Game previews will be coming soon and often, but to kick things off, here's a bit of a self-indulgent treat for you all. AtariAge officially joined the Atari family in 2023, but it has been a staple in the homebrew community for decades before that. Albert Yaruso, one of the cofounders, continues its operations today, but has a much longer history in the game industry that crosses paths with some legendary titles. I'm not going to mince words: this one's for the nerds. Al doesn't hold back, diving into the ins and outs of homebrew and classic console development, and I couldn't resist inquiring about his intimate work on my favorite game of all time, Deus Ex. This is a meaty one, and I hope you enjoy listening as much as we enjoyed recording it. YouTube: https://youtu.be/WZ12Ard8Txw Check out some of the games on AtariAge (https://atariage.com/): Thurst+: https://store.atariage.com/products/thrust-platinum-atari-2600 E.X.O.: https://store.atariage.com/products/exo-atari-7800-pre-order Bernie & The Tower of Doom: https://store.atariage.com/products/bernie-the-tower-of-doom-atari-7800 Join the Atari Club on Discord: https://discord.gg/atariclub Contact Al: Albert@atariage.com Follow us: Atari: X: https://x.com/atari BlueSky: https://bsky.app/profile/atari.com Jason Polansky: https://bsky.app/profile/jaysofdoom.bsky.social
In this episode of the Gamertag and Bradley VR Podcast, the hosts discuss significant changes in the VR industry, particularly focusing on Meta's recent decisions to shut down several studios and shift focus towards smart glasses. They explore the implications of these changes on the VR ecosystem, comparing it to historical events in the gaming industry, such as the rise and fall of Atari and the strategic success of Nintendo. The conversation delves into the challenges faced by smaller companies in the VR space due to market distortions caused by large investments from companies like Meta. They also discuss the potential future of VR and AR, emphasizing the importance of organic growth and innovation driven by passionate developers. The episode concludes with a hopeful outlook on the future of VR, despite the current upheavals.
Atari game developer John Van Ryzin and Digital Eclipse Technical Director Kevin Wilson both join host Frank Cifaldi to reminisce about the Atari 2600 title, and Frank's favorite game, H.E.R.O.. We also explore John's early career, his entry into game development, programming limitations of the 2600 (RAM, timing issues, etc.), the spiritual sequel to H.E.R.O. and John's most recent title Alien Abduction!, the differences in modern development, and so much more.You can listen to the Video Game History Hour every other Wednesday on Patreon (one day early at the $5 tier and above), on Spotify, or on our website.See more from John Van Ryzin:Alien Abduction!: https://adgm.us/See more from Kevin Wilson:Website: digitaleclipse.comMortal Kombat Legacy Kollection: https://www.digitaleclipse.com/games/mortal-kombat-legacy-kollectionVideo Game History Foundation:Email: podcast@gamehistory.orgWebsite: gamehistory.orgSupport us on Patreon: /gamehistoryorg
The Tektronix Computer...an expensive mid 70's computer with a unique trick that make it popular in both high end business situation and the entertainment industry. Today we will talk about this special super computer from the mid seventies and see if it can game! Join Amigo Aaron and THE BRENT for ARG as we try out Weather War and Bomber!
Join Captain Jeff, Dr. Steph, Captain Nick, Producer Liz, Alpha Juliet. Enjoy! APG 690 SHOW NOTES WITH LINKS AND PICS 00:00:00 Introduction 00:06:26 NEWS 00:08:03 Two Pilots Are Dead After Helicopters Crash in New Jersey 00:11:50 Five Killed in Helicopter Crash on Kilimanjaro, Africa's Highest Peak 00:14:31 Helicopter Crash Kills 4 on Pilot’s Wedding Day in Arizona Canyon 00:30:10 Greg Biffle Jet Crash Update 00:39:40 FINAL REPORT – India A320 Landed with 464 kg of Fuel Remaining 00:46:12 First Garmin “Save” 00:57:43 Emirates Pilots Ask JFK Controller to be MORE PROFESSIONAL 01:08:25 GETTING TO KNOW US 01:47:49 FEEDBACK 01:47:58 Maine Marin (Steve) – Flight Deck Wings – New England IPA 01:49:40 Ed Cough (like Loaf) – Merry Christmas to APG Family! Be Sure to Use Your Anti-Ice! 01:51:15 Logan Lynch – Update on My Life 01:56:23 Tanya – Captain Ian Palmer’s New Album Out! 01:58:16 WRAP UP Watch the video of our live stream recording! Go to our YouTube channel! Give us your review in iTunes! I’m “airlinepilotguy” on Facebook, and “airlinepilotguy” on Twitter. feedback@airlinepilotguy.com airlinepilotguy.com ATC audio from https://LiveATC.net Intro/outro Music, Coffee Fund theme music by Geoff Smith thegeoffsmith.com Dr. Steph’s intro music by Nevil Bounds Capt Nick’s intro music by Kevin from Norway (aka Kevski) Copyright © AirlinePilotGuy 2026, All Rights Reserved Airline Pilot Guy Show by Jeff Nielsen is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License
