Podcasts about nintendo nes

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Best podcasts about nintendo nes

Latest podcast episodes about nintendo nes

PODCAST
Jacking "4" Toyz Episode Forty Nine

PODCAST

Play Episode Listen Later May 14, 2025 55:13


The guys get together to discuss the newest additions to their collection from the Nintendo NES gaming system, Jakks Specific 2012 WWE Ringside Rebel figure line and a look at the guy's favorite video game console and games and much more on this episode that you do not want to miss and make sure to tune in.

SAYONARA TECNO
NINTENDO NES MINI (La magia de la nostalgia vol. 2)

SAYONARA TECNO

Play Episode Listen Later Mar 25, 2025 12:07


La nostalgia nos vende lo que quiere, y nosotros queremos nostalgia. Hoy toca la NES CLASSIC MINI Puedes dejar tus críticas y opiniones en caja de comentarios, puedes contactar con nosotros a través del email: podcastsayonara@gmail.com Unirte a nuestro canal de Telegram: https://t.me/sayonarafm Si te gusta lo que hacemos puedes dejarnos un like y comentarlo para darle mimitos al algoritmo. Tambien puedes invitarnos a una fanta en: https://ko-fi.com/sayonarababy https://paypal.com/paypalme/sayonarafm Gracias por visitarnos, por tu ayuda y colaboración Más capítulos disponibles y posibilidades de escucha: ⏭️ https://linktr.ee/sayonarafm ⏮️

Gare aux Pixels - Attention un pixel peut en cacher un autre - Retrogaming Podcast

Nous revoila dans un épisode « classique » avec deux tests de jeux et un système d'émulation Au programme : Test : Double Dragon II sur Nintendo NES – Youtube Test : The curse of Issyos – Youtube – Lien pour télécharger le jeu Software : Emulation avec Retrobat – Site officiel – Tuto sur Youtube

Nerd Talk with Jordan Halstead
Top 10 NES Games

Nerd Talk with Jordan Halstead

Play Episode Listen Later May 11, 2024 54:59


This week Micah and Resident Game Expert, The Scott Stedman talk about our TOP 10 Nintendo (NES) game of all time. You're not going to want to miss this episode!  New episodes drop every week!  Subscribe to us on iTunes here:  https://podcasts.apple.com/us/podcast/nerd-talk-with-jordan-halstead/id1562432069 Subscribe to us on Spotify here: https://open.spotify.com/show/2K9lWNv4o6pccGrbKMJK8g?si=1717848b5b7f4104 Follow us on Social!   Facebook here:  https://www.facebook.com/NerdTalkWithJordanHalstead/ Instagram here:  https://www.instagram.com/nerdtalkwithjordanhalstead/

Level 857 Video Game Podcast
It's A Sega VS Nintendo Battle of the IPs Extravaganza!

Level 857 Video Game Podcast

Play Episode Listen Later Mar 25, 2024 167:05


For us podcasts hosts, most of the best games and IPs that first appeared on Sega and Nintendo made consoles were pivotal in transforming gaming from what was once a passing interest to a permanent pastime hobby. So now it's time we take some of those IPs and go head-to-head in a no-holds barred, winner-take-call extravaganza to determine who created the best franchises! Level 857 Video Game Podcast Ep-305: It's A Sega VS Nintendo Battle of the IPs Extravaganza! 00:00 - Intro 01:39 - Games Played Discussion 51:19 - Indie Game of the Week Spotlight - Wizard of Legend 59:26 - Break: Free Game Giveaway Reminder 1:02:33 - The Resident Evil Game That Can't Be Remade 1:12:29 - Sea of Stars Celebrates 5 Million Players and Teases 3-Player Couch Co-Op 1:16:24 - Sony's reportedly stopped making any more PS VR2 headsets until it can figure out a way of shifting a pile of unsold VR goggles 1:24:08 - NES Hub announced for Nintendo NES expansion port with Bluetooth controller support 1:30:45 - It's A Sega VS Nintendo Battle of the IPs Extravaganza! If you enjoyed the podcast and would like to show support, feel free to do so in any of the following ways below: (1) Subscribe and share this podcast with close friends/family (2) Rate/Review us on your preferred podcasting platform: https://podcasters.spotify.com/pod/show/level857 (3) Anyone interested in making a donation can do so here: https://podcasters.spotify.com/pod/show/level857/support (4) Hit the bell and subscribe to our live podcast and multiplayer, co-op gaming channel: https://goo.gl/Zy9RTD --- Send in a voice message: https://podcasters.spotify.com/pod/show/level857/message Support this podcast: https://podcasters.spotify.com/pod/show/level857/support

The Retro Hour (Retro Gaming Podcast)
420: Nintendo NES Homebrew Games: Lowtek Games - The Retro Hour EP420

The Retro Hour (Retro Gaming Podcast)

Play Episode Listen Later Mar 15, 2024 85:32


We catch up with Alastair Low of LowTek Games, as we explore how classic consoles like the NES and Dreamcast are getting a new lease on life. Alastair shares his journey from early gaming memories to developing the huge NES hit 'Flea' and the new sequel, the impact of NES Maker and the success of these retro projects.  https://lowtek.games/ Flea 2 Kickstarter: https://www.kickstarter.com/projects/flea-game/flea2-new-nes-game Contents: 00:00 - The Week's Retro News Stories 44:13 - Lowtek Games Interview Please visit our amazing sponsors and help to support the show: Take your business to the next level today and enjoy 3 months of Shopify for £1/month: https://shopify.co.uk/retrohour Bitmap Books https://www.bitmapbooks.com/ Check out PCBWay at https://pcbway.com for all your PCB needs Thanks to our latest Patreon backers, in the Hall of Fame this week: Rodney Underkoffler, Andreas Wanda, Tiago Epifanio, James Randall We need your help to ensure the future of the podcast, if you'd like to help us with running costs, equipment and hosting, please consider supporting us on Patreon: https://theretrohour.com/support/ https://www.patreon.com/retrohour Get your Retro Hour merchandise: https://bit.ly/33OWBKd Join our Discord channel: https://discord.gg/GQw8qp8 Website: http://theretrohour.com Facebook: https://www.facebook.com/theretrohour/ Twitter: https://twitter.com/retrohouruk Instagram: https://www.instagram.com/retrohouruk/ Twitch: https://www.twitch.tv/theretrohour Show notes: Nintendo 64 VR: https://tinyurl.com/58hyjs35 Lego Mario Kart: https://tinyurl.com/2m7na7ka PSP Go storage mod: https://tinyurl.com/35keatya Sega Bass Fishing for NES: https://tinyurl.com/y56upns7 Great Giana Sisters for Commodore Plus/4: https://tinyurl.com/4bjv8kev

Super Retro
EP18: Top 20 NES Games, LimeWire, The Big Lebowski and a NBA Jam Cheat

Super Retro

Play Episode Listen Later Mar 5, 2024 56:07


On episode 18 of the pod we gave you our official Nintendo NES top 20 games of all time list, LimeWire, the Big Lebowski, a crazy NBA cheat programmed by the developer, our first cars and a ton more. Email: SuperRetroPod@gmail.comInstagram: https://www.instagram.com/superretropodcast/TikTok: https://www.tiktok.com/@superretropodVideo episodes available at YouTube!

El Podcast de Robotania
06 En vivo con Robotania: Cómo celebro la navidad y juguetes y libros

El Podcast de Robotania

Play Episode Listen Later Dec 14, 2023 71:59


Mi Pequeño Pony, libros de Elvira Sastre. Nintendo NES, Mario Bros. videojuegos. Películas VHS: La Sirenita, Querida encogí a los niños, Pie Pequeño, Hello Dolly de Barbra Streisand. Retroactivo tienda de vinilos. Libro Autofagia de Alaíde Ventura Medina.

