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Tim Jenkins, Cheating at Roulette with an Atari Computer Tim Jenkins is the author of several humorous memoirs: "Missions Accomplished: And some funny business along the way", "More Missions Accomplished: And a lot more funny business", and "Business Missions Accomplished: Silly travel tales on the corporate dime". I wanted to talk to Tim about one chapter in his 2018 book More Missions Accomplished: the chapter is titled "Gaming the System" and it tells the tale of him trying to cheat a roulette using his Atari 800 computer. A brief excerpt from that chapter: "Las Vegas — 1989. Shortly after the dawn of the personal computer revolution, opportunity beckoned. Some people wrote software and sold it over retail counters. Others launched services that harnessed the databasing and processing power of the PC to help people find a job, a date, or other people with the same interests. I put my own Atari 800 computer to work simulating roulette. ... If you kept increasing your bet every time you lost a spin of the wheel, eventually your number would come up: The question was, would you earn back all the money you'd previously lost and make a profit? Yes. That is, you would if you did not first run into the table limit. ... How to get there without hitting the max bet? That's what I set out to simulate on my Atari computer. ... The program showed this to be a winning strategy, if perfectly executed." This interview took place on May 22, 2025. More Missions Accomplished at amazon: https://amzn.to/446MrVP At Internet Archive: https://archive.org/details/moremissionsacco0000timj/page/138/mode/2up Video version of this interview: https://youtu.be/EW-pDXlBDQg
On this show we are speaking to super-duper influencer, Jessie Anderson all about accessible gaming. Not even 'Skinny Pete' from the TV series Breaking Bad knows as much about video games and consoles as Jessie. A veteran of the ATARI 2600 and Apple 2, Jessie walks us through how a blind or partially sighted person can navigate the world of gaming. More importantly, he tells us how to play some of the most popular games out there at the moment, using screen readers and magnifiers. Yes folks, we're talking all the favourites here; Call of Duty, Mortal Combat, Card World, Doom, Quake, The Last of Us, Forza Motor Sport, and the MODs which are the modifications that some gamers have done to make other games accessible. Whether you have an X-Box, PlayStation 5, or a PC, we've got you covered! Don't forget to email us on BlindGuysChat@gmail.com about what games you enjoy, and what your experience has been with accessible games. So, pop on your racing suit and helmet, keep a sharp eye/ear out for the secret loot stash, and press restart on the number one podcast game as recently voted by the zombies' weekly newsletter: Blind Guys Chat. 16 out of 20 gamers prefer it to finger twitches! Links discussed in the show: · Jessie's website: https://www.illegallysighted.com/ · Jessie's channel: www.youtube.com/illegallysighted · Accessible MOD for Doom: https://alando1.itch.io/toby-accessibility-mod-v90-rc1 · The Last of Us part 2: https://www.playstation.com/en-us/games/the-last-of-us-part-ii/accessibility/ · Forza Motor Sport:https://support.forza.net/hc/en-us/articles/46524064744851-Forza-Motorsport-Accessibility-Support · Game info site: www.audiogames.net · Game info site 2: https://caniplaythat.com/ Support Blind Guys Chat by contributing to their tip jar: https://tips.pinecast.com/jar/blind-guys-chatRead transcript
In 1985, Datasoft released Alternate Reality: The City, an Atari 8-bit role playing game built almost entirely by one self-taught programmer working out of a shack in the Hawaiian backwoods. In this episode, we explore how Philip Price talked his way from a stolen tic tac toe login into a career reverse engineering hardware with no manuals to guide him. We trace how he envisioned an entire interconnected series exploring captivity and free will, and how a single publishing contract quietly dismantled that vision piece by piece. Our conversation also digs into the technical feats packed into 48 kilobytes of memory, and the public dispute over who really killed the series before it could finish. Join us as we step through the portal, survive the streets of Xebec's Demise, and reckon with the cost of building something too ambitious for the industry that published it, on today's trip down Memory Card Lane.Read transcript
From a janky haunted mansion on the Atari 2600 to PT breaking the internet’s brain to streamers building entire careers screaming through Phasmophobia — horror video games have come a LONG way. Tea & Karen are joined by Twitch streamers BellaRose0810 and DrakeThe_Snake getting into the full history of horror gaming and so much more. […] The post The History of Horror Video Games — From Pixels to Panic | Earth Station Boo appeared first on The ESO Network.
Apple udostępniło Publiczną Betę sytemu iOS 27. To kusząca perspektywa dla osób, które nie mogą się doczekać jesiennej premiery. Setki nowości, ale ile z nich naprawdę ma znaczenie? W tym odcinku przechodzimy przez wszystko, co istotne z perspektywy polskiego użytkownika — bez wypełniaczy i funkcji, których i tak nie zobaczysz. Czy warto i powinno się spróbować iOS 27? Zapraszamy do odsłuchu. Ponawiamy również zaproszenie na letnią edycję Silly Venture 2026 imprezy retro w Gdańsku (przełom lipca i sierpnia 2026, start 30.07) – gratka dla fanów retro i Atari!
A veteran of three tech eras on how the innocence was lost — and whether AI actually might win it back, through what he calls “enlightened AI.”Recently, on WhoWhatWhy podcast, Matthew Stepka — early internet-café founder, McKinsey alum, nine-year Google veteran who shepherded many of the company's mission projects including the first self-driving cars, and now an investor in what he calls “enlightened AI” — walks us back through the Valley's reinventions and asks what each one cost.Before the trillion-dollar IPOs, before the data centers and the doom, before “Silicon Valley” became shorthand for unaccountable power and unimaginable wealth, there was a teenager with an Atari — a gift from his NASA-engineer father — certain he could build any world he could imagine. Get full access to Talk Cocktail Podcast at jeffschechtman.substack.com/subscribe
In this episode of The Halloween Podcast, Lyle puts Meghan's spooky game knowledge to the test with a brand-new game show. Meghan is given a series of eerie titles and clues, and she must decide whether each one is a vintage video game, a classic board game, or something completely made up. Along the way, we explore the history behind real horror games from the 1980s and 1990s, including early Atari titles, VHS board games, haunted castles, mysterious mansions, and some of the games that helped shape the survival horror genre. Play along at home and see whether you can outscore Meghan or if Lyle's fictional games fool you too. Follow The Halloween Podcast: Website: https://www.TheHalloweenPodcast.com Facebook: https://www.Facebook.com/TheHalloweenPodcast Instagram: https://www.Instagram.com/TheHalloweenPodcast Email: Info@TheHalloweenPodcast.com Haunt Line: 731-400-0472 Support the show on Patreon: https://www.Patreon.com/TheHalloweenPod Hosted by Simplecast, an AdsWizz company. See pcm.adswizz.com for information about our collection and use of personal data for advertising.
An airhacks.fm conversation with Tomasz Ptak about: discussion about the guest's path from an Atari and a 486 to professional Java development, loading games from cassette tapes, building a clock with the Logo programming language, making websites with PHP for a community, studying data management and computer science, learning Perl, Bash, Pascal, Python, C, C++, Ruby and Java, Java 1.4 and Java 5 with generics and annotations, an island optimization algorithm switching from Python to Java for memory control, preference for strictly typed languages, first job at motorola Solutions building a server-side Java configuration system with SNMP and SNMP4J, moving from Tomcat to Netty, using Ant and Maven, managing a Jenkins server, rebuilding a buggy no-code Spring CRUD generator, rewriting an application with Apache Wicket for stateful web development, comparing Wicket structure coupling with Jakarta Faces, event sourcing with the Axon Framework and domain objects, bitemporal awareness and Hibernate Envers versioning, the Naked Objects pattern and object-oriented UI generation, third job at Open Market stabilizing a legacy Java SMS gateway, weekly outages and same-day retrospectives, containerizing bare-metal systems with Testcontainers and docker Compose, near zero-downtime deployment with Ansible, migrating from Maven to Gradle and removing the Buck build tool, upgrading legacy systems from Java 1.4 to Java 8, minimalistic Maven usage, a zero-dependency Java builder zb and zero-dependency unit runner zunit using only built-in compiler and jar tools, Java 25 as an automation tool replacing Python scripts, executable JARs without external dependencies, shebang instance-method scripting, reactive or infinite streams and stream gatherers, Git-tag-based versioning for monorepos, the AWS DeepRacer and AWS AI community, the mediocris blog Tomasz Ptak on linkedin: https://www.linkedin.com/in/tomasz-ptak
Welcome to ATARI UNLIMITED! This time out we're talking TALES FROM ATARI including Quiz Show the 1970's Atari game that ran off an EIGHT TRACK! We'll talk everything from Atari's involvement with Capcom's Street Fighter series, to Nolan's Chuck E Cheese, to the competitor Atari OWNED called Kee games! It's Atari UNLIMITED, brother!
Em mais um episódio do QueIssoAssim de temática livre, Brunão, Zitos e Andreia (Livros em Cartaz) conversam sobre amenidades da semana. Entre elas, o falecimento do ator e dublê japonês Hikaru Kurosaki que ficou famoso por eternizar o herói Jaspion. Entre memórias e nostalgia, comentamos também sobre o fim definitivo da mídia física por conta do anúncio da Sony de que não serão mais produzidos discos para os jogos de PS5. E o saudosismo bateu forte e fomos até a época do Atari. Não esqueça de comentar e compartilhar!