ANTIC Episode 124 In this episode of ANTIC The Atari 8-Bit Computer Podcast… We have lots of game news and emulator updates, Brad imitates a pirate, and Kay tells us that the Atari 8-bit is the "Computer of Love"! READY! Recurring Links Floppy Days Podcast AtariArchives.org AtariMagazines.com Kay's Book "Terrible Nerd" New Atari books scans at archive.org ANTIC feedback at AtariAge Atari interview discussion thread on AtariAge Interview index: here ANTIC Facebook Page AHCS Eaten By a Grue Next Without For What we've been up to Kay's 2025 Wrapped - https://www.patreon.com/posts/kays-2025-147182056 Support Kay's Patreon and support ANTIC! - https://www.patreon.com/savetz Annual posting of older articles: https://archive.org/details/savetz_articles?sort=-addeddate https://archive.org/details/savetzarticle_reverend-apple https://archive.org/details/savetzarticle_finding-randy https://archive.org/details/savetzarticle_the-making-of-antic Interim Computer Museum - https://icm.museum Events at https://icm.museum/?events Repairing The Atari 8 Bit Astra Big D Disk Drive! by Paul Westphal - https://www.youtube.com/watch?v=ZIZPgYxfrAU Fujisan: https://github.com/pedgarcia/fujisan/releases/tag/v1.1.0 Fujinet Lobby games - http://fujinet.online:8080/ FastBASIC - https://github.com/dmsc/fastbasic Video from Paul Garcia showing Fujinet-PC integration - https://www.youtube.com/watch?v=Kwd0wwFohso Indy Vintage Computer Club - XF551 drive - https://en.wikipedia.org/wiki/Atari_XF551 Commodore 64 Ultimate - https://www.commodore.net RM 800XL - https://revive-machines.com/index-en.html Stan Veit Podcast: David Greelish and Randy read Chapter 13 ("The Atari Story") - https://www.youtube.com/watch?v=oLCoJ-oA_V0 Stan Veit @ wikipedia - https://en.wikipedia.org/wiki/Stan_Veit New and Updated Games Ultimate Atari Games Database by Philippe Lafortune: https://www.facebook.com/share/p/1JaKMQio82/?mibextid=wwXIfr Invite link - https://airtable.com/invite/r/rhutWb7a Atari Party Panic v1.2 by Andy Diller: https://forums.atariage.com/topic/386758-atari-party-panic-v12/ https://massiverobot.itch.io/panic New game: Carcer from h4plo: You can get it from here - https://h4plo.itch.io/carcer Discussion - https://forums.atariage.com/topic/386514-new-game-carcer/ Overflow Santa - New Christmas game from A/W/A: https://forums.atariage.com/topic/386809-overflow-santa-new-christmas-game-from-awa/ Overflow Santa 8bit.xex(Atari 8-bit binary file) Overflow Santa 8bit.rom(Atari 8-bit cartridge) KillZone: First Real-Time Multiplayer Gaming - https://www.atariorbit.org/2025/12/13/killzone-v-1-2/ Street Fighter II Released!: https://forums.atariage.com/topic/381129-street-fighter-2-for-atari-xexl/page/25/#findComment-5759887 https://vega.atari.pl/ https://vega.atari.pl/main-page/street-fighter-ii/ Pole Position Now Saves Tracks Over FujiNet (Thom Cherryhomes): Discussion - https://forums.atariage.com/topic/387116-sharing-pole-position-race-designer-tracks-over-fujinet/ Video - https://www.youtube.com/watch?v=XI0sgh9DGaw Atari 8-Bit/5200 Homebrew Games Released/Completed/WIP in 2025 - https://forums.atariage.com/topic/378311-atari-8-bit5200-homebrew-games-releasedcompletedwip-in-2025/ New and Updated Software News Years Disk 2026 - https://demozoo.org/productions/384184/ Altirra 4.40 released from Phaeron: https://forums.atariage.com/topic/387055-altirra-440-released/ https://www.virtualdub.org/altirra.html New version 7.0 of ASAP, Another Slight Atari Player, the most accurate Atari 8-bit computers tunes player for modern computers and mobile devices - https://asap.sourceforge.net Publications December, 2025 Compute's Gazette with ANTIC article written by Brian Cox - https://shop.computesgazette.com/product/computes-gazette-issue-6-digital-edition/ AtariProjects - https://atariprojects.org/ Atari Insights January 2026: Newsletters - https://ataribasics.com/newsletter-hub/ YouTube channel - https://www.youtube.com/@AtariBasics New and Updated Hardware Atari SX212 WiFi Retromodem - https://tempestfpga.com/sx212/ XL-Expander, a prototype add-on for