CHRIS - POP CULTURE & COMICS
LES TORTUES NINJA : HISTOIRE(S) D'UNE MUTATION

CHRIS - POP CULTURE & COMICS

Play Episode Listen Later Jul 30, 2023 22:08


Des tortues mutantes et adolescentes adeptes de l'art du ninjutsu ? Un drôle de concept qui cartonne depuis quarante ans ! L'occasion pour moi de revenir sur cette licence aussi culte que protéiforme ! WE STRIKE HARD, AND FADE AWAY… INTO THE NIGHT.Comics, jouets, dessins animés, jeux vidéo : quel que soit le support, il est pratiquement impossible que vous soyez passés à côté des Teenage Mutant Ninja Turtles, à moins d'avoir vécu dans les égouts ces quarante dernières années ! Comme beaucoup de succès story improbables, l'histoire des Tortues Ninja commence avec deux geeks fauchés : Kevin Eastman et Peter Laird. Ces deux jeunes artistes ont pour habitude d'échanger leurs idées dans l'appartement de Laird, transformé pour l'occasion en ce qu'ils appellent "Mirage Studios", un atelier nommé ainsi du fait de son existence toute relative. Un soir de 1983, Kevin Eastman dessine une tortue se tenant sur ses pattes arrière et maniant des nunchakus. Cette idée saugrenue amuse beaucoup les deux comparses qui décident de retravailler le concept, donnant naissance à quatre tortues, utilisant chacune une arme différente. En 1984, Eastman et Laird rassemblent leurs économies, empruntent de l'argent à l'oncle de Kevin et publient eux-mêmes le premier numéro de Teenage Mutant Ninja Turtles, tiré à 3000, 3250, ou 3275 exemplaires selon les sources. Le succès est au rendez-vous, puisqu'ils doivent bientôt réimprimer 6000, puis 35 000 copies de ce premier numéro. N'ayant absolument pas anticipé un tel accueil, et encore moins l'engouement des lecteurs qui en redemandent, les deux auteurs vont bientôt devoir imaginer une suite à ce qui devait être un one-shot. En quarante pages, le premier numéro pose les bases de tout un univers. Transformées par un étrange liquide mutagène, quatre petites tortues vont être entraînées à l'art ancestral du Ninjutsu par Splinter, un rat humanoïde, qui leur donne à chacune le nom d'un artiste de la Renaissance : Leonardo, Raphael, Donatello et Michelangelo. Ensemble, ils affrontent Shredder, terrible combattant à la tête du Clan des Foot, dont l'histoire est intimement liée à celle de Splinter. Réunis par leur amour de l'œuvre de Jack Kirby, et inspirés par les travaux de Frank Miller sur Ronin ou Daredevil, de Dave Sim et de son héros Cerebus, et par les New Mutants de Chris Claremont chez Marvel, Eastman et Laird n'hésitent pas à mélanger les influences, entre hommage et parodie, pour donner naissance à leurs Chevaliers d'Écaille. Ainsi, on trouve plusieurs points communs entre nos tortues préférées et Matt Murdock : elles sont transformées par un étrange produit chimique et affrontent par exemple le Clan des Foot, là où Daredevil tient tête à la secte de La Main. Quant à l'influence de Kirby, si elle est plus qu'évidente sur le plan graphique, elle est aussi distillée tout au long du développement du lore de la licence, qu'il s'agisse d'interventions extra-terrestres ou transdimensionnelles. Seuls aux commandes des premiers numéros de la série, Kevin et Peter vont alors alimenter une véritable mythologie autour des tortues, introduisant des personnages devenus incontournables comme April O'Neil et Casey Jones, des antagonistes mutants comme Leatherhead, ou encore les races extraterrestres des Utrom et des Triceratons. Ces derniers étant d'ailleurs, tout comme le personnage de Fugitoid, des créations de Mirage Studios antérieures aux Tortues Ninja. Le succès affiché par le comic book de Eastman et Laird et le foisonnant univers qui anime ses pages, mais aussi celles de son spin-off Tales of the Teenage Mutant Ninja Turtles et des Micro-Series, vont bientôt attirer l'attention de pas mal de monde et surcharger l'emploi du temps des deux amis qui recrutent alors Jim Lawson, Mark Martin, Michael Dooney ou encore Eric Talbot pour leur filer un coup de main. Des artistes qui vont, à leur tour, nourrir le déjà très riche background des TMNT de leurs créations. COWABUNGA ! Parmi les projets qui occupent le duo, il y a bien évidemment les produits dérivés. Après la sortie d'un jeu de rôle et de figurines en plombs vendues par Dark Horse Miniatures, c'est en 1987, alors qu'à peine une dizaine de numéros a été publiée, que la société Playmate Toys contacte Kevin Eastman et Peter Laird pour commercialiser une ligne de jouets dérivée des Tortues Ninja. Conscients du risque, ils misent sur la production d'un dessin animé pour booster la vente de figurines. À jamais ancrée dans la Pop Culture, la série s'adresse en priorité aux enfants et modifie de nombreux éléments de l'univers des tortues. Premièrement, si dans le comic book original, les tortues ont toutes un bandeau rouge, il est décidé de leur attribuer une couleur différente à chacune afin que les enfants puissent les identifier plus facilement. Les origines de Splinter sont revisitées : ici, il ne s'agit plus du rat compagnie de Hamato Yoshi, mais de Yoshi lui-même, transformé en rat par le mutagène. Le dessin animé introduit également de nouveaux personnages, comme Bebop et Rocksteady, ainsi que Krang, représentant de la race des Utrom, qui elle, existe bien dans les comics.Enfin, le point le plus important concerne de toute évidence les pizzas : c'est bel et bien le cartoon qui établit cette habitude alimentaire de Don, Raph, Leo et Mikey, qui est aujourd'hui indissociable de nos héros. Comme tout phénomène de société, les Tortues Ninja connaissent leur lot de paniques morales. Au Royaume-Uni, le titre Teenage Mutant Ninja Turtles est remplacé par Teenage Mutant Hero Turtles, le mot "ninja" étant jugé trop violent pour le jeune public. Les scènes où Michelangelo utilise son nunchaku sont également coupées, cette arme étant interdite en Angleterre. Ces quelques excentricités britanniques n'empêchent pas les Chevaliers d'Écaille de cartonner partout sur la planète : les figurines sont déclinées à l'infini et un jeu vidéo, aujourd'hui célèbre pour sa difficulté, sort sur Nintendo NES en 1989. La même année, l'éditeur Archie Comics, célèbre pour son personnage éponyme, lance Teenage Mutant Ninja Turtles Adventures, un comic book adaptant dans un premier temps la série animée, avant de développer son propre univers, dont certains éléments seront repris par la suite par l'univers classique des tortues.  On y découvre, par exemple, la première apparition sur le papier de Man-Ray, Mondo Gecko, et des Mutanimals. En à peine cinq ans, les Tortues Ninja sont passées d'une obscure création de deux passionnés de BD, à destination des amateurs de comics underground, à l'une des licences les plus bankables de la planète, star des cours de récré. Mais nos mutants mangeurs de pizza ne vont pas en rester là… En 1990, les Tortues Ninja connaissent leur première adaptation au cinéma, réalisée par Steve Barron, à qui l'on doit les clips vidéo pour Take On Me de A-Ha ou Africa de Toto. Réussissant l'exploit de piocher dans le meilleur des tout premiers numéros du comic book en y ajoutant une petite dose des éléments du dessin animé pour ne pas perdre les plus jeunes, il devient l'un des films indépendants les plus rentables de l'histoire, notamment grâce à l'incroyable travail du studio de Jim Henson, et enfonce définitivement le clou de la Turtlemania ! Pépite sombre influencée par le Batman de Tim Burton, brillant par ses cascades, ses bastons et son utilisation des practical effects, le film de Barron reste pour moi l'une des meilleures adaptations de comic book, captant à merveille l'esprit des TMNT tout en le rendant accessible au plus grand nombre. Un petit tour de force à l'heure où plusieurs versions des tortues, visant des publics très différents, cohabitaient déjà. Perdues entre le Ninja Rap de Vanilla Ice et la recette émoussée du voyage dans le temps ; qui, rappelons-le, est souvent synonyme d'une pénurie d'inspiration ; les deux suites, sorties respectivement en 1991 et 1993, peineront à réitérer l'exploit. Bien que pouvant être considérés comme de sympathiques divertissement, Les Tortues Ninja II et III marquent déjà un début d'essoufflement pour la licence, tout comme le spectacle musical “Coming Out of Their Shells”, sponsorisé par Pizza Hut entre 1990 et 1992. Un véritable essorage qui a aussi lieu du côté des jouets. Avec plus de quatre-cents figurines produites durant cet âge d'or, sans compter les véhicules, les tortues ont été remodelées à toutes les sauces : transformables, musiciennes, en monstres de Universal Studios, avec des cheveux colorés de Trolls, tirées des films ou en tenue de personnages de Star Trek… L'originalité des déclinaisons n'a d'égale que la frénésie commerciale qui la motive. GO NINJA, GO NINJA, GO ! Malheureusement pour Laird et Eastman, ce déclin des Tortues Ninja va aussi avoir lieu sur leur support d'origine : le papier. La série originale, qui prend fin en 1993 après soixante-deux numéros, est immédiatement suivie par une seconde série se présentant comme une suite directe, également publiée par Mirage Studios. Pilotée par Jim Lawson, cette seconde mouture tire sa révérence en 1995 après seulement treize numéros. L'effondrement du marché de la bande dessinée américaine et une inondation dans les locaux de Mirage Studios finissant d'achever la licence déjà exsangue à force d'être revisitée à toutes les sauces. À partir de cette date, les créateurs des Tortues Ninja s'éloignent radicalement. Eastman, qui vient de racheter le magazine Heavy Metal, homologue américain de notre Métal Hurlant national, a envie de travailler sur d'autres projets. Moins d'une année plus tard, sous l'impulsion de Erik Larsen, créateur de Savage Dragon et cofondateur de Image Comics, une troisième série est lancée. Aujourd'hui sous-titrée Urban Legends, et considérée comme non-canonique, cette série est bien connue des fans des TMNT pour prendre de nombreuses libertés et pour ne pas hésiter à transformer définitivement les Chevaliers d'Écaille, quitte à aller jusqu'à les mutiler ! Un parti-pris plutôt osé qui aurait pu raviver l'intérêt pour la licence auprès des lecteurs de comics, mais qui s'arrête en 1999 après vingt-trois numéros, le travail de Gary Carlson et Frank Fosco ne parvenant ni à convaincre les fans de la première heure, ni à attirer un nouveau public. La série sera pourtant réimprimée par IDW à partir de 2018, et l'éditeur permettra même à l'équipe créative originale de clôturer son histoire proprement avec trois épisodes inédits. En parallèle, la série animée débutée en 1987 s'arrête en 1996, avec 193 épisodes au compteur. Bien que largement édulcorée en comparaison du comic book d'origine, et diffusée en version censurée dans de nombreux pays pour paraître encore moins violente, elle reste l'un des piliers du succès et de la popularité des TMNT dans le monde, et à l'origine de l'expression culte “COWABUNGA !”, indissociable des tortues. Mais les Teenage Mutant Ninja Turtles ne disparaissent pas du petit écran pour autant. Dès 1997, Haim Saban, déjà connu pour avoir importé les Super Sentai japonais aux États-Unis avec la licence Power Rangers, s'empare des Tortues Ninja pour produire une série live, qui laisse suggérer à travers quelques décors et références qu'elle peut être considérée comme une suite de la trilogie sortie au cinéma. Malheureusement, Teenage Mutant Ninja Turtles : The Next Mutation s'avère bancale, plutôt cheap, et assez peu inspirée. Ici encore, Michelangelo est victime de l'étrange phobie de certains pays pour les nunchakus, ces derniers étant remplacés par des tonfas. April O'Neil et Casey Jones sont totalement absents et le Seigneur Dragon, créé spécialement pour la série, sert de principal antagoniste. Si une cinquième tortue nommée "Kirby", toujours en hommage à Jack Kirby, devait être au centre d'un quatrième film jamais produit, The Next Mutation introduit en la personne de Venus, une tortue femelle qui aurait été oubliée par Splinter et élevée en Chine. Un personnage régulièrement parodié, voire moqué, et qui résume à lui seul à quel point cette série est un enfer pavé de bonnes intentions. Annulée après une unique saison de vingt-six épisodes, The Next Mutation reste pour beaucoup de fans le chant de cygne avant une longue traversée du désert pour nos Chevaliers d'Écaille, qui peut tout de même se vanter de nous avoir offert le premier crossover entre les Power Rangers et les Tortues Ninja, dans le quatrième épisode de Power Rangers in Space. Chacun ses petits succès. En 2001, alors qu'il a entrepris de racheter les droits appartenant de son associé, Peter Laird, passablement désabusé par les égarements nés de la surexploitation de sa création, auxquels il a parfois participé, décide de reprendre les TMNT en main en compagnie de Jim Lawson. La publication d'une quatrième série débute chez Mirage, mais les temps ont changé. Sous l'impulsion d'éditeurs comme Dark Horse, Image Comics et Valiant, le secteur du comic book indépendant s'est largement industrialisé et a établi de nouveaux standards. Le succès d'antan n'est plus au rendez-vous, et le rachat, en 2009, de la licence Tortues Ninja par le groupe Viacom, va définitivement changer la donne. C'est le début d'une longue pause, encore d'actualité, pour Mirage Studios. L'accord stipule que Peter Laird ne pourra plus sortir que dix-huit comics par an pour terminer sa série en cours, et les projets d'adaptations seront désormais confiés à des filiales de Viacom, comme Paramount et Nickelodeon. Le XXIe siècle est d'ailleurs plus que chargé en matière d'adaptations pour les Tortues Ninja. En 2003, un nouveau dessin animé produit par 4Kids est lancé. Plus sombre et plus fidèle aux comics sur de nombreux points, il souffre pourtant de comparaison avec la première version animée de 1987, devenue l'image officielle des tortues dans l'esprit de nombreux fans. Après sept saisons, la série, en perte de vitesse, est clôturée en 2009 par le téléfilm Turtles Forever, qui fête le vingt-cinquième anniversaire de la licence en faisant se rencontrer les tortues 2003 et celles de 1987, offrant même une incursion dans l'univers du comic book original au spectateur. En 2007, un film TMNT entièrement en images de synthèse est écrit et réalisé par Kevin Munroe. S'il est présenté comme la suite de la trilogie de films live des années 1990, il assume assez peu ce statut dans les faits et n'a pas vraiment marqué le grand public. De 2012 à 2017, une troisième série d'animation est produite par Nickelodeon, et déjà, le look beaucoup plus cartoonesque des Chevaliers d'Écaille suscite quelques réactions de pseudo-puristes qui ne reconnaissent plus leurs tortues. Il faut dire que c'est sûrement la première fois que Donatello, Michelangelo, Raphael et Leonardo possèdent autant de signes pouvant les distinguer les uns des autres et des personnalités aussi affirmées. Brillant notamment par son casting de comédiens de doublage dans sa version originale, la série est plutôt bien accueillie par la critique et reste très plaisante à regarder. Il est évidemment impossible de parler des portages des Tortues Ninja à l'écran sans évoquer les deux films produits par Michael Bay, sortis en 2014 et 2016. Si cette nouvelle adaptation, réalisée par Jonathan Liebesman, a fait couler beaucoup d'encre, elle renoue pourtant avec quelques idées méconnues issues du comic book de Eastman et Laird, comme l'origine extraterrestre du fluide mutagène ayant transformé les tortues. Sa suite introduira Bebop, Rocksteady et Casey Jones, mais les deux films restent globalement mal-aimés par les fans de la première heure, sans doute en partie à cause des clichés entourant, à tort ou à raison, le cinéma de Michael Bay. Enfin, diffusée à partir de 2018, la série animée Rise of the Teenage Mutant Ninja Turtles, ou Le Destin des Tortues Ninja en version française, ne connaîtra que deux saisons avant d'être annulée. Un film Netflix, sorti en 2022, sert de conclusion à la série, tout en surfant, encore une fois, sur l'idée d'une sorte de multivers nourri de paradoxes temporels. Là encore, le design et la personnification des tortues vont faire débat, car tranchant drastiquement avec l'image classique des personnages. Il est pourtant intéressant de souligner que ces cinq visions à l'écran des TMNT, au ton et au public cible très différents, sont sorties sur une période s'étalant sur moins d'une vingtaine d'années. Une démonstration plutôt évidente que l'image ancrée par le dessin animé de 1987 et le film de 1990 est largement remise en question au cours des décennies suivantes. TURLTES IN TIME Mais revenons-en aux comics, si vous le voulez bien. En 2011, IDW obtient de Viacom le droit de publier une nouvelle série de comic book, qui se veut à la fois fidèle aux racines des Teenage Mutant Ninja Turtles et résolument moderne. Tom Waltz y œuvre comme scénariste, en compagnie de Kevin Eastman, le co-créateur des tortues, tandis que Dan Duncan, Mateus Santolouco, Sophie Campbell et Dave Wachter font partie des principaux artistes se succédant au dessin. En tirant dès le départ le meilleur des versions précédentes, la série IDW s'impose comme un point culminant pour la licence Teenage Mutant Ninja Turtles. On y retrouve les grands concepts des premiers arcs narratifs de Eastman et Laird, les personnages phares de la série animée comme Krang, Bebop et Rocksteady, et les Mutanimals apparus chez Archie, le tout associé à de véritables enjeux et à une approche plutôt sombre. Les origines de Leonardo, Raphael, Michelangelo, Donatello et Splinter sont étoffées, tout comme leurs liens avec le Clan des Foot. Beaucoup de personnages secondaires, comme Slash ou Old Hob, des Mutanimals, gagnent en profondeur et deviennent des acteurs à part entière d'un monde complexe où les alliances se font aussi vite qu'elles se défont. Sans aucune hésitation de ma part, il s'agit de l'un des meilleurs comic books des années 2010, avec une constance et une cohérence pour le moins brillantes compte tenu de sa longévité. Plus longue série TMNT jamais publiée, elle est devenue, en passant la barre symbolique des cent numéros en 2019, une pierre angulaire de ce que sont les Tortues Ninja aujourd'hui. Avec le retour sur la publication de Sophie Campbell en tant que scénariste au numéro 101, la série prend une nouvelle direction, tandis que Jennika, une cinquième tortue au bandeau jaune, fait son apparition. En parallèle, à la fin de l'année 2020, Peter Laird et Kevin Eastman se retrouvent pour The Last Ronin, une mini-série en cinq numéros, pensée par les deux auteurs, il y a déjà de nombreuses années, comme une fin possible aux Tortues Ninja. Un dystopie cyberpunk qui voit le dernier Chevalier d'Écaille partir en croisade contre la domination du Clan Foot pour venger ses frères disparus. Un nouvel hommage à peine dissimulé à Frank Miller et à son The Dark Knight Returns, qui avait littéralement fait chavirer la bande dessinée de super-héros en 1986. Si la publication de The Last Ronin est un brin chaotique aux États-Unis, le succès est au rendez-vous, si bien qu'une autre série tirée de cet univers intitulée The Last Ronin – The Lost Years est publiée en 2023, et qu'une suite et un projet de jeu vidéo sont également annoncés. Il est difficile, voire presque impossible d'être parfaitement exhaustif sur le sujet, tant il existe de produits dérivés et de versions, parfois très exotiques, des Tortues Ninja. Aussi, je ne passerai pas en revue tous les jeux vidéo adaptés de l'œuvre de Eastman et Laird, le quatuor ayant été présent à un moment ou un autre sur pratiquement toutes les consoles du marché. Je ne pourrais pas non plus lister toutes les licences qui, tous supports confondus, s'inspirent de près ou de loin, et parfois à la limite du plagiat, du succès des tortues : de Battletoads à Street Sharks, en passant par Biker Mice from Mars ou Extreme Dinosaurs. En ce qui concerne leurs aventures sur le papier, il devient de plus en plus difficile d'énumérer tous les crossovers au cours desquels les Tortues Ninja croisent des héros venus d'autres univers, de Batman à Usagi Yojimbo, des Power Rangers aux Ghostbusters, en passant par les gamins de Stranger Things ou les combattants de Street Fighter…  Je ne pourrais pas rendre hommage à tous les artistes qui, comme Richard Corben ou Michael Zulli, ont insufflé leur vision unique, et parfois bestiale, aux créations de Laird et Eastman. Et je ne reviendrais pas non plus en détail sur le foutoir sans nom entourant les droits des Teenage Mutant Ninja Turtles, une affaire qui, jusqu'à aujourd'hui, a compliqué bien des choses, comme la rediffusion ou l'édition sur support physique du dessin animé de 1987 dans son intégralité, par exemple. TURTLES DON'T DO DRUGS !  Mais alors, quelle recette, encore plus mystérieuse que celle du mutagène, se cache derrière le succès des tortues ? Je n'avais pas encore dit "Tortues Ninja" et vous fredonniez déjà le générique du dessin animé. C'est normal, c'est le pouvoir de la nostalgie ! Comme tout un tas de gens, vous avez sûrement découvert les Chevaliers d'Écaille avec cette série, et votre attachement à la version animée a peut-être tendance à provoquer chez vous un rejet de toutes les autres adaptations qui ont pu suivre. Pourtant, Teenage Mutant Ninja Turtles est l'une des rares licences à avoir autant d'interprétations différentes, l'histoire des tortues étant régulièrement revisitée, y compris par ses propres créateurs. Comme on a pu le voir, le succès n'a pas toujours été au rendez-vous pour les Tortues Ninja. Essoufflement au cinéma, échec sur le papier ou à la télé : dans leur course de fond pour gagner leur place sur le podium de la Pop Culture, les TMNT ont rencontré pas mal d'obstacles, quittant les sombres galeries des productions underground pour toucher un public toujours plus large, mais parfois aussi très ingrat. Et si, malgré le poids des années, les tortues continuent de parler aux jeunes et aux moins jeunes, avec plusieurs représentations qui cohabitent au même moment dans les pages des comics, sur les consoles de jeu et sur les plateformes de streaming, c'est sans doute grâce aux valeurs portées par la licence depuis ses origines.  Les liens du sang, la fraternité, l'entraide : ces principes de base, identiques quelle que soit la version des Tortues Ninja, font toujours écho quelque part en nous. On a tous été ado, et on a tous des liens forts avec quelqu'un que l'on considère comme un membre de notre famille, qu'il en fasse réellement partie ou non. Et au fond, c'est ça l'essence des Teenage Mutant Ninja Turtles. Qu'importe les difficultés que vous devez surmonter, dans les bons comme dans les mauvais moments, les membres d'une même famille doivent faire front commun pour avancer ensemble. Splinter sait qu'il peut compter sur ses fils ; Michelangelo, Leonardo, Raphael et Donatello savent qu'ils peuvent compter les uns sur les autres ; et April O'Neil sait qu'elle peut compter sur ses amis les tortues… Alors qu'une nouvelle adaptation animée débarque sur les écrans de cinéma, confirmant la règle de l'éternel recommencement, nos héros préférés changent une nouvelle fois d'apparence, mais propagent toujours le même message, universel et intemporel. Un peu comme si les chevaliers d'écailles ne pouvaient pas faire autre chose que de vivre avec leur temps. Avant de terminer, vous ne pouvez pas échapper à quelques conseils pour vous lancer dans la lecture des comics Tortues Ninja. Le meilleur point d'entrée actuellement est le premier tome de la collection Les Tortues Ninja L'Intégrale, qui permet de lire la série IDW de 2011 dans l'ordre chronologique, avec tous ses épisodes hors-série. Il s'agit de l'adaptation chez nous par HiComics de la IDW Collection publiée aux USA et incontestablement de l'un des meilleurs comics que vous puissiez lire en français. Pour moi, c'est absolument impossible de passer à côté. Si vous voulez revenir aux origines des tortues, HiComics propose de redécouvrir les premiers épisodes de Eastman et Laird publiés par Mirage Studios avec la collection Teenage Mutant Ninja Turtles Classics. Ici, c'est la fameuse Ultimate Collection de IDW qui est traduite en français, avec un contenu qui s'adresse aux lecteurs et aux lectrices plus aguerris et curieux de retrouver les racines indé de la série. Ça déborde de créativité et ça n'a rien perdu avec le temps. Si vous avez déjà quelques bases en matière de TMNT ; disons que vous avez grandi avec les films ou les séries animées, par exemple ; The Last Ronin est un récit complet de choix. Dynamique, rythmé, et plutôt novateur vis-à-vis de l'habituel statu quo, il ne pourra pas vous décevoir. Enfin, de son côté, l'éditeur Vestron a la bonne idée d'importer chez nous quelques pépites issues de l'univers des tortues, comme le frénétique Bodycount dessiné par Simon Bisley ou le déroutant Soul's Winter de Michael Zulli, mais aussi la série Archie Comics. De quoi ravir les complétistes et les curieux ! N'hésitez pas à partager cet article sur les réseaux sociaux s'il vous a plu ! Recevez mes articles, podcasts et vidéos directement dans votre boîte mail, sans intermédiaire ni publicité, en vous abonnant gratuitement ! Get full access to CHRIS - POP CULTURE & COMICS at chrisstup.substack.com/subscribe

CHRIS - POP CULTURE & COMICS
QUAND DISNEY VOULAIT ADAPTER FINAL FANTASY !

CHRIS - POP CULTURE & COMICS

Play Episode Listen Later Jul 9, 2023 8:56


Final Fantasy est l'une des plus grandes sagas de l'histoire du jeu vidéo, c'est un fait. Mais saviez-vous que bien avant Kingdom Hearts, Disney et Square se sont croisés pour un projet d'adaptation comme seule la bande dessinée américaine sait en proposer ? Aujourd'hui, on parle du comic book inachevé tiré de Final Fantasy ! Si le nom de Final Fantasy parle aujourd'hui à pratiquement tout le monde, ça n'a pas toujours été le cas. Lancée en 1987 au Japon, la licence va mettre un peu de temps pour se faire une place au-delà des frontières du pays du Soleil-Levant. Il faudra en effet attendre 1990 pour que le premier opus, sorti sur Nintendo NES, atteigne le marché américain, tandis qu'en France et en Europe, FFVII, sorti en 1997 sur Playstation, sera le premier épisode officiellement disponible, exception faite du spin-off Mystic Quest, sorti sur Game Boy en 1994. Bien que le premier épisode de la saga ai connu un succès non négligeable au pays de l'Oncle Sam, Final Fantasy II et III ne bénéficieront pas de localisation aux USA, et c'est ainsi que Final Fantasy IV, sorti en 1991 sur Super Famicom au Japon, est renommé Final Fantasy II pour l'arrivée de la cartouche Super Nintendo sur le sol américain la même année. Si vous avez suivi, c'est que vous êtes prêts pour la suite. Il n'est pas rare qu'une licence en vogue aux États-Unis, qu'il s'agisse d'un jeu vidéo, d'une ligne de jouets, d'un film, ou d'une série télé, ait droit à son adaptation sur le papier chez un éditeur de comics. Cette tendance est d'autant plus vraie à partir des années 1980, avec l'arrivée dans les rayons des comic shops de titres allant des Maîtres de l'Univers aux Transformers, en passant par Atari Force, G.I. Joe ou Cosmocats. Et il en va de même pour Indiana Jones, Alien, Predator, Robocop, et bien évidemment Star Wars, qui ont tous été convertis en comic book pour une durée plus ou moins longue, aux côtés d'autres franchises plus ou moins plébiscitées par les lecteurs, telles que Biker Mice from Mars, L'Agence Tous Risques, Double Dragon, The Real Ghostbusters, et même Chuck Norris Karate Kommandos… Si la qualité n'est pas toujours au rendez-vous, en démontre l'horrible Street Fighter chez Malibu Comics, c'est parce que, sans grande surprise, la motivation initiale est avant tout mercantile. En 1990, dans une démarche expansionniste, le groupe Disney Publishing Worldwide lance sa filiale Disney Comics, ayant pour objectif de continuer la publication de titres comme Uncle Scrooge ou Walt Disney's Comics and Stories ; déjà en cours depuis plusieurs années chez Gladstone Publishing, et avant ça chez Gold Key et Dell Comics ; et de lancer de nouvelles séries. Adepte d'une politique agressive, Disney Comics vise un développement un peu trop optimiste face à la réalité du marché en démultipliant les annonces de nouveaux labels, comme Hollywood Comics, qui aurait dû publier les adaptations en comic book des films produits par Hollywood Pictures, autre filiale de Disney. Mais Len Wein, co-créateur de Swamp Thing et de Wolverine, ne fait pas l'unanimité auprès des fans dans son rôle d'éditeur en chef de Disney Comics, et les ventes décevantes viennent rapidement saper les ambitions du groupe qui espérait pouvoir concurrencer Marvel et DC Comics dans la cour des grands. Ainsi, dès l'année 1991, une bonne partie des titres s'arrête et les projets de développement et autres labels, dont Hollywood Comics, sont abandonnés. Disney Comics disparaît pour de bon en 1993 et les séries survivantes sont de nouveau confiées à Gladstone Publishing. Un seul et unique titre aura été publié par Hollywood Comics : l'adaptation de Arachnophobia, film produit par Steven Spielberg. Mais il aurait pu en être autrement… En effet, voilà quelques années, le scénariste Kurt Busiek, célèbre pour son travail sur Marvels avec Alex Ross ou sur le crossover Justice League of America / Avengers avec le regretté George Perez, a révélé qu'il avait œuvré sur un projet pour le moins intriguant pour Hollywood Comics au début des années 1990 : l'adaptation en comic book de Final Fantasy. Pour remettre les choses dans leur contexte : Squaresoft avait pour idée de promouvoir la franchise auprès du public américain en s'appuyant sur une série de comics, et Kurt Busiek, déjà auteur depuis le début des années 1980, fut chargé de son écriture par Disney Comics qui, sans doute à la suite d'un jeu de rachats quelconque, avait obtenu les droits pour publier ladite série. À l'époque, le jeu vidéo est encore loin d'être une activité aussi démocratisée qu'aujourd'hui, de plus, seul le tout premier Final Fantasy est sorti aux États-Unis, et malgré un accueil favorable, il est évident que la popularité de la saga à travers le monde et la sacralisation de son lore ne sont en rien comparables à ce que nous pouvons connaître. Busiek commença donc à écrire une histoire prenant place dans l'univers du premier jeu, avant que Square ne demande finalement à l'auteur de totalement revoir sa copie pour placer l'intrigue dans l'univers de FFIV, dont la sortie est prévue au Japon et aux États-Unis pour l'année 1991. Un bon moyen de promouvoir la sortie de ce qui serait Final Fantasy II en Amérique du Nord. Après avoir reçu le maximum d'informations possible de la part de Square sur ce nouvel opus, Busiek se lance, et le scénario qu'il propose semble plaire au développeur nippon. Ce dernier, sûrement peu confiant quant à l'attrait des Américains pour le JRPG, considère que Busiek a les compétences pour rendre leur univers plus accessible aux USA et l'autorise même à “américaniser” le tout en renommant les personnages. La décision paraît douteuse, et presque suicidaire, à l'heure d'une Pop Culture mondialisée, mais elle est plutôt cohérente avec l'état d'esprit de l'époque. C'est l'artiste Dell Barras ; d'origine philippine, comme Alfredo Alcala ; fort d'un parcours de dessinateur, d'encreur et d'animateur, qui est choisi pour illustrer la série, tandis que Mike Mignola, qui deviendra mondialement célèbre en créant Hellboy, se chargera des couvertures de ce qui est initialement prévu comme une mini-série de quatre numéros. Mais lorsque Disney Comics frôle la banqueroute et abandonne le label Hollywood Comics, le projet Final Fantasy est mis au placard. Busiek estime qu'il avait sûrement terminé l'écriture de deux ou trois des quatre épisodes prévus, et que Barras avait dessiné au moins un numéro complet. Malheureusement, à l'exception d'un dessin promotionnel et de deux couvertures par Mignola, il ne subsiste aucun autre visuel connu de ce projet à ma connaissance. Est-ce une mauvaise chose ? Les adaptations de films ou de jeu vidéo en comics sont, il faut l'avouer, souvent médiocres, et les quelques exceptions qui vous viennent en tête ne font que confirmer cette règle immuable. Busiek n'avait de toute évidence pas pu jouer à Final Fantasy IV pendant qu'il écrivait son histoire, et si Square lui avait confié une bible de références pour lui permettre de travailler dans des conditions optimales, les libertés qu'on avait pu lui laisser pour adapter l'univers aux attentes du public occidental d'alors seraient sans doute très mal interprétées par les puristes d'aujourd'hui. Quand bien même on pourrait découvrir le premier épisode quasi-finalisé de cette mini-série, on ferait face à un pur objet de son époque, qui n'aurait aucun intérêt de nos jours, si ce n'est de provoquer quelques malaises dans l'assistance. Kurt Busiek, qui aurait pu rejoindre Squaresoft afin de participer à l'adaptation des prochains jeux Final Fantasy en occident, va finalement continuer sa carrière de scénariste de comics chez Marvel, avec le succès qu'on lui connaît. Comme quoi, un peu comme dans les RPG, l'avenir ne tient parfois qu'à une décision prise au bon moment… Final Fantasy IV arrive en novembre 1991 aux USA ; sous le titre de Final Fantasy II, donc ; dans une version légèrement modifiée. Les références religieuses sont gommées, tandis que l'ensemble est édulcoré pour éviter de choquer un jeune public, et la difficulté des combats est même revue à la baisse. Le soft restera une référence du jeu de rôles sur console, notamment pour son introduction du système Active Time Battle, qui pousse le joueur à rester impliqué pour avoir le meilleur timing durant les séquences de combat. Malgré le succès durable de la saga, il est assez étonnant de voir que là où des licences de fantasy comme Magic The Gathering, The Witcher ou Donjons & Dragons ont eu droit à de multiples versions plus ou moins pertinentes et réussies sur le papier, plus jamais aucun éditeur américain n'a tenté d'adapter Final Fantasy en comics. Il est probable que cela découle de la volonté de Square Enix de garder le contrôle sur la marque et de limiter les produits dérivés douteux pouvant dégrader l'image de sa poule aux œufs d'or auprès d'une communauté de fans aussi fidèles qu'exigeants. Enfin, à l'heure où l'hégémonie de Disney sur la culture populaire est plus affirmée que jamais, il est bon de se rappeler que cet empire du divertissement a aussi connu de véritables revers au cours de son existence. Si, à la même période, Valiant Comics, Dark Horse, ou Image Comics ont su profiter d'un contexte né de l'arrivée d'une nouvelle génération d'auteurs et d'une bulle spéculative à son paroxysme, Disney a littéralement raté le coche, son échec devançant de plusieurs années l'effondrement du marché de la bande dessinée américaine. Quand on sait que la multinationale a actuellement la main sur une partie des plus grandes licences de la planète, y compris celles de Marvel Comics, il y a de quoi trouver ça plutôt amusant… N'hésitez pas à partager cet article sur les réseaux sociaux s'il vous a plu ! Recevez mes articles, podcasts et vidéos directement dans votre boîte mail, sans intermédiaire ni publicité, en vous abonnant gratuitement ! Get full access to CHRIS - POP CULTURE & COMICS at chrisstup.substack.com/subscribe

Gonewithjon
How to play Nintendo (NES) games on the nvidia shield

Gonewithjon

Play Episode Listen Later Feb 12, 2023 5:09


#mgtow #redpill #mengoingtheirownway #men #rp #advice #divorce #marriage #help GonewithJon - My Website https://gonewithjon.com/ My Patreon https://www.patreon.com/join/gonewithjon? My Cashapp https://cash.app/$Gonewithjon Youtube Members Area https://www.youtube.com/@Gonewithjon/membership My Merch https://gone-with-jon.myspreadshop.com/ My 2nd Merch Store https://gonewithjon.creator-spring.com/ My 3rd Merch Store https://streamlabs.com/getoffthegridguy/merch My Paypal https://paypal.me/gonewithj?country.x=US&locale.x=en_US My Youtube https://www.youtube.com/channel/UCDGK_ggPmd504yRUZL5VVSQ My Rumble https://rumble.com/c/c-1969274 My Locals https://gonewithjon.locals.com/ Odyssey https://odysee.com/@Gonewithjon:0 My Twitter https://twitter.com/gonewithjon My Pintrest https://www.pinterest.com/Gonewithjon/ My Instagram https://www.instagram.com/gonewithjon/ My Radio Pulic https://radiopublic.com/gonewithjon-6N3Xkw My Spotify https://open.spotify.com/show/0RCotbCaX1KHNPHScsVP46 My Itunes https://podcasts.apple.com/us/podcast/gonewithjon/id1475414518 My Ancor Podcast https://anchor.fm/gonewithjon Soundcloud https://soundcloud.com/j-gonewithjon Pocket Cast https://pca.st/346g Podbay https://podbay.fm/p/gonewithjon Castro FM https://castro.fm/podcast/0025f64f-dc5b-425a-83bf-45c5327742ea Player FM https://player.fm/series/gonewithjon Podvine https://podvine.com/podcast/gonewithjon Bull Horn https://www.bullhorn.fm/nvidiashielddoesnottravelwell why men will not marry you in 2022, why men will not marry you, mgtow 2022 ,why men stopped dating, why men stopped dating in 2022, mgtow motivation, men will not marry, men going their own way in 2022, mgtow compilation, men going their own way, mgtow, mgtow tiktok, mgtow dictionary, mgtow men, Men going their own way tiktok, tiktok cringe 2022, men run from dating world, men not marrying, how to get a marry to marry, men not dating, men not dating anymore, red pill

Dev Game Club
DGC Ep 336: Plundered Hearts (part one)

Dev Game Club

Play Episode Listen Later Feb 1, 2023 69:18


Welcome to Dev Game Club, where this week we continue our mini theme of the flexibility of text. We examine the Infocom era by playing a late title, Plundered Hearts. We discuss some of the rougher aspects of the game and the mechanics of text adventures, including the facilities of the language and some of its modern descendants. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Tim (all), Brett (the first section) Issues covered: setting the game in its time, graphic adventures in the time, the death of Infocom, the variety of Infocom's game, Tim pulling his hair out, the cinematic nature of the game, some digressions on Deadline, extending the play through difficulty, saving the game, puzzles and wordplay, exploring the parser, accommodating the player, playing with tropes, Tim misses the boat, a bit of description of the parser and virtual machine, rooms and inventory, fore and aft vs north and south, abstraction and flexibility, restrictions, great graphics via visualization, the perfect run and the perfect score, the modern text adventure market, trigger warning for adult themes, a female protagonist, failure states, "a fate worse than death," a commentary about the dangers for women in the world, a game that she wanted to play, the context of the medium and the inherent danger of the world, having an impactful victory, Vermin's SL1 of Dark Souls, Pippin Barr and experimental games, Break Out and performance art, from Rogue to Diablo. Games, people, and influences mentioned or discussed: Rogue, Calamity Nolan, Reed Knight, TIE Fighter, Aaron Reed, Maniac Mansion, Sierra Online, Space Quest 2, Police Quest, Leisure Suit Larry, Nintendo/NES, Punch-Out, Final Fantasy, Sid Meier's Pirates!, Metroid, Legend of Zelda, Day of the Tentacle, Cornerstone, Zork, Deadline, Deathloop, The Lurking Horror, Ballyhoo, Moonmist, Leather Goddesses of Phobos, Hitchhiker's Guide to the Galaxy, Activision, Sea of Thieves, Amy Briggs, Agatha Christie, Murder She Wrote, Sleep No More, Colossal Cave Adventure, Apple ][, Volkswagon, Tim Schafer, Dave Grossman, Dark Souls, Tomb Raider, Choose Your Own Adventure, Fighting Fantasy, Sir Ian Livingstone, Ink/Inkle, Around the World in 80 Days, Sorcery (series), Heaven's Vault, I Have No Mouth and I Must Scream, Suspended, Brian Moriarty, A Mind Forever Voyaging, Dark Souls, Emily Short, Elsinore, Pirates of the Caribbean, verminthewepper, Pippin Barr, David Wolinsky, Marina Abramovich, The Artist Is Present, Kill.Screen, GameThing, Breakout, don't die, Father Beast, Diablo, Ragnarok Valhalla, Glenn Wichman, The Eggplant Show, Dave Brevik, Moria, Nethack, Oliver Uv, Brogue, Caves of Qud, Cogmind, Rogue Legacy 2, Mark Garcia, Kirk Hamilton, Aaron Evers. Next time: A bit of a bonus and takeaways! Errata: It's a babelfish, I can't believe I couldn't remember that Brett confused Astrologaster with Heaven's Vault (he was referring to the latter) Links: Interactive Fiction Database GameThing podcast! Pippin Barr's site Don't Die by David Wolinsky Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com

Show and Tell
SHOW and TELL 1/25/2023

Show and Tell

Play Episode Listen Later Jan 25, 2023 21:36


To show and share a project at 7:30pm Eastern today, view the chat or in discord https://adafru.it/discord and look for the JOIN link to join. For best results, be on a wired network connection and use a headset and microphone. Maker Melissa @00:24 Circut Python installer for https://circuitpython.org/ Scott @02:53 Circuit Python on smartwatch jepler (he/they) @06:10 NeXT Computer adapted for Circuit Python John Park @09:29 NIntendo NES emulator running on Pico w/DVI and Audio out

PLAZA PÚBLICA
PLAZA PÚBLICA T04C088 Nintendo NES y Playstation, las consolas que marcaron su época (05/01/2023)

PLAZA PÚBLICA

Play Episode Listen Later Jan 5, 2023 10:19


Comics and Crypto Podcast: a collectors world in the digital age
Top 10 Collectibles Exclusively at Hake's Auctions! Check out these Grails now! Auctions End Nov 16!

Comics and Crypto Podcast: a collectors world in the digital age

Play Episode Listen Later Oct 28, 2022 23:03


In this episode we are joined by the Senior Consignment Manager of Hake's Auctions, Kelly McClain, to discuss the TOP 10 Collectibles currently on auction at Hake's!If you enjoyed this video, please make sure to Like and Subscribe! As always, this video is made for entertainment purposes only and is never financial advice. Hake's Auctions Twitter: https://twitter.com/HakesAuctionsUpUp Crypto Twitter: https://twitter.com/UpUp_CryptoTOP 10 COLLECTIBLES CURRENTLY ON HAKE'S AUCTIONS! (Ends November 16th, 2022!) Lot 1766 - Ben Kenobi Double Telescoping AFA 75 – Estimate $100,000-$200,000https://hakes.com/Auction/ItemDetail/265076/STAR-WARS-1978-BEN-OBI-WAN-KENOBI-12-BACK-A-AFA-75-EXNM-DOUBLE-TELESCOPINGSKU-ON-FOOTER Lot 901 - N64 Super Smash Bros VGA 85 – Estimate $35,000-%50,000https://hakes.com/Auction/ItemDetail/264720/NINTENDO-N64-1999-SUPER-SMASH-BROS-VGA-85-NM-VERTICAL-SEAM Lot 1283 - Journey into Mystery #83 CGC 5.5-  Estimate $10,000-$20,000https://hakes.com/Auction/ItemDetail/265263/JOURNEY-INTO-MYSTERY-83-AUGUST-1962-CGC-55-FINE-FIRST-THOR Lot 1859 - Yoda Talking Prototype AFA 80  - Estimate $50,000-$75,000https://hakes.com/Auction/ItemDetail/265415/STAR-WARS-THE-EMPIRE-STRIKES-BACK-1981-TALKING-YODA-PROTOTYPE-DOLL-AFA-80-NM Lot 1688 - Transformers Optimus Prime AFA 80 – Estimate $10,000-$20,000https://hakes.com/Auction/ItemDetail/265654/TRANSFORMERS-1984-SERIES-1-OPTIMUS-PRIME-AFA-80-NM Lot 1518 - Pinocchio Cartier Bracelet – Estimate $35,000-$50,000https://hakes.com/Auction/ItemDetail/265455/CARTIER-PINOCCHIO-GOLD-ENAMEL-CHARM-BRACELET Lot 874 - NES Contra VGA 85 – Estimate $20,000-$35,000https://hakes.com/Auction/ItemDetail/264790/NINTENDO-NES-1988-CONTRA-BLACK-NINTENDO-SEAL-VGA-85-NM Lot 1090 - X-Box Green Console Halo Edition VGA 85 – Estimate $10,000-$20,000https://hakes.com/Auction/ItemDetail/264722/XBOX-VIDEO-GAME-SYSTEM-2004-HALO-SPECIAL-EDITION-VGA-85-NM-GREEN-CONSOLE Lot 1942 - SW ROTJ Leia Pink Poncho on Stormtrooper Card AFA 60 – Estimate $20,000-$35,000https://hakes.com/Auction/ItemDetail/265061/STAR-WARS-RETURN-OF-THE-JEDI-1984-PRINCESS-LEIA-PINK-PONCHO-SAMPLE-ON-HOTH-SNOWTROOPER-CARD-48-BACK-AFA-60-Y-EX Lot 1360 - Tales of Suspense ##39 CGC 4.5 – Estimate $10,000-$20,000https://hakes.com/Auction/ItemDetail/264499/TALES-OF-SUSPENSE-39-MARCH-1963-CGC-45-VG-FIRST-IRON-MAN Linktree Digital & Physical Comics: https://linktr.ee/comicsandcryptoDownload the Lolli extension to earn Bitcoin back on your online purchases. https://lolli.com/share/TUzemVnZCVDonation AddressesVEVE: @comicsandcryptoGEMS: e6085dd1-cc0e-45c7-b6c7-b02a566979bdETH: comicsandcrypto.ethWAX: comicscryptoYou can also follow us on Twitter and Instagram: @ComicsandCrypto Opening Music is by NineFingerInstagram: NineFinger999

Viatge Electrònic
Viatge Electrònic Cap.90

Viatge Electrònic

Play Episode Listen Later Oct 24, 2022 59:49


En aquest nou capítol hem fet un especial de la música electrònica i els videojocs. Per commemorar els 37 anys de la sortida de la Nintendo NES, amb en Letung i en Babar hem fet un repàs a les bso més mítiques del món dels 8 i 16 bits. L'Eva Manuel i les Dones Electròniques ens ha parlat del retorn de Fever Ray desprès de cinc anys. Finalment el nostre nou col·laborador, en Hari-Hari ens parlat i punxat a Blawan.

The Game Deflators
The Game Deflators E199 | Nintendo (NES) Collecting on a Budget

The Game Deflators

Play Episode Listen Later Sep 5, 2022 31:59


This week on The Game Deflators podcast, John and Ryan discuss their personal experiences with the Nintendo Entertainment System (NES) and create a gamers starter kit. Budgeting $200, John and Ryan seek to build their ideal NES collection for new collectors and younger gamers interested in one of the greatest consoles of all time. Podcast episode recorded March 2022   Want more Game Deflators content? Find us at www.thegamedeflators.com    Find us on Social Media Twitter @GameDeflators Instagram @TheGameDeflators Facebook @TheGameDeflators YouTube @The Game Deflators     Game Deflators Logo Created by J_Ricks_Art Permission for intro and outro music provided by Matthew Huffaker http://www.youtube.com/user/teknoaxe 2_25_18

Cities and Memory - remixing the sounds of the world

Recording provided by Conserve The Sound. This is part of the Obsolete Sounds project, the world's biggest collection of disappearing sounds and sounds that have become extinct – remixed and reimagined to create a brand new form of listening. Explore the whole project at https://citiesandmemory.com/obsolete-sounds

Geek On A Leash

Cheat codes, power-ups, and no shame. The Geeks are putting together the 8-Bits and pieces of life, when the Nintendo NES reigned supreme. Guest staring Reuven the "Collector of Cartridges" and Weston the "Street Fox". 

The Past Is Now Radio
5x33 LOW aqui va G el título MAN

The Past Is Now Radio

Play Episode Listen Later May 29, 2022 127:24


Bienvenidos a un nuevo episodio de vuestro programa favorito que lee tuits favorito ¡¡¡THE PAST IS NOW!!! En el programa de hoy, hablamos sobre tuits de gente que no sabemos quienes son, que dicen que por lo visto, Phil Spencer parece que no ha sido todo lo claro que en principio parecía que era. Además de esto, hablamos de Low G Man, una joya de Nintendo Nes que a nuestro amigo, Ivelias Zero, le tiene mucho más que loco. Descubre todo esto ¡y mucho más! Larga vida al Serranito. ------------------------------------------------------------------------------------ ¡Be Serraniter a precio de Cafeliter! https://ko-fi.com/thepastisnow SUSCRIBIRSE POR DIÓ Síguenos en nuestras redes sociales: @IveliasZero @Cabesa_freeman @ThePastIsNowPod Twicht de Ivelias Zero https://m.twitch.tv/iveliaszero Hemos creado un canal de Discord donde encontraréis las últimas publicaciones, un grupo de gente simpática y del mundillo y muchas sorpresas más! (mentira) https://discord.gg/sHJxY6v

The 80s and 90s Uncensored
4 Favorite NES Games

The 80s and 90s Uncensored

Play Episode Listen Later May 16, 2022 30:07


The Nintendo NES was a revolutionary gaming system that helped put Atari out of business. Along with the system came some fun games. In this episode of The 80s and 90s Uncensored, the guys pick their top games from their youth. For More From The 80s and 90s Visit Web: www.the80sand90s.com Twitter: @The80sand90sCom YouTube: The 80s and 90s Overlooked If you enjoy this episode, don't keep it a secret, tell a friend and/or share it on social media so others can experience it as well. --- Support this podcast: https://anchor.fm/80s-and-90s-uncensored/support

Alle Geschiedenis Ooit
Haal de geschiedenis in huis

Alle Geschiedenis Ooit

Play Episode Listen Later Mar 17, 2022 42:47


Deze week alweer een extra aflevering! De veilingsite Catawiki heeft ons gevraagd om eens door hun catalogus heen te gaan en te kijken wie het beste object kon vinden. We vertellen je verhalen over de Ptolemaeïsche dynastie, het Rietveld Schröderhuis en de Nintendo NES!Deze aflevering is mogelijk gemaakt door Catawiki. Wil je meer weten over Catawiki of eens rondkijken in wat hun aanbod is? Kijk dan op www.catawiki.nl.Weet je zelf een goed verhaal uit de geschiedenis? Deel die vooral met ons op Vriend van de Show!Alle Geschiedenis Ooit is een podcast van Dag en Nacht Media

The Brandon Peters Show
Brought To You By Brandon & Jessica: Vintage Nintendo Commercials

The Brandon Peters Show

Play Episode Listen Later Feb 21, 2022 74:49


During Old Teen Show: The Heights, listeners made it clear they would like to see Jessica Alsman and I discussing more vintage commercials with regularity. This time we are setting our sites on Video Games, Nintendo (NES) specifically! This was a LOT of fun to reflect on for myself and to LEARN on for Jessica, […]

Geekoholics Anonymous Video Game Podcast
The Game Awards 2021, Nintendo Indie World Showcase and more - Geekoholics Anonymous Podcast 335

Geekoholics Anonymous Video Game Podcast

Play Episode Listen Later Dec 17, 2021 114:53


On this weeks episode we blab about the following Games and topics: Whatcha Been Playing?   Fortnite Destiny 2 Halo Infinite News:Cross Platform / PC / Misc. THe Biggest Announcements from the Game Awards Activision Blizzard Staff Announce Start of New Strike Action Assassin's Creed Valhalla Year 2 features return of Kassandra and massive Ragnarök expansion Keanu Reeves Says He Never Played Cyberpunk 2077 Despite CD Projekt's Earlier Claims Peter Molyneux is making a blockchain-based business sim with NFTs Sonic the Hedgehog will become playable via Tesla Ubisoft announces Splinter Cell remake from Far Cry 6 studio PlayStation New DualSense wireless controller colors arrive next month, followed by new PS5 console covers The PlayStation 4 has been hacked to allow for homebrew apps Nintendo NES and SNES Engineer Masayuki Uemura Dies, Aged 78 Here's everything that appeared during Nintendo's latest Indie World showcase PSA's: Epic Games Store Freebies: ??? The Epic Games Store will reportedly give away 15 free games over Christmas Free 4 All: Father Christmas Is Back 8-Bit Christmas Help support the show: - Subscribe to our Twitch channel http://twitch.tv/geekoholics - Use our Epic Creator Code: GEEKOHOLICS when purchasing items in Fortnite or buying games on the Epic Games Store - Please review the show (bit.ly/geekoholics) on Apple Music, Apple Podcasts and to share with your friends. Reviews help us reach more listeners, and the feedback helps us to produce a better show. Join our Discord server: CLICK HERE Don't forget to follow our Social Media Feeds to keep up to date on our adventures: Youtube TwitterInstagram Facebook Thanks for listening and have a great weekend! You can reach me on Twitter @RicF

Sul Divano di Ale
Ep 092 - Addio Lina Wertmüller, capire il cinema con Voir, Red Notice, 8-Bit Christmas, Nowhere Special, Asakusa Kid

Sul Divano di Ale

Play Episode Listen Later Dec 11, 2021 110:23


In questa puntata di Sul Divano di Ale:Voir, l'affascinante serie di video essay di Netflix prodotta da David Fincher e molto importante per capire il cinema, come si raccontano le sue storie e perché ci affascinano tanto. Rimanendo nel catalogo del gigante dello streaming vi parlo del suo film più costoso: Red Notice. Cosa ne penso di Lupin Reynolds e delle ambizioni di questo blockbusterone da divano? Fomento lo spirito festivo con 8-Bit Christmas, film con Neil Patrick Harris che ci porta indietro alla generazione Nintendo NES per imparare il significato del Natale.Dopo tante esplosioni e capitomboli è necessario abbassare i toni e dedicarci a qualcosa di più umano e aggraziato con Nowhere Special. Il film di Umberto Pasolini è arrivato nei cinema e io sono più che felice di parlarvene e di consigliarvelo.Chiudo con Asakusa Kid, il biopic Netflix tratto dall'omonimo libro autobiografico di Takeshi Kitano. Chiacchiere, domande e argomenti frizzantini vi aspettano in questa puntata di Sul Divano di Ale.Buon ascolto!Support the show (https://www.buymeacoffee.com/suldivanodiale)

Brothers in Armchairs
Episode 62 "8-Bit Christmas"

Brothers in Armchairs

Play Episode Listen Later Dec 10, 2021 118:19


Today's show is a discussion and review of the HBO Max original 8-BIT CHRISTMAS.Tis the season for us to take a look at this potential Christmas classic.  Jam packed with 80s nostalgia, this film was definitely made to target folks that grew up in the 80s and remember the scarcity of Cabbage Patch Dolls and how every kid wanted a Nintendo NES.  And as the story is narrated from today's perspective, there's an added comedic element between the contrast of the wild and unsafe 80s vice the over protective times of today.  8-Bit Christmas was plucked from the 2019 Black List, backed by Warner Brothers Studio, enlisted Neil Patrick Harris as the lead, and hoped to help HBO Max capture the Christmas Spirit.  Did it?  Well, Kenny and Del are going to help you answer that question.On this show, we like to do more than a movie review by delving into the lives of the cast and crew, fan theories, trivia, scene breakdowns, and anything related to the film itself.  Needless to say, our shows are a little longer than your average movie review show, but we can assure you that our shows are jam packed with entertaining and interesting discussions.  If that sounds like your sort of bag, hang out with us as we get into 8-Bit Christmas.Kenny and Del hope their discussion will not only entertain you, but will also spark your interest in this film.   Thanks for listening and feel free to hit us up on any of our social media platforms!     https://linktr.ee/BiAPodcastPost script song by Chase Holfelder.  Check out his YouTube video:https://www.youtube.com/watch?v=VvTplYFJUFQThe Cabbage Patch craze was real.  Video by Eyewitness News ABC7NY:https://www.youtube.com/watch?v=mzfuo94KCe8The Nintendo craze was real.  Video posted by Saving The Video Game:https://www.youtube.com/watch?v=59JesM8mIFQTheme song "Loli'ana" written and performed by award-winning musician Kamuela Kahoano.   Listen to more of Kamuela's music on iTunes and https://kamuelamusic.com/.  Also, "Loli'ana" performed live at The Ko'olau Banquet Hall can be seen here https://youtu.be/YDJ1NNJgEiA Thanks for listening!  Don't forget our next bi-weekly Pod and keep an eye out for our specials, series, request line, and news episodes!  And please subscribe and review!

Joey's Totally Tech
Gifts for the Retro Gamers

Joey's Totally Tech

Play Episode Listen Later Nov 29, 2021 57:48


We have yet even more gift ideas for you! Now, it's for the retro gamers in your life! And I love me some retro gaming! We've got some great options that retro gamers are going to love here on Joey's Totally Tech! Webhost Python - The best web host I've ever used! Learn more at https://www.webhostpython.com/billing/aff.php?aff=486 The following links are not affiliate links and the Joey's Totally Tech podcast does not make any money on these links. Evercade VS $99.99 - Amazon.com: Blaze Evercade Vs Starter Pack +1 Vol White - Electronic Games : Video Games $129.99 - Amazon.com: Blaze Evercade Vs Premium Pack +2 Vol White - Electronic Games : Video Games My Arcade Portable Gaming Console $99.99 - Amazon.com: My Arcade My Arcade Retro Champ - Portable Gaming Console - Compatible with Nintendo NES and Famicom Games - NES;, Black (DGUN-2976) : Video Games $139.99 - Amazon.com: Retro Champ Premium Bundle - Portable Gaming Console with 2 Controllers - Compatible with Nintendo NES and Famicom Games : Video Games My Arcade Classic Wireless Game Controllers $3.95 (currently a 58% price drop, could go back up) - Amazon.com: My Arcade GamePad Classic - Wireless Game Controller - Compatible with Nintendo NES Classic Edition, Wii, Wii U - Adapter Included - 30 Feet Range - Home Button - Battery Powered - Ergonomic Design : Video Games $16.00 - Amazon.com: My Arcade Super Gamepad - Wireless Gaming Controller for Nintendo SNES Classic, NES Classic, Super Famicom, Wii, Wii U (Super NES Colors) : Video Games Retro-Bit Official Sega Genesis Controller $14.99 - Amazon.com: Retro-Bit Official Sega Genesis Controller 6-Button Arcade Pad for Sega Genesis - Original Port - Black NC Classic NES Controllers $14.99 - Amazon.com: NC Classic NES Controllers for NES 8 Bit Entertainment System Console Control Pad(2PCS) Retro-BIT RES Power Stick $29.95 - Amazon.com: Retro-Bit RES Power Stick - Compatible with RES, Retro-Duo, RDP, SR3 - Not Machine Specific : Tools & Home Improvement Classic Edge Joystic $14.95 - Amazon.com: Classic Edge Joystick Gaming Pad for Classic NES and Wii U Consoles : Video Games Edge Super Joystic $34.99 - Amazon.com: Emio The Edge Super Joystick for SNES Classic & PC, Multicolor : Toys & Games Retro-Bit Legacy Wireless Controllers $30.01 - Amazon.com: Retro-Bit Legacy 16 Wireless 2.4GHz Controller for SNES, Switch, PC, MacOS, RetroPie, Raspberry Pi and Other USB Devices - Classic Grey : Video Games Retro-Bit Duo 2 in 1 Console $59.99 - Amazon.com: Retro-Bit Retro Duo 2 in 1 Console System - for Original NES/SNES, & Super Nintendo Games - Black/Red : Video Games Retro-Bit Super Retro Trio HD $79.99 - Amazon.com: Retro-Bit Super Retro Trio HD Plus 720P 3 in 1 Console System - HDMI Port - for Original NES/SNES, Super Nintendo and Sega Genesis Games - Red/White : Video Games Hyperkin SmartBoy $34.99 - Amazon.com: Hyperkin SmartBoy Mobile Device for Game Boy/ Game Boy Color (Android USB Type-C Version) : Video Games Hyperkin RetroN Sq: HD $89.99 - Amazon.com: Hyperkin RetroN Sq: HD Gaming Console for Game Boy/Color/ Game Boy Advance (Hyper Beach) - Game Boy Advance : Video Games Hyperkin Ranger Gamepad for Atari 2600/Retron 77 $21.10 - Amazon.com: Hyperkin "Ranger" Premium Wired Gamepad for Atari 2600 / RetroN 77 : Everything Else Hyperkin “Trooper” Premium Controller for Atari 2600/Retron77 $19.99 - Amazon.com: Hyperkin "Trooper" Premium Controller for Atari 2600/ RetroN 77 (Color May Vary) : Video Games Hyperkin Retron 77 $77.36 - Amazon.com: Hyperkin RetroN 77: HD Gaming Console for 2600 : Everything Else The C64 $129.99 - Amazon.com: The C64 : Video Games Game & Watch$64.99 - Amazon.com: Game & Watch: Super Mario Bros (Nintendo) : Video Games $71.99 - Amazon.com: Game & Watch: The Legend of Zelda : Video Games NOTE: Maybe don't buy these on Amazon since other retailers have this brand new at $49.99 $36.99 - Amazon.com: Aenllosi Hard Carrying Case for Nintendo Game & Watch(for Super Mario Bros/for The Legend of Zelda) : Video Games MiSTer - Official MiSTer Products and Addons – Ultimate Mister FPGA Recommended – 129,90 euros ($145.92 USD at the time of research) - Ultimate MiSTer Kit – Ultimate Mister FPGA It should be noted that FPGA is not emulation, but rather chips programmed to replicate the original hardware of a system. RetroTINK $300 - 5X-Pro | RetroTINK $129.99 - 2X-Pro | RetroTINK $79.99 - 2X-MINI | RetroTINK $94.99 -2X-SCART | RetroTINK $69.99 - RGB2COMP | RetroTINK $79.99 - COMP2RGB | RetroTINK $129.99 - 2X-Multiformat | RetroTINK (Out of stock due to chip shortages, unfortunately) Hard to find items Anything from Analogue. - The Analogue NT is a $500 NES clone created with original NES hardware, and boasts 100% compatibility. The Analogue NT Mini is a smaller, cheaper version which uses FPGA chips to replicate the NES hardware. - Like the Analogue NT Mini, the Super NT also uses FPGA, but this time, to replicate the Super Nintendo.

Podcast Retro Entre AMIGOS
Retro Entre Amigos 10x03 - Retro en SIM CITY ?

Podcast Retro Entre AMIGOS

Play Episode Listen Later Nov 1, 2021 190:48


Retro Entre Amigos Programa 10x03 – Retro en Sim City? Hola a todos compañeros de retro-mundo ¡!!. Volvemos en este fresco mes de Noviembre con un programita lleno de contenido NO jalowinero (para variar... que todo está igual), En este programa, vamos a hacer un especial “cartas y comentarios” que nos habéis mandado en los últimos dos meses. Queremos hacer una invitación/llamamiento a que nos escribáis a contacto@retroentreamigos.com con nuestro COMPROMISO de leer vuestra carta en antena (si nos dais permiso) y hacer sobre ella ingeniosos (o no) comentarios XD. ¿Os atrevéis? Por otro lado, tendremos a nuestro amigo Seth Garamonde recomendando interesantes cosas y el “joven” Josua Ckultur nos acerca en la sección “Os traigo un juego” nada menos que una antigualla del 1985... concretamente “La ley del Oeste” o “Law of the West” en su versión original en el idioma del Imperio. Un juego para c64 que tan salió también para Apple II 800 y Nintendo NES (ambas bastante inferiores a la de c64) Tenemos IMPORTANTES noticias Dragoneras con una importante QUEDADA en Cambridge! No os perdáis la exclusiva. Invitación a TIMBA ILEGAL en casa de ESPETERO !!!! incluida en el audio de este mes!!!. IOportunidad UNICA de darle la paliza de su vida !!!! XD XD XD Nuestro amigo e invitado NARCISOUND no solo pone la sintonía a este programa, sino que nos da EN PRIMICIA ABSOLUTA noticias sobre un juego en el que está trabajando! Tendréis que oír el programa para saber cuál ¡! Todo esto y MUCHO menos... con un estudio de la relatividad del tiempo incluido en el pack y reflexiones secretas sobre los que éramos propensos a hablar en clase... mezclado con cervezas y donut donados por otro fantástico oyente. ¿Te lo vas a perder? Retrosaludos Ckultur & la alegre Pandilla

The History of Computing
Our Friend, The Commodore Amiga

The History of Computing

Play Episode Listen Later Oct 28, 2021 13:32


Jay Miner was born in 1932 in Arizona. He got his Bachelor of Science at the University of California at Berkeley and helped design calculators that used the fancy new MOS chips where he cut his teeth doing microprocessor design, which put him working on the MOS 6500 series chips. Atari decided to use those in the VCS gaming console and so he ended up going to work for Atari. Things were fine under Bushnell but once he was off to do Chuck E Cheese and Time-Warner was running Atari things started to change. There he worked on chip designs that would go into the Atari 400 and 800 computers, which were finally released in 1979. But by then, Miner was gone after he couldn't get in step with the direction Atari was taking. So he floated around for a hot minute doing chip design for other companies until Larry Kaplan called. Kaplan had been at Atari and founded Activision in 1979. He had half a dozen games under his belt by then, but was ready for something different by 1982. He and Doug Neubauer saw the Nintendo NES was still using the MOS 6502 core, although now a Ricoh 2A03. They knew they could do better. Miner's company didn't want in on it, so they struck out on their own. Together they started a company called Hi-Toro, which they quickly renamed to Amiga. They originally wanted to build a new game console based on the Motorola 68000 chips, which were falling in price. They'd seen what Apple could do with the MOS 6502 chips and what Tandy did with the Z-80. These new chips were faster and had more options. Everyone knew Apple was working on the Lisa using the chips and they were slowly coming down in price. They pulled in $6 million in funding and started to build a game console, codenamed Lorraine. But to get cash flow, they worked on joysticks and various input devices for other gaming platforms. But development was expensive and they were burning through cash. So they went to Atari and signed a contract to give them exclusive access to the chips they were creating. And of course, then came the video game crash of 1983. Amazing timing. That created a shakeup around the industry. Jack Tramiel was out at Commodore, the company he founded originally to create calculators at the dawn of MOS chip technology. And Tramiel bought Atari from Time Warner. The console they were supposed to give Atari wasn't done yet. Meanwhile Tramiel had cut most of the Atari team and was bringing in his trusted people from Commodore, so seeing they'd have to contend with a titan like Tramiel, the team at Amiga went looking for investors. That's when Commodore bought Amiga to become their new technical team and next thing you know, Tramiel sues Commodore and that drags on from 1983 to 1987. Meanwhile, the nerds worked away. And by CES of 1984 they were able to show off the power of the graphics with a complex animation of a ball spinning and bouncing and shadows rendered on the ball. Even if the OS wasn't quite done yet, there was a buzz. By 1985, they announced The Amiga from Commodore - what we now know as the Amiga 1000. The computer was prone to crash, they had very little marketing behind them, but they were getting sales into the high thousands per month. Not only was Amiga competing with the rest of the computer industry, but they were competing with the PET and VIC-20, which Commodore was still selling. So they finally killed off those lines and created a strategy where they would produce a high end machine and a low end machine. These would become the Amiga 2000 and 500. Then the Amiga 3000 and 500 Plus, and finally the 4000 and 1200 lines. The original chips evolved into the ECS then AGA chipsets but after selling nearly 5,000,000 machines, they just couldn't keep up with missteps from Commodore after Irving Gould outside yet another CEO. But those Amiga machines. They were powerful and some of the first machines that could truly crunch the graphics and audio. And those higher end markets responded with tooling built specifically for the Amiga. Artists like Andy Warhol flocked to the platform. We got LightWave used on shows like Max Headroom. I can still remember that Money For Nothing video from Dire Straits. And who could forget Dev. The graphics might not have aged well but they were cutting edge at the time. When I toured colleges in that era, nearly every art department had a lab of Amigas doing amazing things. And while artists like Calvin Harris might have started out on an Amiga, many slowly moved to the Mac over the ensuing years. Commodore had emerged from a race to the bottom in price and bought themselves a few years in the wake of Jack Tramiel's exit. But the platform wars were raging with Microsoft DOS and then Windows rising out of the ashes of the IBM PC and IBM-compatible clone makers were standardizing. Yet Amiga stuck with the Motorola chips, even as Apple was first in line to buy them from the assembly line. Amiga had designed many of their own chips and couldn't compete with the clone makers at the lower end of the market or the Mac at the higher end. Nor the specialty systems running variants of Unix that were also on the rise. And while the platform had promised to sell a lot of games, the sales were a fourth or less of the other platforms and so game makers slowly stopped porting to the Amiga. They even tried to build early set-top machines, with the CDTV model, which they thought would help them merge the coming set-top television control and the game market using CD-based games. They saw MPEG coming but just couldn't cash in on the market. We were entering into an era of computing where it was becoming clear that the platform that could attract the most software titles would be the most popular, despite the great chipsets. The operating system had started slow. Amiga had a preemptive multitasking kernel and the first version looked like a DOS windowing screen when it showed up iii 1985. Unlike the Mac or Windows 1 it had a blue background with oranges interspersed. It wasn't awesome but it did the trick for a bit. But Workbench 2 was released for the Amiga 3000. They didn't have a lot of APIs so developers were often having to write their own tools where other operating systems gave them APIs. It was far more object-oriented than many of its competitors at the time though, and even gave support for multiple languages and hypertext schemes and browsers. Workbench 3 came in 1992, along with the A4000. There were some spiffy updates but by then there were less and less people working on the project. And the tech debt piled up. Like a lack of memory protection in the Exec kernel meant any old task could crash the operating system. By then, Miner was long gone. He again clashed with management at the company he founded, which had been purchased. Without the technical geniuses around, as happens with many companies when the founders move on, they seemed almost listless. They famously only built features people asked for. Unlike Apple, who guided the industry. Miner passed away in 1994. Less than two years later, Commodore went bankrupt in 1996. The Amiga brand was bought and sold to a number of organizations but nothing more ever became of them. Having defeated Amiga, the Tramiel family sold off Atari in 1996 as well. The age of game consoles by American firms would be over until Microsoft released the Xbox in 2001. IBM had pivoted out of computers and the web, which had been created in 1989 was on the way in full force by then. The era of hacking computers together was officially over.

ATARITECA PODCAST - Il blister di videogiochi
Ep.67 - Inginocchiarsi di fronte al NES con Cristian Pixio di GAMEREVS

ATARITECA PODCAST - Il blister di videogiochi

Play Episode Listen Later Oct 28, 2021 43:03


[Segui @simone_atariteca su Instagram] Dopo il crollo del mercato, il Nintendo NES è il figlio di innumerevoli cambiamenti. Tutti, per fortuna, contengono Super Mario Bros#nes #nintendo #nintendones #supermariobros #videogiochi #retrogaming #nerdI podcast appartenenti alla LEGA DEI VIDEOGIOCHI: - INTRAPPOLATI NEL RETROGAMING --> https://anchor.fm/inr- ARCADE STORY --> https://anchor.fm/arcademike79- GAMEREVS --> https://anchor.fm/gamerevs- FACCIAMO DOS CHIACCHIERE --> https://anchor.fm/ilario-illy- QUANTI GIGA ALLA PANCA --> https://www.spreaker.com/show/quantigigaallapanca- RETROGAMING LIVES --> https://anchor.fm/barabert/ Il Canale Telegram della Lega dei Videogiochi: https://t.me/LDVpodcastsPer tutto il resto c'è il sito di ATARITECA: https://www.ataritecapodcast.it### CONTRIBUISCI ALL'ATARITECA ###### ISCRIVITI ###Telegram: https://t.me/ataritecaInstagram: https://www.instagram.com/simone_atariteca/Spreaker: https://www.spreaker.com/show/i-cugini-in-pilloleiTunes: https://podcasts.apple.com/it/podcast/atariteca-podcast-il-blister-di-retrogaming/id1450447434Google Podcast: https://podcasts.google.com/feed/aHR0cHM6Ly93d3cuc3ByZWFrZXIuY29tL3Nob3cvMjgzMzQzMC9lcGlzb2Rlcy9mZWVk?sa=X&ved=0CAMQ4aUDahcKEwiotsrWmuztAhUAAAAAHQAAAAAQAQSpotify: https://open.spotify.com/show/37nor4fAfKcFCQu9uT9NYmFeed: https://www.spreaker.com/show/2833430/episodes/feed

Gare aux Pixels - Attention un pixel peut en cacher un autre - Retrogaming Podcast

Au programme : Actus : Diablo 2 Resurected, Myst, LBA 3, politique et jeux vidéo en Chine…Test retro : Sol Feace sur Sega Mega CD – YoutubeTest retro : Faxanadu sur Nintendo NES – YoutubeRemerciements : à Laz pour son irruption inopinée pendant l'enregistrement et à Voodoo Man ( sa chaine Youtube ) Credits audio : Intro : Turtles in Time – Sewer Surfin Metal de Florian Haack Sommaire : Castlevania – Vampire Killer [Metal Cover] de Nestalgica News : Street Fighter 2 Guile theme goes Heavy Metal de Charlie Parra del Riego Remerciements : Ducktales Moon Theme – METAL COVER de PirateCrab Bonne écoute à toutes et à tous et bon retrogaming !

ARG Presents
2 Out of 10 Games - Guerrilla War (C64) and Deadly Tower (Nintendo Entertainment System) - ARG Presents 181

ARG Presents

Play Episode Listen Later Aug 29, 2021 51:44


Hello everyone! Welcome to BIG episode 181 of ARG Presents! This time out, we're taking a look at games that were bad...VERY bad. How bad? We're talking games that are 2 out of 10 or less! And, on top of that, we'll TRY to defend these dogs! Brace yourselves as we endure Guerrilla War for the Commodore 64 and Deadly Tower for the Nintendo NES! --- Support this podcast: https://anchor.fm/arg-presents/support

Amigos: Everything Amiga Podcast
2 Out of 10 Games - Guerrilla War (C64) and Deadly Tower (Nintendo Entertainment System) - ARG Presents 181

Amigos: Everything Amiga Podcast

Play Episode Listen Later Aug 29, 2021 51:44


Hello everyone! Welcome to BIG episode 181 of ARG Presents! This time out, we're taking a look at games that were bad...VERY bad. How bad? We're talking games that are 2 out of 10 or less! And, on top of that, we'll TRY to defend these dogs! Brace yourselves as we endure Guerrilla War for the Commodore 64 and Deadly Tower for the Nintendo NES! --- Send in a voice message: https://anchor.fm/amigospodcast/message

Decime Mae!! Un Podcast Entre Compas.
Podcast Video Juegos - Consolas Nintendo NES / SNES vs Sega Genesis Entre Compas (037)

Decime Mae!! Un Podcast Entre Compas.

Play Episode Listen Later Aug 22, 2021 50:37


Hoy hablamos de la consolas retro que nos cambio nuestra vidas, los papas de los video juegos Nintendo y Sega, Su rivalidas y las consolas que crearon entre mediados de los 80's y principios de los 90's, espero les guste y que nos sigan escuchando por que viene mas!!!! #DecimeMae #PodcastCR #TicoPodcast #PodcastTico #Compas #Costa Rica #Tico #CR #Podcast #Mae #VideoGames #VideoJuegos #Games #Arcade #Consola #consolas #MarioBros #mario #bros #Nintendo #Sega #NES #SNES #Genesis #SegaGenesis #Atari #Zelda SI te gusta no te olvides de darle like y puedes dejar tu comentario en nuestras redes sociales y segirnos por: https://www.facebook.com/decimemae - https://www.instagram.com/decimemae - https://open.spotify.com/show/6aLYNfPNkrkARszT3znVtM - https://www.google.com/podcasts?feed=aHR0cHM6Ly9hbmNob3IuZm0vcy80ZTNlYWZkYy9wb2RjYXN0L3Jzcw== Puedes visitar nuestra pagina oficial de Anchor en: https://anchor.fm/decime-mae Pura vida 3000

The Game Deflators
The Game Deflators E139 | Nintendo is Out of Touch with Gamers

The Game Deflators

Play Episode Listen Later Jul 12, 2021 62:51


The Nintendo Switch OLED model, a man who stole $10 million from Microsoft and the July 2021 Sony State of Play on this week's episode of the Game Deflators Podcast. Catch John and Ryan as they share their thoughts on Nintendo and Sony, and the area's the two gaming giants are not delivering for gamers. Capping off the episode, the guys review Gun.Smoke for the Nintendo (NES). A currently very affordable game, but is it worth the $20 price tag?   Want more Game Deflators content? Find us at www.thegamedeflators.com    Find us on Social Media Twitter @GameDeflators Instagram @TheGameDeflators Facebook @TheGameDeflators YouTube @The Game Deflators   Articles Nintendo Switch OLED Hands-on: We Compared It to the Original Microsoft engineer stole $10 million by selling Xbox gift cards for bitcoin State of Play July 2021: All trailers and complete recap   Game Deflators Logo Created by J_Ricks_Art Permission for intro and outro music provided by Matthew Huffaker http://www.youtube.com/user/teknoaxe 2_25_18