W 72. odcinku Przerwy Technicznej Krzysztof Nowicki i Marek Telecki postanawiają na chwilę odłożyć marudzenie na bok i poszukać plusów tam, gdzie zwykle widać same problemy. Zaczynają od podwyżek cen sprzętu (winne m.in. drożejący RAM i boom na AI) i próbują znaleźć w nich dobre strony – od większej dbałości o urządzenia po potencjalne korzyści dla środowiska. Przy okazji wracają do niedawnego WWDC, gdzie brak spektakularnych nowości wcale nie musi być złą wiadomością, oraz do dziwnego zachowania aplikacji Apple TV, która nie pauzuje wideo po zablokowaniu ekranu. Marek opowiada też o swoim niedawnym zakupie – iPhone Air – i szczerze rozlicza się z kompromisów, na jakie się zdecydował w zamian za niższą cenę (pojedynczy aparat, wolniejszy USB, mono głośnik), oraz z tego, co go w tym zakupie ucieszyło. W dalszej części odcinka obaj prowadzący przechodzą do części kulturalnej, dzieląc się swoimi ostatnimi odkryciami: polecają stand-upera Marcina Chmiela, charytatywną galę komediową, kanały YouTube (Coleslav, Pełna Kulturka, Bez Tajemnic), filmy (The Drama, Po twoim trupie, Dzień Bastylii), audiobooki w klimacie LitRPG (Level Up, Droga Szamana) oraz muzykę – od Ska-P, przez death metal Jungle Rot, po elektronikę Mike'a Vickersa. Na koniec zaproszenie na letnią edycję Silly Venture 2026 imprezy retro w Gdańsku, gdzie Remek będzie miał przyjemność przedstawić prezentację traktującą o konsolach i padach Atari. Lekki, luźny i pozytywny odcinek idealny na wakacyjne słuchanie. Oraz jeszcze raz podziękowania dla Grzegorza za polecenie aplikacji HashPhotos. Nasze polecajki Marcin ChmielKomediowa Gala Charytatywna – Fundacja „Wystarczy Chcieć"ColeslavPełna Kulturka Hubert ModławskiBez Tajemnic Dymitr BłaszczykThe DramaPo twoim trupieDzień BastyliiDan Sugralinow - Level UpWasilij Machanienko - Droga SzamanaSka-PJungle Rot - Cruel Face Of WarMike Vickers - From Sci-Fi To Space Kontakt z nami: Przerwa Techniczna - mastodon, emailMarek Telecki - emailKrzysztof Nowicki - email Rozdziały 00:00:00 Intro 00:02:42 Podziękowania i HashPhotos 00:04:19 Plusy drożejącego sprzętu 00:13:22 WWDC i optymalizacja systemów 00:18:36 Apple TV a wygaszony ekran 00:24:08 Nowy iPhone Marka 00:34:01 Stand-up Marcina Chmiela 00:37:30 Fundacja Abelarda Gizy 00:40:45 Polecane kanały YouTube 00:45:10 Filmy na streamingu 00:50:00 Audiobooki w stylu LitRPG 00:54:41 Polecajki muzyczne 00:58:20 Silly Venture 2026 01:01:01 Bloopersy
This week we talk about Sony, Nintendo, and the Playstation.We also discuss Grand Theft Auto, the 3DO, and digital dark ages.Recommended Book: 3 Days, 9 Months, 27 Years by John ScalziTranscriptThe earliest video game consoles that were made to be used in the home, as opposed to being set up in an arcade, were hardwired like their arcade kin. That means rather than being able to play a bunch of different games, they were basically just single-game boxes: you would buy a machine that allowed you to play Pong, for instance, and if you wanted to play another game, even by the same maker, Atari, you would have to buy another whole console with its own screen, controls, etc, to do so.That was the state of the art in the early to mid 1970s. By the late-70s, the concept of swappable games became reality with the introduction of what are called ROM cartridges. ROM stands for read-only memory and is a type of storage common in computers and other devices, which allows whatever you store on it to persist, which is a contrast to RAM, which is the type of memory that determines how much you can do on a device at any given moment, and which disappears when the device is turned off.So these ROM cartridges were kind of like the portion of the hard drive that's used to boot up your computer, storing the bare-basics of the system so it can be initialized and understand how to run all the other software that builds upon that baseline. And that memory was stored in durable, plastic cases that made them usable by ordinary, non-techy people. You could buy a game and handle the cartridge, popping it into your game console hardware and removing it, to make way for another game, over and over and over again, and that use would be unlikely to damage the ROM chip.This same general format was flexible enough that it lasted through the mid-90s, the capacity of the ROM chip continuing to grow as the associated tech improved, and the capabilities of the central console hardware that used these cartridges became more sophisticated. Upgrades were slowly added to the innards of the plastic case, as well, including things like battery backups that enabled saved games, and the Super Nintendo's Super FX chip, which enabled 3D graphics that would have otherwise been impossible with the contemporary state of the art.The next generation of gaming consoles relied on another medium, though, and one that had several benefits over the long-lived game cartridge.CD-ROM discs, which were flat, circular, and contained information that was encoded and read with lasers, had been around in some form since the late-1980s, and were even used in a few early gaming consoles, like the PC Engine CD-ROM, which barely anyone bought, and the Sega-CD add-on for the Sega Genesis, and 3DO consoles, which a few more, but still relatively few people purchased.The release of the first Sony Playstation, now known as the PS1, in 1994 changed that, though, and this shift was partially the result of Sony's impressive game lineup, but was also due to the strength of the CD medium. Each CD-ROM could hold 650-700 MB of information, which was more than 100-times the capacity of the competing Nintendo 64's cartridges.There were downsides to this new standard; CD-ROMs were less durable than plastic-encased cartridges, and they were very slow to load, as well, because information stored in ROM chips could be more or less instantly booted, while the info stored on discs had to be spun up and read first, resulting in sluggish load screens throughout the gaming experience, and especially on the initial boot-up of the system.That said, the far superior storage, and the dramatically reduced cost of these laser-etched discs—cartridges could cost $15-20 apiece to manufacture, while CD-ROMs often cost pennies apiece—that triggered a rapid transition in the gaming world to this new medium. Handheld consoles stuck with cartridges for a lot longer, due to the nature of the use-case and difficulties associated with trying to use spinning discs in portable hardware, but everyone else moved to discs pretty rapidly, after Sony proved the utility of the model, and many aspects of video gaming were upgraded as a result of all that additional storage capacity.That capacity continued to grow as CD-ROM were replaced with DVDs, which could hold 4.7-8.5 GB per disc, again, up from 650-700 MB; the industry made that change in the years 2000 and 2001, with the PS2 and Xbox consoles. And then in 2006, the PS3 moved to Blu-ray discs, which could hold a whopping 25-50 GB per disc, once again resetting gaming expectations—though Xbox stuck with DVDs, and Nintendo's Wii, Wii U, and Gamecube consoles used proprietary disc formats that had a lot lower capacity compared to their competition.Leading into the 2010s, even those Blu-rays were straining under the weight of some big-name, AAA games, some of which required multiple discs and mandatory hard drive installs from those discs, because the scope of these gaming worlds and their high-end graphics required just a stunning amount of space.Video game companies had already started making the shift to digital products in the early 2000s, though, Xbox Live Arcade and the Playstation Store emerging in 2005 and 2006 respectively, and Steam, which popped up in 2003, was making digital downloads for games common on PCs several years earlier.Digital became even more popular in the 20-teens, and in 2020, digital sales of console games surpassed physical sales for the first time. The PS5 and Xbox Series S shipped console versions without disc drives for the first time, and many physical games became basically methods of checking a game's license, to ensure it's not pirated, because the discs installed the game on the console's hard drive, just like a download, anyway.What I'd like to talk about today is the perhaps natural next step in this transition: a recent announcement by Sony that they'll no longer be making disc-based Playstation games beginning in 2028, and why some critics are calling this a worrying and anti-consumer move.—On July 1, 2026, Sony announced that's it's going all-in on digitally delivered games. It will halt production of game discs beginning in January of 2028, and after that, customers will only be able to purchase new games digitally, via their Playstation Store and retailers.This follows another recent announcement by game company Rockstar Games that their massively anticipated Grand Theft Auto VI game, which is set to hit digital shelves on November 19 of this year, will not be available on disc at all; it will be downloadable, and the physical copies customers can buy in stores won't be physical copies at all: it will be a box with a download code inside, which amounts to the same thing—you use the code to download the game, exactly the same as if you had bought it online, but with packaging for that code.That's a big deal because the Grand Theft Auto series is one of the biggest and most popular series in gaming history; other game makers have been scrambling to adjust their own release dates so as not to overlap with this new, highly anticipated game's release; it's expected to be an absolutely massive moment in the gaming world when this new entry in the series finally lands.That said, the writing has been on the wall for the transition to digital games for a while, now. Game company Capcom recently announced that 93% of its game sales were digital in its last fiscal year, and other companies have reported similar numbers; it's currently around 85% for Sony. As a result, many consoles are now shipping models without disc drives, and some, like the recently announced Steam Machine, don't even have a disc-drive version.Digital games are also cheaper to make because the company behind them only has to provide download keys, rather than having to pay some amount for each and every