Atari 800XL machines - https://bsky.app/profile/philsan.bsky.social/post/3ma6ybpxd6s2j Custom Casing for the 130XE Pixel Perfect Motherboard - https://forums.atariage.com/topic/383379-new-11-1000dpi-replica-of-atari-xe-motherboard-%E2%80%93-interest-check/page/10/#comment-5772225 3D printed joystick Atari XL computers style - https://makerworld.com/en/models/2108894-atari-xl-style-joystick#profileId-2281361 Atari 400 mini at Atari.com - https://atari.com/products/atari-400-mini-1 Other The Magic Room film ebay - https://www.ebay.com/itm/116928122102 A 'Playable' Atari-Themed Hotel Is Coming - https://people.com/atari-hotel-planned-for-phoenix-interactive-esports-venue-photos-11871760 Stewart Cheifet died: https://obits.goldsteinsfuneral.com/stewart-cheifet https://archive.org/details/computerchronicles Upcoming Shows Vintage Computer Festival Montreal - Jan. 24-25, 2026 - Saint-Jean-sur-Richelieu, QC - https://vcfed.org/vcf-montreal/ Vintage Electronics Expo - Jan. 31, 2026 - Oakland Expo Center, Waterford, MI - https://www.thevee.org/ Vintage Computer Festival SoCal - February 14-15, 2026 - Hotel Fera Events Center, Orange, CA - vcfsocal.com Indy Classic Computer and Video Game Expo - March 20-22 - Wyndham Indianapolis Airport Hotel, Indianapolis, IN - https://indyclassic.org/ VCF East - April 17-19 2026 - InfoAge Science and History Museums, Wall, NJ - https://vcfed.org/events/vintage-computer-festival-east/ Midwest Gaming Classic - April 24-26 - Baird Center, Milwaukee, WI - https://www.midwestgamingclassic.com/ VCF Europe - May 1-3 - Munich, Germany - https://vcfe.org/E/ Vintage Computer Festival Pacific Northwest 2026 - May 2-3 - Tukwila Community Center, South Tukwila, WA - https://vcfpnw.org VCF Southwest - May 29-31, 2026 - Westin Dallas Ft. Worth Airport - https://www.vcfsw.org/ Retrofest 2026 - May 30-31 - Steam Museum of the Great Western Railway, Swindon, UK - https://retrofest.uk/ YouTube Videos FujiNet Battleship now for Atari 8-bit, Apple II, CoCo, and MS-DOS - Thom Cherryhomes - https://www.youtube.com/shorts/3BQc3zVl8qk How I made an Atari 130XE Laptop Using Original Hardware - Sideburn Studios - https://www.youtube.com/watch?v=FAKrEe_ttOE The Atari 8-Bit Second Maturity (A 2025 Deep Dive) - AtariBasics with John Zielke - https://www.youtube.com/watch?v=5d3JgZMFZIo FujiNet-RetroMate: Online Chess with Atari 8-bit Computers - Greg Gallardo - https://www.youtube.com/watch?v=H53JR2-PBQE New at Github https://github.com/mozzwald/pokeystream https://github.com/mozzwald/udp-pokey-sample https://github.com/rickcollette/atariforge https://github.com/fredlcore/ATASCOIID https://youtu.be/g4ffy4TXI-c?si=fihGVG0pGeuSOQqg https://github.com/rachel-multiverse/rachel-atari-800 Listener Feedback https://github.com/gitGalu/8bitworkshop-mcp
Panelists: Paul Hagstrom (hosting), Quinn Dunki, and Blake Patterson Topic: 1987 The Acorn Archimedes became the first computer sold based on the ARM chip. Even today, the last does not appear to be in sight. 1987 also bought us Perl, the IBM PS/2, VGA, Hypercard. CompuServe gifted us GIF. Beyond 1987, we talk BBC BASIC, Quantum Link, and more about the Commodore Colt than you ever wanted. Topic/Feedback links: Acorn Archimedes IBM PS/2 VGA Larry Wall wrote Perl Bill Atkinson designs Hypercard CompuServe introduced a proprietary graphics interchange format. Great. Took off like gangbusters. Like a gift to the online world. So Far; The First 10 Years of a Vision (Apple turned 10) Retro Computing News: The Commodore acquisition happened One line Tetris (Rheolism) (Hackaday) Rheolism How Rheolism works Vintage Computer(-related) commercials: Commodore Colt at Best Buy Acorn Electron IBM PS/2 Retro Computing Gift Idea: The Apple II Age: How the Computer Became Personal (Laine Nooney) See also: INIT HELLO wrap-up discussion (YT) See also: RCR episode 266 with Laine Nooney Auction Picks: Paul: Commodore Colt Spectravideo Compumate VCS keyboard CompuMate (Wikipedia) I turned my Atari 2600 into a REAL COMPUTER (YT, 8-Bit Show And Tell) Actual Quantum Link software package Alternate universe (to Apple users) SoftDisk: LoadStar Cf: SoftDisk Closing notes: INIT HELLO Other ways to experience this episode: a2stream file for this episode: http://lo-fi.rcrpodcast.com/rcr287.a2stream YouTube episode 287 Feedback/Discussion: feedback@rcrpodcast.com rcrpodcast@podcast.social on Mastodon rcrpodcast.com on bluesky Vintage Computer Forum RCR Podcast on Facebook Intro / Closing Song: Back to Oz by John X Listen/Download: