Class of microcomputers
POPULARITY
You Won't Believe What JB Does for His Wife: The Super-Husband Reveal That Left Everyone Speechless What's keeping you connected to an ex long after the relationship is over? That simple question sparks one of the most entertaining conversations of the morning as JB, Sandy, and Tricia explore the unexpected ways people stay tethered to former partners. From co-parenting pets to shared assets and lingering life connections, the discussion proves that breakups are not always as clean as they seem. The laughs keep coming when the crew dives into their most random recent search history. From mob movie rabbit holes and AI-powered coding to self-driving vehicles, sports rivalry stats, and some truly unexpected internet curiosities, you'll never guess what everyone was searching over the weekend. Then comes the moment that steals the show. Sandy proudly shares a thoughtful gesture he borrowed from JB's playbook, only to discover that JB has once again raised the bar for husbands everywhere. What starts as a sweet story quickly turns into one of the funniest and most jaw-dropping relationship moments the show has had in a while. The episode also takes a nostalgic trip through technology history as the team reflects on the debut of one of the first home computers, sharing memories of early tech, floppy disks, computer labs, and how far we've come since the early days of personal computing. Along the way, you'll hear memorable moments like JB earning the unofficial title of "Super Husband," Sandy's excitement over a surprisingly useful phone hack, and the group's hilarious reaction to the lengths some people go to for the ones they love. Quote of the Episode: "I thought I was doing good... then JB raised the bar again." If you love relatable stories, nostalgic memories, unexpected laughs, and the chemistry that makes mornings with JB, Sandy, and Tricia feel like hanging out with friends, this is an episode you won't want to miss. Enjoyed the show? Be sure to subscribe, leave a review, and share this episode with a friend who could use a laugh today.
James W. Burley, APX Data Base/Report System James W. Burley is the programmer of Data Base/Report System, which was sold by Atari Program Exchange beginning with the Summer 1982 APX catalog. It was catalog number 20134 with a price of $22.95. APX sold it for about a year, through the Summer 1983 catalog. APX awarded Data Base/Report System first prize for new software in the "Business & Professional Applications/Personal Finance & Record Keeping" category: for that, James was awarded an Atari Star plaque and $2000 prize. (He received the plaque, but says he never received the money.) The software may have also been sold by Main Street Publishing. Here's what the APX catalog had to say: Data Base/Report System by James W. Burley Recommended for experienced data base users/Written in BASIC and machine language If you've ever used a data base manager on a large computer system, you'll appreciate the many features of DATA BASE/REPORT SYSTEM. This general-purpose system for ATARI 800 Home Computers creates and maintains records having up to ten units of information ("fields"), with a maximum field length of 100 characters and a maximum record length of 255 characters. The total number of records you can store varies with record key size, a key being the unique identifier for each record) and available computer memory. Generally, you can store about 1300 records having a five-character key on a system with 40K of memory. You use the main program to create a new file; add, update, and remove records; sort the file; and print reports. Auxiliary programs reorganize the data files to free unused diskette space; redefine the file by adding fields, modifying field sizes, or changing field headings; delete old files; and print special reports. ... These and other features make DATA BASE/REPORT SYSTEM a really versatile data base management system for your ATARI 800 Home Computer. REVIEW COMMENTS: You need some data base knowledge to use the program; it's a bit complex, but all the features are worthwhile. The print formatting and file reorganization features are very useful. The sort and search routines, written in assembly language, work quickly. In 1983, Antic magazine featured the program as one of the "Ten Best from APX". In 2024, Wade at the Inverse ATASCII podcast did a deep dive into Data Base/Report System: check the show notes for the link to that review, which includes dozens of screenshots, sample print output, and information about the database's file format. Wade gave the software a rating of 5 out of 8. As of this recording, the Atari community doesn't yet have a scan of the APX manual for Data Base/Report System: if you have a copy, let me know, or scan it and upload it to Internet Archive. The Main Street Publishing version — both disk and manual — are also not preserved. This interview took place on May 22, 2026. Data Base/Report System at AtariMania Data Base/Report System in the APX Summer 1982 APX catalog Antic Magazine - February 1983 - Ten Best from APX Inverse ATASCII reviews Data Base/Report System
Folge 278 der "kleinen" Zeitreise in die Welt vergangener Homecomputer, Spielekonsolen und Games von Patrick und Robin ist online. Dieses Mal geht es noch einmal um die Firmen Vobis und Escom.
The Commodore 64 is the most significant computer of its era. From 1982 to 1994, a total of 27 million units were sold—more than any other computer from a single manufacturer afterwards. Due to its widespread use as well as its technical features, the C64 has a huge international following—even to this day. The 19 contributions compiled in Commodore 64: Past, Present, and Future of a Home Computer (Projekt Verlag, 2026) illustrate the significance of the platform for the digitalization of society, the general public's computer science knowledge, as well as digital art and culture—both in the past, present, and also in the future. Volume 5 of the »Computer Archaeology« series is partly based on the conference of the same name held in 2024 at the University of Bonn and has here been supplemented with additional contributions from the fields of artificial intelligence, quantum computing, and digital humanities. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, holds the position as lead editor at the online journal TITEL kulturmagazin for the game section, and is editor of the weekly game research newsletter Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/new-books-network
The Commodore 64 is the most significant computer of its era. From 1982 to 1994, a total of 27 million units were sold—more than any other computer from a single manufacturer afterwards. Due to its widespread use as well as its technical features, the C64 has a huge international following—even to this day. The 19 contributions compiled in Commodore 64: Past, Present, and Future of a Home Computer (Projekt Verlag, 2026) illustrate the significance of the platform for the digitalization of society, the general public's computer science knowledge, as well as digital art and culture—both in the past, present, and also in the future. Volume 5 of the »Computer Archaeology« series is partly based on the conference of the same name held in 2024 at the University of Bonn and has here been supplemented with additional contributions from the fields of artificial intelligence, quantum computing, and digital humanities. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, holds the position as lead editor at the online journal TITEL kulturmagazin for the game section, and is editor of the weekly game research newsletter Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/communications
The Commodore 64 is the most significant computer of its era. From 1982 to 1994, a total of 27 million units were sold—more than any other computer from a single manufacturer afterwards. Due to its widespread use as well as its technical features, the C64 has a huge international following—even to this day. The 19 contributions compiled in Commodore 64: Past, Present, and Future of a Home Computer (Projekt Verlag, 2026) illustrate the significance of the platform for the digitalization of society, the general public's computer science knowledge, as well as digital art and culture—both in the past, present, and also in the future. Volume 5 of the »Computer Archaeology« series is partly based on the conference of the same name held in 2024 at the University of Bonn and has here been supplemented with additional contributions from the fields of artificial intelligence, quantum computing, and digital humanities. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, holds the position as lead editor at the online journal TITEL kulturmagazin for the game section, and is editor of the weekly game research newsletter Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/science-technology-and-society
The Commodore 64 is the most significant computer of its era. From 1982 to 1994, a total of 27 million units were sold—more than any other computer from a single manufacturer afterwards. Due to its widespread use as well as its technical features, the C64 has a huge international following—even to this day. The 19 contributions compiled in Commodore 64: Past, Present, and Future of a Home Computer (Projekt Verlag, 2026) illustrate the significance of the platform for the digitalization of society, the general public's computer science knowledge, as well as digital art and culture—both in the past, present, and also in the future. Volume 5 of the »Computer Archaeology« series is partly based on the conference of the same name held in 2024 at the University of Bonn and has here been supplemented with additional contributions from the fields of artificial intelligence, quantum computing, and digital humanities. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, holds the position as lead editor at the online journal TITEL kulturmagazin for the game section, and is editor of the weekly game research newsletter Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/technology
The Commodore 64 is the most significant computer of its era. From 1982 to 1994, a total of 27 million units were sold—more than any other computer from a single manufacturer afterwards. Due to its widespread use as well as its technical features, the C64 has a huge international following—even to this day. The 19 contributions compiled in Commodore 64: Past, Present, and Future of a Home Computer (Projekt Verlag, 2026) illustrate the significance of the platform for the digitalization of society, the general public's computer science knowledge, as well as digital art and culture—both in the past, present, and also in the future. Volume 5 of the »Computer Archaeology« series is partly based on the conference of the same name held in 2024 at the University of Bonn and has here been supplemented with additional contributions from the fields of artificial intelligence, quantum computing, and digital humanities. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master's degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design and game studies at the HNU University of Applied Sciences Neu-Ulm, Germany, holds the position as lead editor at the online journal TITEL kulturmagazin for the game section, and is editor of the weekly game research newsletter Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/popular-culture
Folge 277 der "kleinen" Zeitreise in die Welt vergangener Homecomputer, Spielekonsolen und Games von Patrick und Robin ist online. Dieses Mal geht es um die Firmen Vobis und Escom, mit denen sicherlich viele Hörer auch Kontakt hatten.
To reflect on Evercade's first half of 2026, we welcome back two familiar faces from Blaze Entertainment: CEO Andrew Byatt and Head of Communications Sean Cleaver. From the headline-grabbing Evercade Nexus announcements to the arrival of Turrican, Doom teasers, and the exciting new Home Computer Handheld range, we explore how Blaze continues to grow the Evercade ecosystem while balancing nostalgia, innovation and community feedback. We also discuss the challenges of licensing classic games, the future of retro gaming, the importance of preserving gaming history, and why physical media still matters in an increasingly digital world. In this episode, we explore: 1️⃣ Evercade's biggest year yet Andrew and Sean reflect on six years of Blaze Entertainment and the announcements that are shaping the future of Evercade. 2️⃣ The stories behind the latest releases From Turrican to NeoGeo, Rare, Doom and beyond, we talk about some of the standout games, cartridges and partnerships. 3️⃣ The Home Computer Handhelds Why Blaze decided to bring the ZX Spectrum and Commodore 64 back in handheld form, and what players can expect. 4️⃣ Licensing, preservation and community How Blaze works with rights holders, listens to fan feedback and balances classic favourites with new discoveries. 5️⃣ Looking ahead What excites Andrew and Sean most about the future of Evercade, retro gaming and the growing community around the platform. Whether you're an Evercade collector, a lifelong retro gamer, or simply curious about where classic gaming is heading next, this episode offers a fascinating behind-the-scenes look at one of the industry's most passionate companies.
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.
Folge 276 der "kleinen" Zeitreise in die Welt vergangener Homecomputer, Spielekonsolen und Games von Patrick und Robin ist online. Dieses Mal geht es um Akalabeth, eines der frühen Rollenspiele von Richard Garriott.
Folge 275 der "kleinen" Zeitreise in die Welt vergangener Homecomputer, Spielekonsolen und Games von Patrick und Robin ist online. Dieses Mal geht es zum letzten Mal um die Oliver Twins, noch einmal mit dem berühmten Ei im Mittelpunkt.
Folge 274 der "kleinen" Zeitreise in die Welt vergangener Homecomputer, Spielekonsolen und Games von Patrick und Robin ist online. Dieses Mal geht es wieder um die Oliver Twins, das berühmteste Ei der Spielegeschichte geht in die nächste Verlängerung.
Folge 272 der "kleinen" Zeitreise in die Welt vergangener Homecomputer, Spielekonsolen und Games von Patrick und Robin ist online. Dieses Mal geht es um die Oliver Twins und natürlich auch um das berühmteste Ei der Spielegeschichte.
Music fan Brian Koppen chats with music critic Callum McLean as they discuss Hall of Fame artists:Buddy Holly's “Everyday” vs. Stevie Wonder's “Golden Lady”Kraftwerk's “Home Computer” vs. LL Cool J's “Around the Way Girl”Bruce Springsteen's “Tenth Avenue Freeze Out” vs. Gil Scott-Heron's “New York is Killing Me”Tom Waits' “Anywhere I Lay My Head” vs. James Brown's “It's a Man's Man's World (Live)”Lovin' Spoonful's “Daydream” vs. David Bowie's “Sound and Vision”Donna Summer's “I Feel Love” vs. Dave Clark Five's “Glad All Over”Tom Petty & the Heartbreakers' “Learning to Fly” vs. Talking Heads' “Cities” They also discuss Hot Chip, Mamas & Papas' “Creeque Alley,” RHCP vs. Buckethead, and DMX. Check out Callum McLean at https://callummclean.me/! Intro music is from Jussy's Down Open Roads. Check out Jussy at https://soundcloud.com/user-214048265/sets/jussy-demos-1!Support the show
Podcast-Episode Folge 271 der "kleinen" Zeitreise in die Welt vergangener Homecomputer, Spielekonsolen und Games von Patrick und Robin ist online. Dieses Mal haben uns die Pretty old Pixel Defender of the Crown mitgebracht.
Folge 270 der "kleinen" Zeitreise in die Welt vergangener Homecomputer, Spielekonsolen und Games von Patrick und Robin ist online. Patrick war in einer Crossoverfolge bei Torben von "abgenerdet" zu Gast.
Wir unterhalten uns mit Jens Sommerfeld und Joachim Merkl vom ZX-Team über Geschichte und Zukunft des kleinen Rechners von Sinclair.
Podcast-EpisodFolge 269 der "kleinen" Zeitreise in die Welt vergangener Homecomputer, Spielekonsolen und Games von Patrick und Robin ist online. Christian, Patrick & Robin nehmen sich dieses Mal weitere obskure Arcade Ports für MS DOS Computer vor.
Podcast-EpisoFolge 268 der "kleinen" Zeitreise in die Welt vergangener Homecomputer, Spielekonsolen und Games von Patrick und Robin ist online. Christian, Patrick & Robin nehmen sich dieses Mal obskure Arcade Ports für MS DOS Computer vor.
Folge 267 der "kleinen" Zeitreise in die Welt vergangener Homecomputer, Spielekonsolen und Games von Patrick und Robin ist online. Dieses Mal hat uns Alexander von den Pretty Old Pixeln Cadaver mitgebracht. Zusätzlich gibt es aber auch viele weitere News.
Folge 266 der "kleinen" Zeitreise in die Welt vergangener Homecomputer, Spielekonsolen und Games von Patrick und Robin ist online. Weiter geht es mit neuen C64 und Amiga Spielen. Miriam, Chrille, Andy, Dr Wuro und Patrick haben sich umgeschaut.
Folge 265 der "kleinen" Zeitreise in die Welt vergangener Homecomputer, Spielekonsolen und Games von Patrick und Robin ist online. Dieses Mal geht es um neue C64 und Amiga Spiele, Miriam, Chrille, Andy, Dr Wuro und Patrick haben sich umgehört.
Folge 264 der "kleinen" Zeitreise in die Welt vergangener Homecomputer, Spielekonsolen und Games von Patrick und Robin ist online. Dieses mal haben uns die Pretty Old Pixel Legend of Kyrandia mitgebracht.
Folge 263 der "kleinen" Zeitreise in die Welt vergangener Homecomputer, Spielekonsolen und Games von Patrick und Robin ist online. Zum Jahresabschluss wird in den letzten 6 Ausgaben der Happy Computer von 1985 geblättert.
Folge 262 der "kleinen" Zeitreise in die Welt vergangener Homecomputer, Spielekonsolen und Games von Patrick und Robin ist online. Zum Jahresabschluss wird traditionell in Zeitschriften geblättert, in dieser Folge in Ausgabe 1-6 der Happy Computer 1985
Folge 261 der "kleinen" Zeitreise in die Welt vergangener Homecomputer, Spielekonsolen und Games von Patrick und Robin ist online. Die Pretty Old Pixel Alexander und Selmar haben dieses Mal ihr Abschlussgespräch zu Neuromancer mitgebracht.
Folge 260 der "kleinen" Zeitreise in die Welt vergangener Homecomputer, Spielekonsolen und Games von Patrick und Robin ist online. Dieses Mal geht es wieder um die Firma Davilex, die vielen ja noch durch Spiele wie den Autobahn Raser bekannt sein dürfte.
I dive into the Human Rights Foundation's look at Bitcoin's quantum vulnerability - what's real, what's hype, and what would it take to truly secure the network. Then I unpack the social and technical chaos such a shift would demand, from wallet redesigns to the moral question of whether “fixing” the past would break Bitcoin's principles. Links Mentioned Against Allowing Quantum Recovery of Bitcoin by Jameson Lopp (Link: https://blog.lopp.net/against-quantum-recovery-of-bitcoin/) Presidio Bitcoin Quantum Summit - summary and speaker discussions (Link: https://www.presidiobitcoin.org/) Replication of Quantum Factorisation Records with an8-bit Home Computer, an Abacus, and a Dog - paper by Peter Gutmann & Stephan Neuhaus (Link: https://eprint.iacr.org/2025/1237.pdf)Angewandte Wissenschaften Guy's Roundtable_011 - Treasuries, Politics, Quantum & Why This Cycle is Different (Discusses Steve's take on quantum hype) (Link: https://fountain.fm/episode/4xAEXBtZcdFfg064FIRI) Check out the original article The Quantum Threat to Bitcoin by HRF (Link: https://hrf.org/latest/the-quantum-threat-to-bitcoin/) Check out our awesome sponsors! Ledn: Need fiat but don't want to sell your Bitcoin? Ledn offers secure, Bitcoin-backed loans with no credit checks, flexible repayment, and fast turnaround—often within 24 hours. With $10B+ in loans across 100+ countries and transparent Proof of Reserves, Ledn is a trusted option for unlocking liquidity without giving up your Bitcoin. (Link: https://learn.ledn.io/audible) HRF: The Human Rights Foundation is a nonpartisan, nonprofit organization that promotes and protects human rights globally, with a focus on closed societies. Subscribe to HRF's Financial Freedom Newsletter today. (Link: https://mailchi.mp/hrf.org/financial-freedom-newsletter) OFF: The Oslo Freedom Forum is a global human rights event by the Human Rights Foundation (HRF), uniting voices from activism, journalism, tech, and beyond. Through powerful stories and collaboration, OFF advances freedom and human potential worldwide. Join us next June. (Link: https://oslofreedomforum.com/) Pubky: Pubky is building the next web, a decentralized system designed to put control back in your hands. Escape censorship, algorithmic manipulation, and walled gardens by owning your identity and data. Explore the Pubky web and become the algorithm today. Don't forget to find me on my Pubky ID here: pk:5d7thwzkxx5mz6gk1f19wfyykr6nrwzaxri3io7ahejg1z74qngo. (Link: https://pubky.org) Chroma: Chroma is dedicated to advancing human performance and well-being through cutting-edge light therapy devices and performance eyewear. Their mission is to enhance physical and mental health, unlocking peak human health, cognitive function, and physical performance. Get 10% off your order with the code BITCOINAUDIBLE. (Link: https://getchroma.co/?ref=BitcoinAudible) Host Links Guy on Nostr (Link: http://tinyurl.com/2xc96ne...
Folge 259 der "kleinen" Zeitreise in die Welt vergangener Homecomputer, Spielekonsolen und Games von Patrick und Robin ist online. Dieses Mal geht es um die Firma Davilex, die vielen ja noch durch Spiele wie den Autobahn Raser bekannt sein dürfte....
Folge 258 der "kleinen" Zeitreise in die Welt vergangener Homecomputer, Spielekonsolen und Games von Patrick und Robin ist online. Dieses Mal ist der Schwerpunkt die AMIGA 40 Show in Mönchengladbach, wo Patrick über 40 Gäste vors Mikro bekam.
Folge 257 der "kleinen" Zeitreise in die Welt vergangener Homecomputer, Spielekonsolen und Games von Patrick und Robin ist online. Dieses Mal zu Gast ist Alexander von den Pretty Old Pixel, er hat uns eine kleine Figur aus alter Zeit mitgebracht.
Folge 256 der "kleinen" Zeitreise in die Welt vergangener Homecomputer, Spielekonsolen und Games von Patrick und Robin ist online. Es geht weiter mit der Pflege der Sammlung und vor allem mit Diskussionen zur digitalen Archivierung.
Folge 255 der "kleinen" Zeitreise in die Welt vergangener Homecomputer, Spielekonsolen und Games von Patrick und Robin ist online. Wie kann man eine Sammlung in einen guten Zustand bringen? Wie erhält man digitale Inhalte? Dieses und mehr wird besprochen.
Folge 254 der "kleinen" Zeitreise in die Welt vergangener Homecomputer, Spielekonsolen und Games von Patrick und Robin ist online. Die Pretty Old Pixel Alexander und Selmar haben sich entschlossen, ein Textadventure in den Mittelpunkt zu stellen - ZORK
Folge 253 der "kleinen" Zeitreise in die Welt vergangener Homecomputer, Spielekonsolen und Games von Patrick und Robin ist online. Was hat sich im letzten Jahr auf dem Sammlermarkt getan? Unsere 6 Experten schauen weiter zurück auf die letzten 12 Monate.
Folge 252 der "kleinen" Zeitreise in die Welt vergangener Homecomputer, Spielekonsolen und Games von Patrick und Robin ist online. Was hat sich im letzten Jahr auf dem Sammlermarkt getan? Unsere 6 Experten schauen weiter zurück auf die letzten 12 Monate.
Folge 251 der "kleinen" Zeitreise in die Welt vergangener Homecomputer, Spielekonsolen und Games von Patrick und Robin ist online. Was hat sich im letzten Jahr auf dem Sammlermarkt getan? Unsere 6 Experten schauen zurück auf die letzten 12 Monate.
Folge 249 der "kleinen" Zeitreise in die Welt vergangener Homecomputer, Spielekonsolen und Games von Patrick und Robin ist online. Dieses Mal geht es um das Spiel Sim City, die Pretty old Pixel haben sich diesen Klassiker zusammen mit Patrick angeschaut.
Folge 248 der "kleinen" Zeitreise in die Welt vergangener Homecomputer, Spielekonsolen und Games von Patrick und Robin ist online. Dieses Mal geht es um das Spiel Goonies, die Pretty old Pixel haben sich diesen Klassiker angeschaut.
Folge 247 der "kleinen" Zeitreise in die Welt vergangener Homecomputer, Spielekonsolen und Games von Patrick und Robin ist online. Dieses Mal geht es um günstige Spiele für NES, Saturn, Lynx, Gamegear und um neue Spiele für alte Systeme.
Folge 244 der "kleinen" Zeitreise in die Welt vergangener Homecomputer, Spielekonsolen und Games von Patrick und Robin ist online. Weiter geht es mit unseren Low Cost Hits, guten Spielen, die man heute noch zu vernünftigen Preisen bekommen kann.
I Tried FreeBSD as a Desktop in 2025. Here's How It Went, Cray 1 Supercomputer Performance Comparisons With Home Computers Phones and Tablets, The first perfect computer, Find Name Wildcard Gotcha, and more NOTES This episode of BSDNow is brought to you by Tarsnap (https://www.tarsnap.com/bsdnow) and the BSDNow Patreon (https://www.patreon.com/bsdnow) Headlines I Tried FreeBSD as a Desktop in 2025. Here's How It Went (https://www.howtogeek.com/i-tried-freebsd-as-a-desktop-heres-how-it-went/) Cray 1 Supercomputer Performance Comparisons With Home Computers Phones and Tablets (http://www.roylongbottom.org.uk/Cray%201%20Supercomputer%20Performance%20Comparisons%20With%20Home%20Computers%20Phones%20and%20Tablets.htm) News Roundup State of virtualizing the BSDs on Apple Silicon (https://briancallahan.net/blog/20250222.html) The first perfect computer (https://celso.io/posts/2025/01/26/the-first-perfect-computer/) Find Name Wildcard Gotcha (https://utcc.utoronto.ca/~cks/space/blog/unix/FindNameWildcardGotcha) New Patreon Levels Level 1 - user memory (Tip Jar) @ $1 / month Show your support for the show Level 2 - virtual memory (Ad-Free Episodes) @ $5 / month Ad-free episodes Level 3 - kmem (VIP Patron) @ $10 / month Everything in higher memory levels & Your feedback and questions jump the queue and go in the next episode. Personal shout outs (with your consent) for recommending articles we cover. Level 4 - physical memory @ $20 / month What's included: Everything in higher memory levels & You can send in audio/video questions and we'll air your audio in the show feedback section (if the quality of your recording is decent) Behind-the-scenes content - Raw Video from Recording sessions with intro/outro discussion not included in the show Additional Content when we all make it Tarsnap This weeks episode of BSDNow was sponsored by our friends at Tarsnap, the only secure online backup you can trust your data to. Even paranoids need backups. Feedback/Questions Send questions, comments, show ideas/topics, or stories you want mentioned on the show to feedback@bsdnow.tv (mailto:feedback@bsdnow.tv) Join us and other BSD Fans in our BSD Now Telegram channel (https://t.me/bsdnow)
It's the UConn Popcast, and we've been experiencing a revolution in the past few years, as artificial intelligence becomes an increasingly common part of everyday life. Powerful AI tools are now integrated into our work, our schools, our creative industries, and our experiences of dating and companionship. This is a disorientating experience, one that changes not only our views of technology, but of ourselves. Can we look to a past technological revolution for help? We revisit Sherry Turkle's classic text The Second Self: Computers and the Human Spirit (MIT Press, 1985) on how the sudden spread of the personal computer through society in the 1980s similarly challenged the human relationship to technology. What can Turkle's text, which combined the fields of ethnography, psychoanalysis, and technology and society, tell us about today's AI revolution? 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
It's the UConn Popcast, and we've been experiencing a revolution in the past few years, as artificial intelligence becomes an increasingly common part of everyday life. Powerful AI tools are now integrated into our work, our schools, our creative industries, and our experiences of dating and companionship. This is a disorientating experience, one that changes not only our views of technology, but of ourselves. Can we look to a past technological revolution for help? We revisit Sherry Turkle's classic text The Second Self: Computers and the Human Spirit (MIT Press, 1985) on how the sudden spread of the personal computer through society in the 1980s similarly challenged the human relationship to technology. What can Turkle's text, which combined the fields of ethnography, psychoanalysis, and technology and society, tell us about today's AI revolution? Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/science-technology-and-society
It's the UConn Popcast, and we've been experiencing a revolution in the past few years, as artificial intelligence becomes an increasingly common part of everyday life. Powerful AI tools are now integrated into our work, our schools, our creative industries, and our experiences of dating and companionship. This is a disorientating experience, one that changes not only our views of technology, but of ourselves. Can we look to a past technological revolution for help? We revisit Sherry Turkle's classic text The Second Self: Computers and the Human Spirit (MIT Press, 1985) on how the sudden spread of the personal computer through society in the 1980s similarly challenged the human relationship to technology. What can Turkle's text, which combined the fields of ethnography, psychoanalysis, and technology and society, tell us about today's AI revolution? Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/technology
Podcast EpisoFolge 242 der "kleinen" Zeitreise in die Welt vergangener Homecomputer, Spielekonsolen und Games von Patrick und Robin ist online. Heute geht es mit den Pretty Old Pixeln auf eine Abenteuerreise zu Simon the Sorcerer.
Folge 241 der "kleinen" Zeitreise in die Welt vergangener Homecomputer, Spielekonsolen und Games von Patrick und Robin ist online. Miriam, Björn, Arne & Jungsi haben sich im Thema die Systeme C64, Jaguar, 3DO und Spectrum vorgenommen.
In dieser Zwischenfolge gibt es es zur Abwechslung mal nichts Neues vom Ballaballa-Balkan, sondern eine ganze Menge Altes! Denn was einige von Euch vielleicht schon geahnt haben: Danijel ist ein Nerd! Nicht nur ein Politik-Nerd, sondern auch einer von diesen merkwürdigen Leuten die auf alte Computer und Videospielkonsolen stehen. Und zwar so richtig alte. Leider kann er darüber mit Krsto ("Ich habe auch mal N64 gespielt") nicht so richtig fachsimpeln. Deshalb hat er sich für diese Folge einen kompetenteren Gesprächspartner gesucht: die Retro-Legende Senad Palić. Gemeinsam sprechen sie über ihre eigene Computer- und Videospiele-Biografie als Gastarbeiter-Kinder, über die merkwürdige Erfahrung, dass manchmal die Verwandtschaft in Jugoslawien technisch besser ausgestattet war und natürlich über das absolute Nischen-Thema: Heimcomputer der 80er-Jahre aus JUGOSLAWISCHER PRODUKTION.