physical item produced, packaged, and shipped, and these companies, and the retailers that sell their games, will never run out of a popular game, which might otherwise be an issue for big released like the aforementioned Grand Theft Auto.There are quite a few downsides to the digitization of games, though, including that in many cases, you don't actually own the games you buy, you just own a license to download and play them. That means if licensing changes, or the storefront through which you bought a game closes, you will likely lose access to that game you bought, without getting any kind of refund.If your account is banned or you lose access to your account for some reason, all your games will suddenly be inaccessible, too. If you don't have access to the internet, allowing your console to phone home and check to make sure you're not pirating things on a regular basis, that might also mean no gaming for you.Almost always, you can't sell or trade digital games, while physical games allow for a thriving secondary market, often allowing gamers to buy old discs and cartridges decades after a game was released, and often for far lower prices. Many of these games can even be played by later consoles that have back-compatibility.Doing away with discs and other physical media is great for companies like Sony, then, because they no longer have to pay to create the individual discs, no longer have to pay for the drives that play the discs, so the price of making consoles drops a bit, and it also means that secondary market for games goes away: if you want to play old games, you have to buy them from Sony, and all those used games already on the secondary market, or a game disc borrowed from a friend, are no longer competition for them, serving as alternatives to the digital version they'd prefer to sell you.Another bigger-picture concern here, though, is that this will make game preservation efforts a lot more difficult, and for many of the same reasons it will make maintaining a library and back-catalog of games difficult for consumers.Often, when a video game store shuts down, either for economic reasons or because it sells content for devices that are no longer maintained, those games and other content also go away. Sometimes they can remain on those older devices, and sometimes the digital rights management software, the DRM in that content and on those devices auto-deletes games from the hardware.Right now, for instance, Sony is saying that after it halts digital sales of PS3 and Vita games, that halting taking place over the next year, players will still be able to download their previously purchased content for the foreseeable future. That ‘foreseeable future' phrasing is doing a lot of work, there, though, and historically this kind of shut down has eventually become a full shut down, a lot of games, those that haven't been carried over to new stores to be played as vintage options on newer consoles, have simply disappeared; maybe still existing on some old hardware somewhere, if it wasn't deleted by DRM, but maybe not. In either case, preserving that software for historic research and archiving purposes becomes very difficult and expensive, at least compared to archiving the same game on a disc or cartridge.That closure of the PS3 and Vita stores, for example, is expected to result in the loss of about 2,200 digital-only games that will no longer be available for purchase, and of those, about 138 are not available on any other platform, and will thus essentially disappear.This game industry concern echoes larger concerns about what's called a digital dark age: a moment in time, maybe just a few years, maybe a few decades long during which a whole lot of the content that was created and available, disappears, possibly because of outdated file formats, maybe because the storage mediums that were used didn't hold up over time, or possibly because the data from the era was somehow corrupted, encrypted, or decayed.There's concern that a whole lot of information from the early personal computing era will disappear from historical records, for instance, because the floppy disks on which a lot of that information was stored are obsolete and thus increasingly difficult to access; few people have hardware that allows them to use floppy disks, these days.CD-ROMs, DVDs, and other optical discs are also a concern because of so-called disc rot, which refers to the chemical degradation of this storage medium. Many such discs are prone to failure because of light damage, the oxidation of their reflective layer, and the de-bonding of the adhesive that was used to hold the disc's multiple layers together.A lot of seemingly archival media might then degrade, even after being stored in a seemingly long-term fashion, which could also contribute to a dark age moment, a whole period's worth of data and entertainment and art lost because the CDs and DVDs on which they were stored simply fell apart before they could be converted to a longer-form medium. This could serve as an argument in favor of digitization, then, because many of the mediums on which these games are currently stored might degrade, anyway, and moving them to hard drives, rather than discs, could serve as a superior long-term home.That said, the concern with digitizing everything is similar, in that media made available for online purchase is simply stored in a hard drive somewhere else on the planet. If something happens to the data centers in which these games are stored, or those data centers are needed for another, more profitable purpose, or a bunch of them are destroyed in a conflict, that could result in the same outcome as disc rot and the storage of data in formats that are no longer accessible.It also makes these games susceptible to economics, though, because if the company behind them decides it's time to move on, there won't be physical copies archivists can scoop up and save; they could try to download these games, but often the nature of the software, of the DRM that keeps them from being pirated, hinders or prevents such efforts.The digitization of gaming and the shift away from physical copies of games seems to be inevitable at this point, and there are a lot of good economic, technological, and convenience reasons for it.There are quite a few downsides to this evolution as well, though, including those that negatively impact game consumers, alongside many of the same issues that threaten other types of media and data. And we don't, technologically or civilizationally, have solutions for those problems yet. And that gap could someday result in massive gulfs in our knowledge and documentation of this moment in video gaming history.Show Noteshttps://blog.archive.org/2026/04/23/gone-but-not-forgotten-recovering-the-dead-web/https://www.engadget.com/2207297/playstation-just-struck-a-hammer-blow-to-game-preservation/https://www.engadget.com/forza-horizon-4-will-be-pulled-from-digital-stores-and-game-pass-in-december-134510642.htmlhttps://arstechnica.com/gaming/2023/03/why-game-archivists-are-dreading-this-months-3ds-wii-u-eshop-shutdown/https://www.engadget.com/2205792/sony-will-stop-making-disc-based-playstation-games-starting-2028/https://www.engadget.com/2207546/sony-repurposing-austrian-playstation-disc-factory/https://www.engadget.com/2206315/xbox-is-reportedly-testing-a-way-to-digitize-your-disc-based-games/https://www.engadget.com/2205792/sony-will-stop-making-disc-based-playstation-games-starting-2028/https://www.theverge.com/report/960173/microsoft-xbox-disc-to-digital-feature-physical-game-collectionhttps://www.theverge.com/games/956389/grand-theft-auto-6-gta-digital-code-in-box-physical-gameshttps://en.wikipedia.org/wiki/Digital_dark_agehttps://longnow.org/ideas/shining-a-light-on-the-digital-dark-age/https://www.americanscientist.org/article/avoiding-a-digital-dark-agehttps://en.wikipedia.org/wiki/History_of_video_game_consoleshttps://www.videogameconsolelibrary.com/history-of-game-media/https://en.wikipedia.org/wiki/Disc_rot This is a public episode. 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Dies ist Folge 2 von 2. Folge 1 erschien vor einer Woche. Worum geht's? Nachdem der TI-99/4 endlich fertig entwickelt ist, muss er sich nun auf dem hart umkämpften Heimcomputermarkt beweisen – gegen Tandy, Atari und vor allem gegen Commodore. Henner und Chris erzählen, wie Texas Instruments seinen Rechner vermarktet, warum die Verpackung bewusst auf das technische Kürzel verzichtet und stattdessen groß „Home Computer“ verspricht, und wie sich der Nachfolger 99/4A entwickelt: mit besserer Tastatur, neuem Grafikmodus, aufgebohrter Sprite-Engine, aber auch gnadenlosem Rotstift bei Lautsprecher und Kopfhöreranschluss. Es geht um die Werbekampagne mit Bill Cosby, der in unzähligen Spots stets denselben Satz wiederholt: „This is the one.“ Um ein teures Rückrufproblem wegen potenziell gefährlicher Netzteile. Und um die immer verzweifeltere Suche nach Software für ein System, dessen exotische Prozessorarchitektur Entwicklerinnen und Entwickler eher abschreckt als einlädt – im Gegensatz etwa zum gut dokumentierten 6502 in Ataris Rechnern. Trotzdem entsteht nach und nach ein überraschend vielfältiges und teils hochwertiges Spieleangebot, nicht zuletzt dank der kreativen Freiheit, die TI seinen eigenen Entwicklerinnen und Entwicklern lässt, und dank externer Partner wie Milton Bradley mit ihrem kuriosen MBX-Erweiterungssystem. Am Ende dreht sich alles um den ruinösen Preiskampf mit Commodore, der TI schließlich einen Quartalsverlust von 100 Millionen Dollar beschert und die Aktie einbrechen lässt. Noch auf der Sommer-CES 1983 kündigt TI mit dem winzigen TI-99/2 und einem neuen Topmodell einen Neuanfang an – doch beide Projekte werden nie veröffentlicht. Stattdessen zieht sich Texas Instruments im selben Jahr komplett aus dem Heimcomputergeschäft zurück und verramscht die Restbestände für 50 Dollar das Stück. Was bleibt, sind rund 2,8 Millionen verkaufte Geräte weltweit – und ein paar Chips wie der Soundbaustein SN76489, die in vielen anderen Systemen noch lange weiterleben. Produktions-Credits: Sprecher, Redaktion: Henner Thomsen, Christian Schmidt Audioproduktion: Johannes DuBois, Christian Schmidt Titelgrafik: Johannes DuBois Vielen Dank an Karl Guttag und Paul Urbanus.
Mike Lorenzen: Atari Program-Text Editor, Pitfall II Mike Lorenzen worked at Atari, Activision, and Accolade, creating games for the Atari 2600, Atari 8-bit, and Commodore 64 computers. At Atari, Mike coded Golf and Circus Atari for the Atari 2600. For the 8-bit computers, he wrote MEDIT (which he told me stands for Mike's EDITor.) Atari got a lot of mileage from MEDIT, using versions of that text editor in several products: first, in Atari Program-Text Editor (which was bundled with Atari's Macro Assembler), and in two Atari Program Exchange products: APX 20075, Atari Program-Text Editor; and APX 20076: Word Processing Diskette, where it was bundled with a text formatter. Both Program-Text Editor and Word Processing Diskette first appeared in the Winter 1981 APX catalog (the second APX catalog) with a price of $39.95 for Program-Text Editor and $49.95 for Word Processing Diskette — relatively hefty prices, considering the median price for software in that catalog was just $17.95. At Activision, he ported Pitfall and Pitfall II Lost Caverns to the Atari 8-bit — and in that, created the undocumented Easter egg of an additional game inside: Pitfall III, which appears only in the Atari 8-bit version. At Accolade, Mike developed the game "Psi-5 Trading Company" for the C64, which he called "the most sophisticated Commodore 64 program ever written". This interview took place on June 4, 2026. Software mentioned: Macro Assembler and Program-Text Editor at AtariMania APX 20075: Atari Program-Text Editor at AtariMania APX 20076: Word Processing Diskette at AtariMania Pitfall at AtariMania Pitfall II Lost Caverns at AtariMania People mentioned: Scott Scheiman interview Dale Yocum interview Chris Crawford interview Fred Thorlin interview Brad Fregger on Lorenzen's overwork More information: Inverse ATASCII reviews APX Program-Text Editor AtariWiki on Program-Text Editor Psi-5 Trading Company
Pat Casey was the first person besides founder Fred Luddy to write code at ServiceNow back in 2005, when it was called Glide and lived above a friend's restaurant. Twenty years later, he's CTO of a company where 85% of the Fortune 500 are customers, and until recently ran all of engineering: 10,000 people, 7,000 of them writing code. Almost nobody survives the journey from first engineer to public-company CTO. Pat did. Tobi and Pat dig into how ServiceNow actually works under the hood: a metadata processing engine running 90,000 single-tenant databases and over 25 billion queries an hour, why they bought a 15-person German database company and turned it into RaptorDB, and why tearing apart a 20-year-old monolith is harder than every senior engineer thinks. Then the conversation turns to AI. Pat bought 7,000 Windsurf licenses and measured a real, but unglamorous, 15% productivity bump, with a small subset of engineers going 5–6x while most barely changed. His thesis: AI coding is like playing five chessboards at once, and it's reshuffling the deck on who the top engineers will be. On agents, ServiceNow's answer is disarmingly simple: create a user called "AI Pat," assign it cases, and make it follow the exact same rules as humans because you should not trust an LLM more than you trust a human being. Topics covered: - From Atari 400 and floppy-disk jockey at Aldus to first engineer at ServiceNow - Scaling engineering from a stuffed fish on a monitor to 10,000 people — and the productivity trough at ~100 engineers - Single-tenant architecture: 90,000 databases, 25B+ queries/hour, and the monolith-to-Kubernetes migration - Why ServiceNow bought Swarm64 and built RaptorDB on a Postgres fork - 7,000 Windsurf licenses, Claude Code, and the real numbers on AI coding productivity - "AI Pat": the anthropomorphic model for enterprise agents outcomes, not toolkits - Whether AI kills seat-based SaaS, and why incumbents may have the inside track - Pat's advice to CTOs: this is not a time for excessive caution
ANTIC Episode 129 - SDX and FNSlots In this episode of ANTIC The Atari 8-Bit Computer Podcast…Brad plays around with SDX, Kay and Randy bring you news from some vintage computer shows, we drool over all the new hardware news, and we bring you FujiNet news, including FNSlots… READY! Recurring Links Floppy Days Podcast AtariArchives.org AtariMagazines.com Kay's Book "Terrible Nerd" New Atari books scans at archive.org ANTIC feedback at AtariAge Atari interview discussion thread on AtariAge Interview index: here ANTIC Facebook Page AHCS Eaten By a Grue Next Without For What we've been up to Box of stuff from Bob Fraser Light pen - https://atari8bitads.blogspot.com/2017/04/the-light-pen-is-here-and-now-its-gone.html Disks! Six early versions of MEDIT - https://forums.atariage.com/topic/381770-source-code-for-editorassembler-and-programtext-editor-released/#findComment-5854788 Prerelease version of DOS 2.0S - https://github.com/savetz/ballsong INIT HELLO https://init-hello.org/ at System Source Computer Museum https://museum.syssrc.com/ Print Slop https://www.savetz.com/print-shop-camera/atari.html discussion at https://forums.atariage.com/topic/324752-print-shop-atari-related-graphics/#comment-5854339 ANTIC Interview Transcripts site - https://www.savetz.com/antic-interviews/ SDX - https://sdx.atari8.info/index.php VCF SW - https://www.vcfsw.org/ National Videogame Museum - https://www.nvmusa.org ABBUC - https://www.abbuc.de Recent Interviews ANTIC Interview 457 - Atari at the Science Fair: Lisa Link Melville, Weather Prediction ANTIC Interview 458 - Allan Bushman, Atari archivist New & Updated Games EDGE: Eight-bit D*****! Game Engine - https://forums.atariage.com/topic/390906-edge-eight-bit-d-game-engine/ Delete Me Hard by ilmenit: https://forums.atariage.com/topic/390965-delete-me-hard/ Video - https://www.youtube.com/watch?v=ZGQCR9spQns New & Updated Software FNSlots: Save and restore your disk slot configurations - https://forums.atariage.com/topic/390713-fnslots-save-and-restore-your-disk-slot-configurations/ CrustyBASIC, a BASIC cross-compiler for 1980s machines, including Atari 2600 console and Atari 8bit computers. Runs on Windows, MacOS and Linux - https://telengard.itch.io/crustybasic TinyBASIC https://forums.atariage.com/topic/390807-back-to-tinybasics-after-50-years-finally-got-around-to-writing-a-tinybasic-for-atari-8-bit/ https://unfinishedbitness.info/2026/05/31/scriptee/ - Wade Ripkowski Publications Atari Insights - https://www.ataribasics.com - June, 2026 issue Compute's Gazette - https://www.computesgazette.com - May, 2026 The download files for ABBUC Issue 164 (1Q2026) and two disk images - https://abbuc.de/members/download/ABBUC-Magazines/Magazine-164/index.html Atari Legacy https://atarilegacy.com taking preorders now at website - https://retrolemon.co.uk/atari-magazines/280-atari-legacy-01.html New & Updated Hardware Revive Machines RM 800XL update - https://www.facebook.com/share/p/1Co44Q7w9B/ The Atari XT: https://forums.atariage.com/topic/391150-the-atari-xt/ https://atari-xt.com/ Project Thunder: https://forums.atariage.com/topic/390511-project-thunder/ https://github.com/scrameta/tonnere Blue2Joy - Bluetooth Adapter for Atari 8-bit - https://forums.atariage.com/topic/390643-blue2joy-bluetooth-adapter-for-atari-8-bit/ GE IFM Interface Module for cassette recorders to Atari or C64 - https://www.ebay.com/itm/127924405327 The Company That Calls Itself Atari "This downtown Phoenix radio landmark has been marked for death" - https://www.phoenixnewtimes.com/arts-culture/koy-building-demolition-plan-phoenix-atari-hotel-40671854/ https://gameworldobserver.com/2026/06/01/atari-just-got-bigger-it-has-acquired-the-creators-of-crossy-road Other The Brewing Academy Inventory has been SOLD! - https://forums.atariage.com/topic/390695-all-brewing-academy-inventory-is-being-sold-please-read-for-details/ https://www.reddit.com/r/OldTech/s/K70gojiubH https://www.atarinside.com/blog/index.php/atari-france/interview-jean-richen/ Atarium the Atari Encyclopedia: https://atarium.mycomuapp.com/ https://www.producthunt.com/products/atarium FujiNet Getting Started Guide for ATARI: https://forums.atariage.com/topic/390896-fujinet-getting-started-guide-for-atari/ https://github.com/FujiNetWIFI/fujinet-manuals/blob/main/atari/owners_guide_400_800/fujinet-owners-guide-400-800.pdf Upcoming Shows Silly Venture SE (Summer Edition) - July 30-Aug. 2 - Gdansk, Poland - https://www.demoparty.net/silly-venture/silly-venture-2026-se Southern Fried Gaming Expo and VCF Southeast - July 31-Aug 2, 2026 - Atlanta, GA - https://gameatl.com/ Long Island Retro Gaming Expo - August 7-9, 2026 - Cradle of Aviation, Garden City, NY - https://liretro.com/ Fujiama - August 26-30 - Lengenfeld, Germany - http://atarixle.ddns.net/fuji/2026 Vintage Computer Festival GB 2026 - September 11-13 - Aintree Racecourse, near Liverpool, United Kingdom - https://www.facebook.com/events/25457837877216829/ Vintage Computer Festival Midwest - September 12-13 - Schaumburg Convention Center in Schaumburg, IL - https://vcfmw.org/ Portland Retro Gaming Expo - October 9-11 - Oregon Convention Center, Portland, OR - https://retrogamingexpo.com/ Event page on Floppy Days Website - https://docs.google.com/document/d/e/2PACX-1vSeLsg4hf5KZKtpxwUQgacCIsqeIdQeZniq3yE881wOCCYskpLVs5OO1PZLqRRF2t5fUUiaKByqQrgA/pub New at Archive.org https://archive.org/details/axlon-ramdisk-128k-atari-800/ https://archive.org/details/xio-3-garden-city-atari-computer-enthusiasts-newsletter-november-december-1995 https://archive.org/details/xio-3-garden-city-atari-computer-enthusiasts-newsletter-january-february-1996 https://archive.org/details/xio-3-garden-city-atari-computer-enthusiasts-newsletter-july-august-1995 https://archive.org/details/twaug-newsletter-13/ https://archive.org/details/computer-shopper-june-1985-images/ https://archive.org/details/computer-shopper-may-1985-images https://archive.org/details/kluwer-leren-omgaan-met-de-atari-600-xl-800-xl-d.-b.-baarda-a.-van-londen YouTube Videos Atari 1200XL with DVI/HDMI and digital audio - FlashJazzCat - https://www.youtube.com/watch?v=rd1hY0G29xU Atari XL/XE with PokeyMax: Tony Montezuma's Gold - DEMO - Piotr D. Kaczorowski - https://www.youtube.com/watch?v=yTPbdqkiYUg RM 800XL. The final countdown… - Serenity - https://www.youtube.com/watch?v=78HOxGcyrsI Will AI Take Over Retro Game Development? We Play Every Atari AI Made Game! - ZeroPage Homebrew - https://www.youtube.com/watch?v=1MIrI2t1Pec New at Github https://github.com/JeremyJStarcher/yahtzee-a8 https://github.com/CycoPH/PokeyForge 192p Test Suite: https://github.com/HanJammer/192p_Test_Suite https://forums.atariage.com/topic/390987-192p-test-suite-my-first-6502-assembly-project/ https://github.com/mikolajmikolajczyk/madside
Hey friends! This is a tough one to write. My dad passed away on Friday, and instead of the hacker-y tech episode I had planned, I pivoted to something more personal — another installment of our "Securing Your Family During and After a Disaster" series. I talk pretty raw and transparently today about loss, grief, and the practical stuff that makes a hard situation just a little less hard. Fair warning: it's about death and dying, so if that's not where your head is today, it's totally okay to duck out – we'll catch you next week. Here's what I cover: My dad's last day — He spent Thursday doing all his favorite things: chainsaws, ATVs, trap-shooting, mowing, and weed-whipping. Then Chinese food with the family and marveling at modern video games for the first time since the Atari 5200. It was, by all accounts, a perfect day for him. How we found out — My son Cameron, who's finishing up paramedic school, was visiting and sprung into EMT mode when my dad was found unresponsive Friday morning. He did CPR for 10 straight minutes — on his grandpa, who was his favorite person in the world. That's the stuff that's going to stay with Cam (and me) for a long time. Getting some closure — Cameron had the presence of mind to ask the paramedics to leave my dad in place so I could have a few minutes with him when we arrived. That was both devastating and, in its own way, healing. Why pre-planning your funeral is a gift to your family — My parents had nearly everything already picked out: the pastor, Bible verses, music, the military honors ceremony, photos for the display board, and even a time limit on service length (45 minutes and no more!). My dad had pre-written his own obituary. When we sat down with the funeral home, the heavy lifting was already done — and that was a genuine gift to all of us in an incredibly hard moment. Storyworth — seriously, do this — Years ago we signed my dad up for Storyworth, a service that sends your loved one a weekly question via email (things like "What's your earliest childhood memory?" or "Do you have any regrets?") and compiles their answers into a hardcover book. It runs about $100. Reading that book the last few nights has been incredibly comforting — including finding out my dad started smoking at age 8 using used cigarette butts rolled in toilet paper. Gross! Get your end-of-life wishes in writing — My wife's mom had verbally told us she wanted to be cremated, but it wasn't documented, and other family members made a different call. My dad put "cremation" right in his paperwork, no ambiguity. My recommendation: have this conversation with your loved ones, write their wishes down and make them official. Funeral home "upsell" moment — I had no idea there were apparently 627 ways to incorporate your loved one's remains into keepsakes — pendants, rings, necklaces with fingerprints, biodegradable urns for water scattering, etc. Some family members were very into this. I was not quite ready to turn my dad into an Atari cartridge, but your mileage may vary. On grief itself — Everybody handles it differently, at different speeds and intensities. My approach is to head straight into it rather than put on a happy face and deal with unprocessed grief years later. I encourage everyone — especially the kids — to not hold back. Ask the questions. Tell the stories. Cry if you need to. Give each other grace. Coming up next week — Back to pentesting content! I'll share details on a new lab from the folks who brought us Game of Active Directory, and I'm getting back on the CARTP (Certified Azure Red Team Professional) horse. I'm also tentatively eyeing the third Thursday of July for an unedited livestream of owning Ninja Hacker Academy from start to finish — Kali setup, tools, Mythic C2, BallisKit obfuscation, the whole thing. More details to come. If you're the thoughts, prayers, and/or good vibes type, I'd really appreciate you sending some my family's way over the next few weeks.
El 27 de junio de 1972 nació fue fundada Atari por Nolan Bushnell y Ted Dabney, siendo una empresa tecnológica pionera en los juegos de arcade.
Matthew Stepka is a product of Silicon Valley — a teenager who built worlds on an Atari, a founder of one of the first internet cafés, and a Google insider shepherding its mission projects. He offers a deeply personal account of a place that once believed companies should do good, the anxiety shadowing it now, and why he hopes artificial intelligence might yet honor those older California values.
Send us Fan MailHear ye, hear ye! Gather round fair people of podland and lend the bold knaves and jesters of TGTPTU your ears for Episode Two-Beyond-a-Dozen of Season Seven-and-Ten. Hark, forthwith the trio tell tale of the Atari-level ren faire, chopped Star Wars glory that is KRULL (1983). This second selection by host Ken to bookend the career of hack director Peter Yates, a two-time Oscar-nominated director (in 1979 for Breaking Away covered next ep and for his other film in 1983 The Dresser), Krull was an international production with a James Horner score and a young Liam Neesom and an as-young-as-he-maybe-ever-got Robbie Coltrane in supporting roles, although it should be noted the latter was redubbed by a Brit. Krull is a scifi-ish fantasy movie that opens with voiceover prophecies for events that will not occur during the film and closes with more of the same. It has a young prince who becomes king, lovers with the powers of fire on water, a merry band of criminals turned good, a cyclops, flying horses, a shapeshifter, a kid, a puppy, baddies with medieval weapons that shoot lasers unless the fight is within melee proximity, quicksand death, a legendary weapon of +2 spinning, the black void, and a giant head to be attacked and defeated Contra-style. What it lacked (NOTE: following list not exhaustive) was a convincing lead actor, coherent worldbuilding, box office success, and artistic merit. Beyond this, Krull belies both description and explanation. But listen anyway this week as the hosts try to find some rhyme or reason for its being while also competing to find the best worst-thing about the film, with Thomas accusing Ken of Krull and unusual punishment for his film selection. THEME SONG BY: WEIRD A.I.Email: thegoodthepodandtheugly@gmail.comFacebook: https://m.facebook.com/TGTPTUInstagram: https://instagram.com/thegoodthepodandtheugly?igshid=um92md09kjg0Bluesky: @goodpodugly.bsky.socialYouTube: https://www.youtube.com/channel/UC6mI2plrgJu-TB95bbJCW-gLetterboxd (follow us!):Podcast: goodpoduglyKen: Ken KoralRyan: Ryan Tobias
What if millions of video games were buried in the desert? For decades, people thought it was just a strange rumor. Then, in 2014, archaeologists dug into a New Mexico landfill and uncovered a real-life gaming mystery. Discover the story of Atari, the infamous E.T. video game, the Video Game Crash of 1983, and the treasure hunt that proved one of gaming's wildest legends was true.Birthday Shout Out FormInstagramUse Code MKP for Harbor & SproutBecome a Patron Or a Subscriber on Spotify!
Send us Fan MailAtari, early RPG's and motorcycles, we get on and off the retro track with friend of the podcast, Bob. www.BetterHelp.com/TheBarnhttp://www.betterhelp.com/TheBarn http://www.betterhelp.com/TheBarnThis episode is sponsored by www.betterhelp.com/TheBarn and brought to you as always by The Barn Media Group. YOUTUBE https://www.youtube.com/@TheBarnPodcastNetworkSPOTIFY https://open.spotify.com/show/09neXeCS8I0U8OZJroUGd4?si=2f9b8dfa5d2c4504APPLE https://podcasts.apple.com/podcast/id1625411141I HEART RADIO https://www.iheart.com/podcast/97160034/AMAZON https://music.amazon.com/podcasts/7aff7d00-c41b-4154-94cf-221a808e3595/the-barn
Question of the week, from a friend,“Any insight into the UAP disclosures on inter-dimensional beings ?”My response,“Yes there are inter-dimensional beings. Many cultures around the world interface with these beings for different reasons.For example, [BLANK] Nation, spends half the year with inter dimensional beings in their monthly ceremonial cycles.Many ‘beings” inhabit human bodies and others just roam undetected by most. They have an astral body and energetic imprint.The UAP discussion, I feel is a distraction for many reasons. The way they present it. Currently, it is like watching an Atari game and/or lights in the sky.Being, I personally have first hand experienced with inter dimensional beings and have witnessed all sorts of “aliens” attached to/or as part of people (especially at death). I know they really do not need ‘ships' like we have been taught in the movies. They just move in and out of dimensions.We all do this. Daily we are moving from different state of awareness in meditation, sleep waking states and so forth.So much to say.
Photo by Gabriel Meinert on Unsplash Published 22 June 2026 e558 with Michael M and Andy – slowing things down with games where you walk, fly, sail, throw bananas and play ball, along with 3D printing innovation, a new flip phone from Commodore and a whole lot more! Michael M and Andy get things started while Michael R is away with cornucopia of games. First up is StonkRider, which bills itself as “motocross meets wall street” where you ride a motorcycle up and down a stock ticker. Then, from the makers of Untitled Goose Game, is a new title called Big Walk, where, as the title suggests, you go out for an unstructured walk. This harkens back nicely to the discussion between Ian and Andy in last week's episode. And it reminds Michael of a story he saw recently about Google's take on Flight Simulator using Google Maps. Next, the pair discuss TinyWind, a pixel pirate sailing game, where you might charter an accountant and sail the wild accountancy. Then, an even more retro game appears – Gorilla.JS. This DOS game has gorillas throwing exploding bananas at one another from across a cityscape where you can choose the angle and force to throw. Both cohosts promptly thew their bananas with such little force that it went up in the air and exploded on their own gorilla. Batter up! Andy and Michael's next set of topics take them to America's pastime, and the adjacent sport of cricket. After checking out the game visualization of Ribbie, the pair get into a discussion on what 8-Bit really means. Michael remembers the SmallBall game, and was disappointed to learn that this game is no longer maintained. On the other hand, he is happy about his university playing in the College World Series. Baseball and cricket really lend themselves well to games because of all of the stats that are kept about each player and the games themselves. Andy shared the story of the Wisden Cricketers Almanack which chronicles enormous details in it's 1,500 pages! After turning to innovations in 3D printing and visionOS collaboration, the cohosts consider the slow tech movement using the example of the new Commodore Callback flip phone. This phone features the promoted ability to run 99% of Android apps while completely blocking social media and browsers. Andy and Michael wrap things up with a new LEGO Ideas set – a playable LEGO space themed pinball machine. Links to all of the fun are below – check them out! What do you think the Commodore Callback model number 8020 means? Have your bots
Allan Bushman, Atari Archivist If you've ever looked up an Atari computer manual at Internet Archive, chances are you've come across some of Allan Bushman's scans. For well over 13 years, Allan has been uploading scans of Atari-related catalogs, manuals, and books to the archive. Before that, since 1995 or before, Allan contributed to AtariMagazines.com and AtariMania. With a particular emphasis on finding and archiving Atari Program Exchange manuals, Allan has helped save the vast majority of the APX library. This interview took place on April 19 2026 at Vintage Computer Festival East. As of this recording, only 10 or so APX manuals have yet to be found and scanned. Basic Renumber Utility (Renum) Character Set Editor Database/Report System Diskmenu Home Loan Analysis Reversi/Roman Checkers Basic Arithmetic (MECC) Geography (MECC) Market Place (MECC) Gossip (unreleased?) Dragons Quest or a Twist in the Tail (unreleased?) Allan's scans at Internet Archive: https://archive.org/details/@allan52 Computer Shopper magazine Atari Articles: https://archive.org/details/@allan52?query=computer+shopper+atari+articles Allan on AtariAge: https://forums.atariage.com/profile/187-allan/
La actualidad informa sobre el posible cierre del estrecho de Ormuz por Irán tras ataques israelíes al Líbano, negado por Estados Unidos, y el fortalecimiento iraní. A nivel nacional, el juez Juan Carlos Peinado abre juicio contra Begoña Gómez, esposa del presidente, retirándole el pasaporte, lo que el Gobierno califica de persecución política. La conciliación familiar en verano es un reto por el cierre escolar, afectando a muchos trabajadores. En deportes, el Málaga asciende a Primera División y el Celta Fortuna a Segunda. Valencia Básquet gana en baloncesto. En motos, Bezzecchi es sancionado y Bagnaia destaca. Se sigue el Mundial de fútbol. El programa repasa la historia de los videojuegos vintage: desde la Atari 2600 y sus cartuchos hasta las portátiles Game & Watch. Se recuerdan ordenadores como el Sinclair Spectrum, el Commodore 64 y el Amstrad, y consolas como la Sega Mega Drive y la Game Boy. Finalmente, se descubren los oficios de artistas antes de la fama, como Rod Stewart ...
¡Ni la densidad de pixeles podrá detenernos!¡Porque es lunes y SpreadShotNews Podcast ya llegó! En este episodio: Nico retoma para abandonar (temporalmente) el Fire Emblem: Awakening, nos cuenta sobre Don't Loose Aggro y continua disfrutando de 007: First Light. Maxi por su parte termina el Ace Combat X: Skies of Deception y se transforma en leyenda en Forza Horizon 6. En el Rapid-Fire, hacemos un catch-up de noticias de las semanas anteriores, con la renuncia de Kohei Ikeda, director de Tekken 8, los anuncios de NVIDIA en Computex 2026, poncle abre un estudio en Japón, Warner Bros. y Paramount formarán un monstruo corporativo aun mas grande, el futuro de los juegos de James Bond está atado a Amazon de una u otra forma y Atari sale de compras de nuevo. En las noticias de esta semana, podemos dar casi por confirmado que Nagoshi Studio no existe mas, Epic Games anuncia oficialmente Unreal Engine 6, la pelea legal entre Nintendo/The Pokémon Company y Pocket Pair se acerca a su fin y Rockstar sufre un revés legal que cubre con el anuncio de preorders para GTA 6. En el Hot Coffe, nos toca hablar por enésima vez de XBOX y ¿un nuevo cambio de estrategia? ¿El último cambio de estrategia? No se sabe, lo que sí se sabe es que el XBOX que vamos a ver a partir de Julio va a ser “irreconocible”. Para finalizar, en el Special Move, Maxi recomienda la epopeya de Jeff Gerstmann clasificando “científicamente” todos los juegos de NES lanzados oficialmente en EEUU. Nico por su parte recomienda una vez mas la serie animada de Batman y el podcast Batman TAS Podcast. Por último, recuerden que nos pueden escribir preguntas directamente a través de google forms en el siguiente link: spreadshotnews.com/preguntas
In 1969, Sesame Street premiered with a mission unlike anything children's television had attempted before, and thirteen years later, the Children's Television Workshop asked the same question on a new screen. In this episode, David and Rob trace the full arc of Sesame Street's history, from Joan Ganz Cooney's dinner party in 1966 to the November 10th premiere that changed children's television forever, and then follow the franchise through forty years of video games, from the first Apple II titles in 1982 to the Atari 2600, the NES, the CD-ROM boom, and all the way to a Kinect game made by the studio behind Psychonauts. Join them as they explore how one of television's most enduring institutions brought its classroom to the console, on today's trip down Memory Card Lane.Read transcript
[ Vota Atariteca tramite la app di Spotify ] ATARI NES: una console che poteva essere un successone, l'affare si è complicato, ha inciampato sul ColecoVision e ha finito per diventare leggenda#atari #nes #videogiochi #nintendo Se desiderate supportarmi: https://ko-fi.com/ataritecapodcastIl gruppo Telegram del Vintage People NetworkIl canale YouTube dei Vintage People La sigla di Atariteca è stata gentilmente offerta dai SYRIANPer tutto il resto c'è il sito di ATARITECA### CONTRIBUISCI ALL'ATARITECA ###### ISCRIVITI ###Omone su InstagramOmone su MastodonSpreakeriTunesYoutube MusicSpotifyFeed
The Women Of Atari - Pioneering ladies who forged a path in gaming! Join THE BRENT and Amigo Aaron as we take a deep dive into this interesting topic, and play an early title co-programmed by one of these talented females! This week on Atari Unlimited!
Atari treads new ground with their first terrestrial vector arcade offering, Battlezone! Was this the first game with true military applications? How did constant complaining lead to getting credited in one of the best arcade games made? What genius idea did Pastblaster's wife have to witness the Gumball 3000 rally for free? Was Battlezone the original Virtual Boy (but better in every way)? This episode's listener questions include what animal behavior makes us question reality; and what fast food/arcade promotion would we like to see and what food would we like to see them sell? Join the Podouken Discord and ask your own questions that could be included in a future episode: discord.gg/k5vf2Jz You can also like, comment, and subscribe to our YouTube channel where we post content like the new Rankdouken episodes (what started as an April Fool's joke now is its own thing): https://www.youtube.com/@podoukenpodcast2716.
In this episode, the gang covers how a cigar-smoking rat and a bunch of creepy robot animals accidentally became Silicon Valley's first attempt at hacking human dopamine - by trapping kids in a flashing-light pizza fever dream powered by Atari-era chaos!
This week on ARG Presents, no more mister NICE GUY! We're playing Games Where YOU Are The Villain...shouldn't be much of a stretch for THE BRENT! Join DEM BADS as we tackle Demon's Crest and DEAD By Daylight! Insert evil laugh here!
Game studios keep chasing Gen Z and Gen Alpha, but the hardcore gamers are actually middle-aged. According to a new survey, the average age of gamers is 37 and rising, with older gamers being the more hardcore players. Almost 30% of gamers over age 50, which tracks if they've been playing since the Atari or NES days. Really it's Gen X that bankrolls nerdom, and you want to keep the people who BUY your stuff happy. Watch the podcast episodes on YouTube and all major podcast hosts including Spotify. CLOWNFISH TV is an independent, opinionated news and commentary podcast that covers Entertainment and Tech from a consumer's point of view. We talk about Gaming, Comics, Anime, TV, Movies, Animation and more. Hosted by Kneon and Geeky Sparkles. Get more news, views and reviews on Clownfish TV News - https://more.clownfishtv.com/ On YouTube - https://www.youtube.com/c/ClownfishTV On Spotify - https://open.spotify.com/show/4Tu83D1NcCmh7K1zHIedvg On Apple Podcasts - https://podcasts.apple.com/us/podcast/clownfish-tv-audio-edition/id1726838629 MORE CLOWNFISH TV - Official Merch Store: http://ClownfishMinus.com Facebook - https://facebook.com/ClownfishTV X - https://x.com/ClownfishTVcom Clownfish TV subreddit: https://www.reddit.com/r/ClownfishTVOfficial/ Disclaimer: This series is produced by Clownfish Studios and WebReef Media, and is part of ClownfishTV.com. Opinions expressed by our contributors do not necessarily reflect the views of our guests, affiliates, sponsors, or advertisers. ClownfishTV.com is an unofficial news source and has no connection to any company that we may cover. This channel and website and the content made available through this site are for educational, entertainment and informational purposes only. These so-called “fair uses” are permitted even if the use of the work would otherwise be infringing. #Games #VideoGames #Gaming #PlayStation #Podcast #Commentary #News #Reaction #Gaming #Comedy #Entertainment #Hollywood #PopCulture #Tech #Anime #FYP Hosted by Simplecast, an AdsWizz company. See pcm.adswizz.com for information about our collection and use of personal data for advertising.
(0:00) Bill Maris joins the Besties! (0:33) Four critical lessons from a career in technology (5:58) Building Google Ventures with data and machine learning (9:51) Why small VC funds beat big ones on average (14:36) OpenAI's valuation problem and the AI price war (19:09) AI's "Atari Stage": what comes next? (25:23) VC's broken incentives and the future of deep tech Thanks to our partners for making this possible! EY - Agentic AI is introducing a new investment discipline. As AI shifts to consumption-based models, EY connects spend to enterprise value. https://www.ey.com/en_us/insights/ai/agentic-ai-token-costs?WT.mc_id=3501318&AA.tsrc=sponsorship NYSE - Thank you to our partner, the New York Stock Exchange - a modern marketplace and exchange for building the future. It all happens at the NYSE. https://www.nyse.com Plaud - Never miss a moment. Plaud, our official wearable AI note-taking partner at All-In Liquidity Summit, captured every insight. https://www.plaud.ai Follow the besties: https://x.com/chamath https://x.com/Jason https://x.com/DavidSacks https://x.com/friedberg Follow on X: https://x.com/theallinpod Follow on Instagram: https://www.instagram.com/theallinpod Follow on TikTok: https://www.tiktok.com/@theallinpod Follow on LinkedIn: https://www.linkedin.com/company/allinpod Intro Music Credit: https://rb.gy/tppkzl https://x.com/yung_spielburg
Send us Fan MailTrav slides in with two Atari beats while Steve finally moves on from his time in the gaming Navy and sails away from Warboats. Top 5 games that were ruined by a single aspect. Brainiac finds his way back to the podium and Kergon completes his PolyQuest!Check out Steve's Warboats autopsy: https://www.youtube.com/watch?v=9zFY-axOaioGames this episodeThe Adventures of Elliot: The Millennium Tales (PlayStation 5, Xbox Series X/S, Switch 2, PC) – June 18Rogue Legacy 2 (PS5)Biomotor Unitron (Neo Geo Pocket Color)Adventure (2600)E.T. the Extra-Terrestrial (2600)Mina the Hollower (PS5)Wario Land 4 (GBA)Star Wars: Jedi Fallen Order (PS5)Fossil Fighters (DS)X-Files Resist or Serve (PS2)Find more shows at polymedianetwork.com, BlueSky: Trav, Steve, Polykill, Polymedia twitch.tv/blinkoom, Send us an email polykillpodcast@gmail.com, Check out our patreon at Patreon.com/polykill How to be a Polykiller: Beat a game, take a screenshot, post it on BlueSky or Polymedia Discord, use #justbeatit, write a review and be sure to include @Polykill. Beat the most, become Polykiller. Beat any, have your Skeet potentially read on the show! Check out the Bonus Beats episodes on Patreon for more beat-skeet coverage!
Atari at the Science Fair: Lisa Link Melville, Weather Prediction The Herald Times newspaper, April 17 1984: "March 24 proved to be an exciting day for several area students participating in the South Central Indiana Regional Science Fair which was held in Bloomington. Lisa Link, an Edgewood High School junior, and Maxwell Brothers, a Bloomington North senior, took top honors in the advanced division. Programming an Atari 800 computer to forecast the weather was Link's project. The computer's entire 48K memory system was needed to develop the long and complicated program which predicts Bloomington's weather with an 88 percent rate of accuracy. Twelve variables are programmed into the computer which then forecasts the weather using such variables including temperature, cloud cover, rainfall, wind speed and barometric pressure. Link, though not presently enrolled in any science classes at Edgewood, went on to take not only top honors in the Regional Science Fair but also to win certificates of recognition from NASA and the Army as well as second place for best project by the Navy." An article a month later in The Newark Advocate said: "during a 17-day period in February and March, Miss Link said she accurately forecast the weather on 15 days." Her project garnered several awards: second place in her division from the National Oceanic Atmospheric Association (which included a prize of $100), an Air Force honorable mention, and honorable mention from the American Meteorological Society. My interview with Lisa Link Melville took place on May 31 2026. Video version of this interview: https://youtu.be/nqJV_--YVkM
One of the most competitive sides of the games industry is music composition. There are so many talented musicians and not enough games for them all, so it says a lot about the select few who can make a full-time career out of it. Fat Bard is one of those examples, and being hot off the heels of composing the Bubsy 4D OST, there was no better time to have them on to discuss their journey and the wide range of titles they've contributed to. The duo, Patrick Crecelius and Zach Fendelman, have been collaborating for about 15 years now, and we cover quite a lot, including some real-time revelations and work on a previous Atari project. YouTube: https://youtu.be/QYIhAinNMOM Bubsy 4D OST Available NOW! https://store.steampowered.com/app/4788190/Bubsy_4D_Soundtrack__Art_Book/ Bubsy 4D is OUT NOW! Steam: https://store.steampowered.com/app/3237970/Bubsy_4D/ Epic: https://store.epicgames.com/en-US/p/bubsy-4d-b4b94f GoG: https://www.gog.com/en/game/bubsy_4d PlayStation: https://store.playstation.com/en-us/concept/10016621/ Xbox: https://www.xbox.com/en-US/games/store/bubsy-4d/9P82VZJSZWGS Switch 2: https://www.nintendo.com/us/store/products/bubsy-4d-switch-2/ Switch: https://www.nintendo.com/us/store/products/bubsy-4d-switch/ Physical: https://atari.com/products/bubsy-4d-deluxe-physical-edition?variant=47396647731365 Learn about Toy Story: Retro Roundup and Toy Story 3 Complete Edition https://atari.com/pages/toy-story 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 Fat Bard: X: https://www.x.com/Fat_Bard BlueSky: https://bsky.app/profile/fatbard.com Zach: https://www.instagram.com/zach.massacre/ Lobby Boxer: https://www.instagram.com/lobbyboxer/?hl=en Jason Polansky: https://bsky.app/profile/jaysofdoom.bsky.social
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. Show Links: https://www.lawandchaospod.com/ BlueSky: @LawAndChaosPod Threads: @LawAndChaosPod Twitter: @LawAndChaosPod Atari, Inc. v. North American Philips Consumer Electronics Corp., 672 F.2d 607 (1982) https://scholar.google.com/scholar_case?case=16433139020722034724 Burns v. Fragile, Inc. [docket via CourtListener] https://storage.courtlistener.com/recap/gov.uscourts.cand.454102/ Steve Burke, GamersNexus YouTube channel https://www.youtube.com/@GamersNexus Show Links: https://www.lawandchaospod.com/ BlueSky: @LawAndChaosPod Threads: @LawAndChaosPod Twitter: @LawAndChaosPod
Dr. Jeremy Weisz is the Co-founder of Rise25, a company that helps B2B business owners connect with their ideal prospects, referral partners, and strategic partners through a done-for-you podcast service. Jeremy has been involved in podcasting for 15 years and was a senior producer for early business podcasts. He helped put all of their systems in place and helped them add volume, feature, and edify various business leaders. Jeremy has been running his podcast, Inspired Insider, since 2011. He has featured top entrepreneurs, founders, and CEOs of companies such as P90X, Atari, Einstein Bagels, Mattel, and the Orlando Magic. He continues to run his chiropractic and massage facility in downtown Chicago and is the founder of a nutritional supplement business. In this episode… Some business relationships seem to unlock opportunities effortlessly, while others stall despite effort. Building connections often feels transactional, but the most successful strategies are rooted in authenticity and value. Could the way you approach relationships be the missing link in growing your business? Dr. Jeremy Weisz, an expert in relationship strategy and business growth, explains that relationships are the foundation for profitable pipelines and sustainable success. He emphasizes the power of offering value first, building trust, and leveraging meaningful conversations instead of relying on cold outreach. Jeremy shares how consistent engagement with industry leaders and thoughtful networking can open doors to clients and partnerships that otherwise remain out of reach. By focusing on connection over immediate gain, businesses can create long-term opportunities and influence. In this episode of Owner's Profit Playbook, Pat Mancuso sits down with Dr. Jeremy Weisz, Co-founder of Rise25, to discuss turning conversations into growth opportunities. Jeremy highlights building deep relationships, leveraging podcasting for networking, and targeting key clients. He also touches on forming credibility in new industries and using conversations as marketing assets.
Richard Garriott is back with the latest installment of his famed Ultima series - this time published under his own newly founded company Origin Systems! Will all the improvements, peripherals, and accessories be worth it?! Ben and Wes find out while also taking the time to rate and review Sirius Software's Capture the Flag, Atari's Firebeast, and Stern's Minefield in today's episode!Website -https://historyofvideogamespodcast.comYoutube - https://www.youtube.com/@historyofvideogamespodcast1994Twitter - https://twitter.com/HistoryofVideo1Email - historyvgpodcast@gmail.comHosts - Ben & WesMusic - Arranged and recorded by Ben
Anti-AI ZineLA's Cinerama is slow to be reopened - call to actionFancy Butt Cushions Litter Courtroom - Musk v. Altman v. Butt CushionsAtari Buys RPG Game, Wizardry, ViceBuddhist Robot MonkVibe-Coding Has (surprise! surprise!) Gaping Security Holes, Futurism, Jon ChristianSting Says That Connecting with Community Is What Will Save Us, Twitter-source Send us Fan MailSupport the showSupport Curious Cat, an independent, human-made podcast!Anxious about AI? Take two minutes to contact your local politician and ask them to tap the brakes on this technology. Still worried? Contact one of the orgs below and get involved. But for today, hug your kid, cook food and really breathe in deep as it simmers, walk in nature, brush a cat, donate to the food bank, brew a cup of tea, or draw a five-minute portrait of your dog. ***Is AI the Devil? on Substack!***Hero Organizations:80,000 HoursCenter for Humane TechnologiesState of Surveillance, an organization that helps foster online privacyBuy Curious Cat Podcast a Coffee!
Follow us to 1983 for our very first springtime seasonal show! Star Wars is on the brain of George Lucas, President Ronnie and Atari in a chaotic period underlined with nuclear threat. And speaking of our good friends, a full on tanking of the North American video game crash, also known as the ‘Atari Shock’Continue reading "VIDEO WIZARDS PODCAST – Episode 32: Spring 1983"
To many (like me), MIDI is a word I've heard for many years, but had only a vague idea of what it was. Now THE BRENT will reveal all! It's an ATARI MIDI Adventure this week on Atari Unlimited! Join Amigo Aaron and the BRENT as we learn all about the Atari ST and it's MIDI!
ANTIC Episode 128 - Stepping in a Pile of 800XLs In this episode of ANTIC The Atari 8-Bit Computer Podcast… special guest Rob McMullen (Player/Missile Podcast) joins us to talk about all the Atari 8-bit news; such as new and updated emulators, Jumpman level editor, Club Med and the Atari, 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 AltirraSDL - https://github.com/ilmenit/AltirraSDL Fujisan - https://github.com/pedgarcia/fujisan Jumpman Reverse Engineering: https://playermissile.com/jumpman/notes.html Player Missile Podcast https://playermissile.com/ Audacity AI noise reduction plugin (Windows) - https://github.com/intel/openvino-plugins-ai-audacity VCF East - https://vcfed.org/events/vintage-computer-festival-east/ VCF Pacific Northwest - https://vcfpnw.org/ Computer Museum Tour - (https://icm.museum/) Connections Museum in Seattle - (https://www.telcomhistory.org/) Games Computers Play and Fujinet? https://forums.atariage.com/topic/132176-games-computers-play-inc-multiplayer-online-game/page/3/#findComment-5831081 Further discussion on fujinet discord https://discord.gg/7MfFTvD Jumpman Level Editor: https://www.savetz.com/jumpman/ Discussion - https://forums.atariage.com/topic/252267-jumpman-hacking/page/6/#findComment-5841022 The PowerPad by Chalkboard Inc.: Review in Creative Computing - https://www.atarimagazines.com/creative/v9n10/52_The_legend_of_the_pad_of_.php Kay's interview with Robert Leyland, who programmed AtariArtist, KoalaPainter, and MicroIllustrator (along with Steve Dompier) - https://ataripodcast.libsyn.com/antic-interview-450-robert-leyland-atariartist-koalapainter-microillustrator New & Updated Games "Drwal": Course 6502 culminates in a full game for Atari 8-bit - https://www.atariteca.net.pe/2026/05/drwal-curso-de-6502-culmina-en-un-juego.html "Tetris VBXE" revolutionizes the classic puzzle on Atari 8-bit - https://www.atariteca.net.pe/2026/05/tetris-vbxe-revoluciona-el-puzzle.html Las Vegas Video Poker by Ditto - https://forums.atariage.com/topic/389522-game-las-vegas-video-poker/ Develop your own Scott Adams style Adventure games by Wrathchild - https://forums.atariage.com/topic/390050-scottfree-adventure-editor-with-atari-interpreter-sources/ New & Updated Software PocketFuji - Andy Diller - https://www.atariorbit.org/pocketfuji/ CubeDot by Wade Ripkowski - https://unfinishedbitness.info/cubedot/ Also AtariOrbit - https://www.atariorbit.org/2026/05/01/full-ansi-on-atari/ King D/OS - A Modern OS on Retro Hardware - https://www.facebook.com/groups/fujinetusers/posts/4500846133530361/ Google Drive (GDRIVE) Protocol Adapter for All FujiNets! - Thom Cherryhomes - https://www.youtube.com/watch?v=TCQFKOVu7rA AltirraSDL - ilmenit - pre-release version available for download - https://forums.atariage.com/topic/389385-altirrasdl-%E2%80%94-bringing-altirra-to-macos-linux-and-android/page/12/ https://github.com/ilmenit/AltirraSDL AltirraSDL Lobby - Play Atari Games Together Online - ilmenit - https://lobby.atari.org.pl Altirra autosuggest feature - Altirra 4.50 Test10: AtariAge discussion of Altirra - https://forums.atariage.com/topic/387055-altirra-440-released/page/6/#findComment-5835606 Altirra test version - https://www.virtualdub.org/beta/Altirra-4.50-test10.zip AtariAge discussion of AltirraSDL - https://forums.atariage.com/topic/389385-altirrasdl-%E2%80%94-bringing-altirra-to-macos-linux-and-android/page/12/#findComment-5835770 One of Retro Dev's Most Powerful Tools Now Runs Entirely in Your Browser: https://retrogamecoders.com/trse-now-online/ https://ide.retrogamecoders.com/ AI trained with Atari BASIC: Atariteca - https://www.atariteca.net.pe/2026/04/polonia-ia-entrenada-con-atari-basic.html NotebookLM with Atari BASIC - https://notebooklm.google.com/notebook/caaad1ba-ba64-4e49-b602-143f6c12ff92 AtariOnline forum discussion - https://atarionline.pl/forum/comments.php?DiscussionID=8182&page=1#Item_0 Publications May issue of Atari Insights newsletter - https://ataribasics.com/ April issue of Compute's Gazette - https://www.computesgazette.com Omnibus podcast ep about Nolan Bushnell - https://www.omnibusproject.com/episodes/nolan-bushnell-entry-167ma1323 AtariProjects - https://www.atariprojects.org The Company That Calls Itself Atari https://www.timeextension.com/news/2026/05/new-atari-trademark-application-hints-at-hardware-refresh-for-mr-ts-favourite-home-computer Amiga A1200 is delayed until December, 2026: Article - https://www.tomshardware.com/video-games/retro-gaming/commodore-amiga-emulating-thea1200-retro-computer-delayed-nearly-half-a-year-by-global-chip-shortages-retro-games-ltd-says-it-will-use-the-extra-time-to-finesse-the-software Preorder on amazon - https://amzn.to/49l4Otl Atari buys rights to Wizardry - https://www.pcgamer.com/games/rpg/atari-just-bought-the-rights-to-the-big-daddy-of-pc-rpgs-and-a-reissue-campaign-is-afoot/ New & Updated Hardware XYAB Joystick Controller Pad (via Bill Kendrick) - review by Stone Age Gamer - https://www.youtube.com/watch?v=vP3498i5pHI Other Virtual OS Museum - https://virtualosmuseum.org When Club Med Met Atari - The Retroist: https://www.retroist.com/p/when-club-med-met-atari Kay's interview with Linda Brownstein - https://ataripodcast.libsyn.com/antic-interview-412-linda-brownstein-atari-vp-special-projects SMARTWATCH BAND from Atari - https://atari.com/products/my-play-watch-arcade-smartwatch-band New Atari sales and service option - A8Renegade: https://forums.atariage.com/topic/389805-atari-service-and-sales/ https://A8renegade.com Upcoming Shows 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/ CORGSCON - Columbus Ohio Retro Gaming Society - June 6-7 - Ohio Expo Center, Columbus, OH - https://www.corgscon.com/ Chilliwack & Vancouver Retro Gaming Expo - June 20 - New Westminster, BC, Canada - https://www.vancouvergamingexpo.com/index.html Silly Venture SE (Summer Edition) - July 30-Aug. 2 - Gdansk, Poland - https://www.demoparty.net/silly-venture/silly-venture-2026-se Southern Fried Gaming Expo and VCF Southeast - July 31-Aug 2, 2026 - Atlanta, GA - https://gameatl.com/ Long Island Retro Gaming Expo - August 7-9, 2026 - Cradle of Aviation, Garden City, NY - https://liretro.com/ Fujiama - August 26-30 - Lengenfeld, Germany - http://atarixle.ddns.net/fuji/2026 Event page on Floppy Days Website - https://docs.google.com/document/d/e/2PACX-1vSeLsg4hf5KZKtpxwUQgacCIsqeIdQeZniq3yE881wOCCYskpLVs5OO1PZLqRRF2t5fUUiaKByqQrgA/pub YouTube Videos Inside a 1979 Computer (Atari 800 Teardown) - We Fix Stupid Computers - https://www.youtube.com/watch?v=4t05Vg9u_5g Atari 800 Full Reassembly (1979) | Inside a Classic 8-Bit Computer - We Fix Stupid Computers - https://www.youtube.com/watch?v=mqK7w7rIhDE Proper Atari 800 HDMI video and audio - FlashJazzCat - https://www.youtube.com/watch?v=xiqO6leRrDc (short) FujiNet Go 800 for Android - Thom Cherryhomes - https://www.youtube.com/shorts/W0u9arc11z8 FISH- awesome app for your Atari 8 Bit FujiNet - gorgh Agenda - https://www.youtube.com/watch?v=vVCSh3cJGxE New at Github Port of the BBC Micro REVS Disk Version to the Atari 8-Bits: https://github.com/WrathchildMGK/A8RevsBBC https://en.wikipedia.org/wiki/Revs_(video_game) Very Good Atari Remote - https://github.com/tjh1976/VGAR https://github.com/akosela/darkzil https://github.com/owen-rp2a03/atari_antic_switch https://github.com/peterkaczorowski/SAVO Atari 8-bit implementation of Dave Plummer's PDP-11 implementation of the original "ATTN/11 - Paper Tape Is All You Need" - https://github.com/paul-d-carlson/atari-is-all-you-need Multi-Layer Perceptron that runs on an Atari 8-bit computer. Ported from XORTRAN by Damien Boureille" - https://github.com/paul-d-carlson/atari-mlp Implementation of a Hopfield network for the Atari 8 bit computer: https://github.com/paul-d-carlson/atari-hopfield https://en.wikipedia.org/wiki/Hopfield_network
Brendan Greene is a game designer whose work reshaped the landscape of competitive multiplayer video games. Raised on a barracks in County Kildare, he grew up in an army family with little more than an Atari 2600 for company. He studied Fine Art in college, taught himself web design, and spent years freelancing — even moving to Brazil — before rediscovering video games through the DayZ mod for Arma 2. What began as hobbyist tinkering on Reddit forums became something much bigger when he created the Battle Royale mod in 2013, inspired by the cult Japanese film. Three years later, the mod became PlayerUnknown's Battlegrounds. PUBG's brutal, hundred-player survival format exploded into a global sensation, helping cement the battle royale genre as a dominant force in modern video games. Now, through PlayerUnknown Productions, he has returned to his fascination with emergent storytelling with Prologue: Go Wayback!, a game that challenges players to navigate nature's unforgiving systems and carve their own path through the wilderness.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.
Essa semana, Jurandir Filho, Felipe Mesquita, Evandro de Freitas e Bruno Carvalho mergulham no mundo dos consoles “alternativos”, aqueles videogames que talvez não tenham conquistado o grande público, mas deixaram sua marca na história dos games. Atari, 3DO, Neo Geo, Philips CD-i e várias outras máquinas entram na roda: eram fracassos completos ou videogames injustiçados? Quais tinham ideias à frente do tempo? E quais só deram muito errado mesmo?Essa é mais uma edição da nossa série Meu Videogame Favorito!
Weather, "E.T." Atari lore, and the under-loved clarinet, Colleen's missed phones, why bowling is important to Jason, Paul McCartney was kicked off Reddit, and Jennifer Lopez's hotel "exit" -- Sure, Jan... See Privacy Policy at https://art19.com/privacy and California Privacy Notice at https://art19.com/privacy#do-not-sell-my-info.
The pioneering artist talks philosophy, Berghain and touring on the eve of her 80th birthday. Suzanne Ciani is a synth music legend. After establishing herself as one of the first virtuosos of Don Buchla's modular system in the 1960s, she went on to earn five Grammy nominations, score a Hollywood film and found her own sound design company—creating iconic commercial soundtracks for Coca-Cola, AT&T and Atari. In this RA Exchange recorded live at IMS Ibiza, Ciani traces her remarkable path to success. She breaks down the working philosophy that got her there: from walking away from opportunities that didn't align with her vision, to carving out her own lane in a male-dominated industry that refused to make room for her. Now, just weeks away from turning 80, she discusses life on the road, collaborating with a new generation of electronic musicians and her first impressions of Berghain. Listen to the episode in full.