The History of Computing
Playing Games and E-Learning on PLATO: 1960 to 2015

The History of Computing

Play Episode Listen Later Mar 2, 2021 33:37


PLATO (Programmed Logic for Automatic Teaching Operations) was an educational computer system that began at the University of Illinois Champaign Urbana in 1960 and ran into the 2010s in various flavors.  Wait, that's an oversimplification. PLATO seemed to develop on an island in the corn fields of Champaign Illinois, and sometimes precedes, sometimes symbolizes, and sometimes fast-follows what was happening in computing around the world in those decades. To put this in perspective - PLATO began on ILLIAC in 1960 - a large classic vacuum tube mainframe. Short for the Illinois Automatic Computer, ILLIAC was built in 1952, around 7 years after ENIAC was first put into production. As with many early mainframe projects PLATO 1 began in response to a military need. We were looking for new ways to educate the masses of veterans using the GI Bill. We had to stretch the reach of college campuses beyond their existing infrastructures. Computerized testing started with mechanical computing, got digitized with the introduction of Scantron by IBM in 1935, and a number of researchers were looking to improve the consistency of education and bring in new technology to help with quality teaching at scale. The post-World War II boom did this for industry as well. Problem is, following the launch of Sputnik by the USSR in 1957, many felt the US began lagging behind in education. So grant money to explore solutions flowed and CERL was able to capitalize on grants from the US Army, Navy, and Air Force. By 1959, physicists at Illinois began thinking of using that big ILLIAC machine they had access to. Daniel Alpert recruited Don Bitzer to run a project, after false starts with educators around the campus. Bitzer shipped the first instance of PLATO 1 in 1960. They used a television to show images, stored images in Raytheon tubes, and a make-shift keyboard designed for PLATO so users could provide input in interactive menus and navigate. They experimented with slide projectors when they realized the tubes weren't all that reliable and figured out how to do rudimentary time sharing, expanding to a second concurrent terminal with the release of PLATO II in 1961. Bitzer was a classic Midwestern tinkerer. He solicited help from local clubs, faculty, high school students, and wherever he could cut a corner to build more cool stuff, he was happy to move money and resources to other important parts of the system. This was the age of hackers and they hacked away. He inspired but also allowed people to follow their own passions. Innovation must be decentralized to succeed. They created an organization to support PLATO in 1966 - as part of the Graduate College. CERL stands for the Computer-Based Education Research Laboratory (CERL). Based on early successes, they got more and more funding at CERL. Now that we were beyond a 1:1 ratio of users to computers and officially into Time Sharing - it was time for Plato III. There were a number of enhancements in PLATO III. For starters, the system was moved to a CDC 1604 that CEO of Control Data William Norris donated to the cause - and expanded to allow for 20 terminals. But it was complicated to create new content and the team realized that content would be what drove adoption. This was true with applications during the personal computer revolution and then apps in the era of the App Store as well. One of many lessons learned first on PLATO.  Content was in the form of applications that they referred to as lessons. It was a teaching environment, after all. They emulated the ILLIAC for existing content but needed more. People were compiling applications in a complicated language. Professors had day jobs and needed a simpler way to build content. So Paul Tenczar on the team came up with a language specifically tailored to creating lessons. Similar in some ways to BASIC, it was called TUTOR.  Tenczar released the manual for TUTOR in 1969 and with an easier way of getting content out, there was an explosion in new lessons, and new features and ideas would flourish. We would see simulations, games, and courseware that would lead to a revolution in ideas. In a revolutionary time. The number of hours logged by students and course authors steadily increased. The team became ever more ambitious. And they met that ambition with lots of impressive achievements. Now that they were comfortable with the CDC 1604 they new that the new content needed more firepower. CERL negotiated a contract with Control Data Corporation (CDC) in 1970 to provide equipment and financial support for PLATO. Here they ended up with a CDC Cyber 6400 mainframe, which became the foundation of the next iteration of PLATO, PLATO IV. PLATO IV  was a huge leap forward on many levels. They had TUTOR but with more resources could produce even more interactive content and capabilities. The terminals were expensive and not so scalable. So in preparation for potentially thousands of terminals in PLATO IV they decided to develop their own.  This might seem a bit space age for the early 1970s, but what they developed was a touch flat panel plasma display. It was 512x512 and rendered 60 lines per second at 1260 baud. The plasma had memory in it, which was made possible by the fact that they weren't converting digital signals to analog, as is done on CRTs. Instead, it was a fully digital experience. The flat panel used infrared to see where a user was touching, allowing users some of their first exposure to touch screens. This was a grid of 16 by 16 rather than 512 but that was more than enough to take them over the next decade. The system could render basic bitmaps but some lessons needed more rich, what we might call today, multimedia. The Raytheon tubes used in previous systems proved to be more of a CRT technology but also had plenty of drawbacks. So for newer machines they also included a microfiche machine that produced images onto the back of the screen.  The terminals were a leap forward. There were other programs going on at about the same time during the innovative bursts of PLATO, like the Dartmouth Time Sharing System, or DTSS, project that gave us BASIC instead of TUTOR. Some of these systems also had rudimentary forms of forums, such as EIES and the emerging BBS Usenet culture that began in 1973. But PLATO represented a unique look into the splintered networks of the Time Sharing age. Combined with the innovative lessons and newfound collaborative capabilities the PLATO team was about to bring about something special. Or lots of somethings that culminated in more. One of those was Notes. Talkomatic was created by Doug Brown and David R. Woolley in 1973. Tenczar asked the 17-year old Woolley to write a tool that would allow users to report bugs with the system. There was a notes file that people could just delete. So they added the ability for a user to automatically get tagged in another file when updating and store notes. He expanded it to allow for 63 responses per note and when opened, it showed the most recent notes. People came up with other features and so a menu was driven, providing access to System Announcements, Help Notes, and General Notes.  But the notes were just the start. In 1973, seeing the need for even more ways to communicate with other people using the system, Doug Brown wrote a prototype for Talkomatic. Talkomatic was a chat program that showed when people were typing. Woolley helped Brown and they added channels with up to five people per channel. Others could watch the chat as well. It would be expanded and officially supported as a tool called Term-Talk. That was entered by using the TERM key on a console, which allowed for a conversation between two people. You could TERM, or chat a person, and then they could respond or mark themselves as busy.  Because the people writing this stuff were also the ones supporting users, they added another feature, the ability to monitor another user, or view their screen. And so programmers, or consultants, could respond to help requests and help get even more lessons going. And some at PLATO were using ARPANET, so it was only a matter of time before word of Ray Tomlinson's work on electronic mail leaked over, leading to the 1974 addition of personal notes, a way to send private mail engineered by Kim Mast. As PLATO grew, the amount of content exploded. They added categories to Notes in 1975 which led to Group Notes in 1976, and comments and linked notes and the ability to control access. But one of the most important innovations PLATO will be remembered for is games. Anyone that has played an educational game will note that school lessons and games aren't always all that different. Since Rick Blomme had ported Spacewar! to PLATO in 1969 and added a two-player option, multi-player games had been on the rise. They made leader boards for games like Dogfight so players could get early forms of game rankings. Games like airtight and airace and Galactic Attack would follow those. MUDs were another form of games that came to PLATO. Collosal Cave Adventure had come in 1975 for the PDP, so again these things were happening in a vacuum but where there were influences and where innovations were deterministic and found in isolation is hard to say. But the crawlers exploded on PLATO. We got Moria, Oubliette by Jim Schwaiger, Pedit5, crypt, dungeon, avatar, and drygulch. We saw the rise of intense storytelling, different game mechanics that were mostly inspired by Dungeons and Dragons, As PLATO terminals found their way in high schools and other universities, the amount of games and amount of time spent on those games exploded, with estimates of 20% of time on PLATO being spent playing games.  PLATO IV would grow to support thousands of terminals around the world in the 1970s. It was a utility. Schools (and even some parents) leased lines back to Champagne Urbana and many in computing thought that these timesharing systems would become the basis for a utility model in computing, similar to the cloud model we have today. But we had to go into the era of the microcomputer to boomerang back to timesharing first.  That microcomputer revolution would catch many, who didn't see the correlation between Moore's Law and the growing number of factories and standardization that would lead to microcomputers, off guard. Control Data had bet big on the mainframe market - and PLATO. CDC would sell mainframes to other schools to host their own PLATO instance. This is where it went from a timesharing system to a network of computers that did timesharing. Like a star topology.  Control Data looked to PLATO as one form of what the future of the company would be. Here, he saw this mainframe with thousands of connections as a way to lease time on the computers. CDC took PLATO to market as CDC Plato. Here, schools and companies alike could benefit from distance education. And for awhile it seemed to be working. Financial companies and airlines bought systems and the commercialization was on the rise, with over a hundred PLATO systems in use as we made our way to the middle of the 1980s. Even government agencies like the Depart of Defense used them for training. But this just happened to coincide with the advent of the microcomputer. CDC made their own terminals that were often built with the same components that would be found in microcomputers but failed to capitalize on that market. Corporations didn't embrace the collaboration features and often had these turned off. Social computing would move to bulletin boards And CDC would release versions of PLATO as micro-PLATO for the TRS-80, Texas Instruments TI-99, and even Atari computers. But the bureaucracy at CDC had slowed things down to the point that they couldn't capitalize on the rapidly evolving PC industry. And prices were too high in a time when home computers were just moving from a hobbyist market to the mainstream.  The University of Illinois spun PLATO out into its own organization called University Communications, Inc (or UCI for short) and closed CERL in 1994. That was the same year Marc Andreessen co-founded Mosaic Communications Corporation, makers of Netscape -successor to NCSA Mosaic. Because NCSA, or The National Center for Supercomputing Applications, had also benefited from National Science Foundation grants when it was started in 1982. And all those students who flocked to the University of Illinois because of programs like PLATO had brought with them more expertise. UCI continued PLATO as NovaNet, which was acquired by National Computer Systems and then Pearson corporation, finally getting shut down in 2015 - 55 years after those original days on ILLIAC. It evolved from the vacuum tube-driven mainframe in a research institute with one terminal to two terminals, to a transistorized mainframe with hundreds and then over a thousand terminals connected from research and educational institutions around the world. It represented new ideas in programming and programming languages and inspired generations of innovations.  That aftermath includes: The ideas. PLATO developers met with people from Xerox PARC starting in the 70s and inspired some of the work done at Xerox. Yes, they seemed isolated at times but they were far from it. They also cross-pollinated ideas to Control Data. One way they did this was by trading some commercialization rights for more mainframe hardware.  One of the easiest connections to draw from PLATO to the modern era is how the notes files evolved. Ray Ozzie graduated from Illinois in 1979 and went to work for Data General and then Software Arts, makers of VisiCalc. The corporate world had nothing like the culture that had evolved out of the notes files in PLATO Notes. Today we take collaboration tools for granted but when Ozzie was recruited by Lotus, the makers of 1-2-3, he joined only if they agreed to him funding a project to take that collaborative spirit that still seemed stuck in the splintered PLATO network. The Internet and networked computing in companies was growing, and he knew he could improve on the notes files in a way that companies could take use of it. He started Iris Associates in 1984 and shipped a tool in 1989. That would evolve into what is would be called Lotus Notes when the company was acquired by Lotus in 1994 and then when Lotus was acquired by IBM, would evolve into Domino - surviving to today as HCL Domino. Ozzie would go on to become a CTO and then the Chief Software Architect at Microsoft, helping spearhead the Microsoft Azure project. Collaboration. Those notes files were also some of the earliest newsgroups. But they went further. Talkomatic introduced real time text chats. The very concept of a digital community and its norms and boundaries were being tested and challenges we still face like discrimination even manifesting themselves then. But it was inspiring and between stints at Microsoft, Ray Ozzie founded Talko in 2012 based on what he learned in the 70s, working with Talkomatic. That company was acquired by Microsoft and some of the features ported into Skype.  Another way Microsoft benefited from the work done on PLATO was with Microsoft Flight Simulator. That was originally written by Bruce Artwick after leaving the university based on the flight games he'd played on PLATO.  Mordor: The Depths of Dejenol was cloned from Avatar Silas Warner was connected to PLATO from terminals at the University of Indiana. During and after school, he wrote software for companies but wrote Robot War for PLATO and then co-founded Muse Software where he wrote Escape!, a precursor for lots of other maze runners, and then Castle Wolfenstein. The name would get bought for $5,000 after his company went bankrupt and one of the early block-buster first-person shooters when released as Wolfenstein 3D. Then John Carmack and John Romero created Doom. But Warner would go on to work with some of the best in gaming, including Sid Meier.   Paul Alfille built the game Freecell for PLATO and Control Data released it for all PLATO systems. Jim Horne played it from the PLATO terminals at the University of Alberta and eventually released it for DOS in 1988. Horn went to work for Microsoft who included it in the Microsoft Entertainment Pack, making it one of the most popular software titles played on early versions of Windows. He got 10 shares of Microsoft stock in return and it's still part of Windows 10 using the Microsoft Solitaire Collection.. Robert wood head and Andrew Greenberg got onto PLATO from their terminals at Cornell University where they were able to play games like Oubliette and Emprie. They would write a game called Wizardry that took some of the best that the dungeon crawl multi-players had to offer and bring them into a single player computer then console game. I spent countless hours playing Wizardry on the Nintendo NES and have played many of the spin-offs, which came as late as 2014. Not only did the game inspire generations of developers to write dungeon games, but some of the mechanics inspired features in the Ultima series, Dragon Quest, Might and Magic, The Bard's Tale, Dragon Warrior and countless Manga. Greenberg would go on to help with Q-Bert and other games before going on to work with the IEEE. Woodhead would go on to work on other games like Star Maze. I met Woodhead shortly after he wrote Virex, an early anti-virus program for the Mac that would later become McAfee VirusScan for the Mac. Paul Tenczar was in charge of the software developers for PLATO. After that he founded Computer Teaching Corporation and introduced EnCORE, which was changed to Tencore. They grew to 56 employees by 1990 and ran until 2000. He returned to the University of Illinois to put RFID tags on bees, contributing to computing for nearly 5 decades and counting.  Michael Allen used PLATO at Ohio State University before looking to create a new language. He was hired at CDC where he became a director in charge of Research and Development for education systems There, he developed the ideas for a new computer language authoring system, which became Authorware, one of the most popular authoring packages for the Mac. That would merge with Macro-Mind to become Macromedia, where bits and pieces got put into Dreamweaver and Shockwave as they released those. After Adobe acquired Macromedia, he would write a number of books and create even more e-learning software authoring tools.    So PLATO gave us multi-player games, new programming languages, instant messaging, online and multiple choice testing, collaboration forums, message boards, multiple person chat rooms, early rudimentary remote screen sharing, their own brand of plasma display and all the research behind printing circuits on glass for that, and early research into touch sensitive displays. And as we've shown in just a few of the many people that contributed to computing after, they helped inspire an early generation of programmers and innovators.  If you like this episode I strongly suggest checking out The Friendly Orange Glow from Brian Dear. It's a lovely work with just the right mix of dry history and flourishes of prose. A short history like this can't hold a candle to a detailed anthology like Dear's book.  Another well researched telling of the story can be found in a couple of chapters of A People's History Of Computing In The United States, from Joy Rankin. She does a great job drawing a parallel (and sometimes direct line from) the Dartmouth Time Sharing System and others as early networks. And yes, terminals dialing into a mainframe and using resources over telephone and leased lines was certainly a form of bridging infrastructures and seemed like a network at the time. But no mainframe could have scaled to the ability to become a utility in the sense that all of humanity could access what was hosted on it.  Instead, the ARPANET was put online and growing from 1969 to 1990 and working out the hard scientific and engineering principals behind networking protocols gave us TCP/IP. In her book, Rankin makes great points about the BASIC and TUTOR applications helping shape more of our modern world in how they inspired the future of how we used personal devices once connected to a network. The scientists behind ARPANET, then NSFnet and the Internet, did the work to connect us. You see, those dial-up connections were expensive over long distances. By 1974 there were 47 computers connected to the ARPANET and by 1983 we had TCP/IPv4.And much like Bitzer allowing games, they didn't seem to care too much how people would use the technology but wanted to build the foundation - a playground for whatever people wanted to build on top of it. So the administrative and programming team at CERL deserve a lot of credit. The people who wrote the system, the generations who built features and code only to see it become obsolete came and went - but the compounding impact of their contributions can be felt across the technology landscape today. Some of that is people rediscovering work done at CERL, some is directly inspired, and some has been lost only to probably be rediscovered in the future.  One thing is for certain, their contributions to e-learning are unparalleled with any other system out there. And their technical contributions, both in the form of those patented and those that were either unpatentable or where they didn't think of patenting, are immense.  Bitzer and the first high schoolers and then graduate students across the world helped to shape the digital world we live in today. More from an almost sociological aspect than technical. And the deep thought applied to the system lives on today in so many aspects of our modern world. Sometimes that's a straight line and others it's dotted or curved. Looking around, most universities have licensing offices now, to capitalize on the research done. Check out a university near you and see what they have available for license. You might be surprised. As I'm sure many in Champagne were after all those years. Just because CDC couldn't capitalize on some great research doesn't mean we can't. 

RETRO REPLAY
The Legend Of Zelda Esport Commentary With Michele Morrow & Nolan North! | RETRO REPLAY

RETRO REPLAY

Play Episode Listen Later Feb 26, 2021 41:40


This week we are back in the basement, sitting down with the wonderfully talented E-Sports Broadcaster and Actress Michele Morrow! That's right! We're talking all things E-Sports, BlizzCon, Games and so much MORE! Then stay while Nolan enters into the world of Hyrule to play the 1986 Nintendo NES classic THE LEGEND OF ZELDA! Nolan embarks on a perilous journey, fighting off... turkeys?!?, in the search of a piece of the triforce. Get ready! This is RETRO REPLAY.Let's Play!Watch the original episode on YouTube.Support the channel: https://www.youtube.com/retroreplay/joinWe have merch! Shirts, hoodies, pins! https://retroreplayshow.com/shop/Check out the RETRO REPLAY website and sign up for our newsletter.Follow Retro Replay on Twitter, Instagram, and Facebook.Follow Nolan North on Twitter and Instagram.And finally follow producers Drew Lewis & PJ Haarsma.

Amigos: Everything Amiga Podcast
Games With Birds - Kolibri (Sega 32X) and DuckTales (NES) - ARG Presents 155

Amigos: Everything Amiga Podcast

Play Episode Listen Later Feb 21, 2021 72:31


ARG 155 is going to the birds, LITERALLY! It's Games with Birds week, and we're lining our nests here with two great(ish) bird related titles! First, check out the quirky hummingbird simulator on the Sega 32X with Kolibri, then it's straight to Duckberg with Disney's DuckTales for the Nintendo NES! --- Send in a voice message: https://anchor.fm/amigospodcast/message

ARG Presents
Games With Birds - Kolibri (32X) and DuckTales (NES) - ARG Presents 155

ARG Presents

Play Episode Listen Later Feb 21, 2021 72:31


ARG 155 is going to the birds, LITERALLY! It's Games with Birds week, and we're lining our nests here with two great(ish) bird related titles! First, check out the quirky hummingbird simulator on the Sega 32X with Kolibri, then it's straight to Duckberg with Disney's DuckTales for the Nintendo NES! --- Support this podcast: https://anchor.fm/arg-presents/support

The Confused Breakfast
MINI-BYTE: The Original Nintendo (NES)

The Confused Breakfast

Play Episode Listen Later Feb 17, 2021 51:26


8-bit bliss. Back to a simpler time of side scrollers and 2D adventures. We're talking about the system that caused the boom of the video game industry. Revolutionary by all comparisons of the era, N.E.S. paved the way for what we know and curse at today. Come and find out all about the little known facts and largely ignored accessories of the N.E.S. Ecosystem. PRESS START. Episode timeline: 0:00:00- Introduction 0:02:50- How old were you when you got an NES 0:06:30- History of the NES 0:22:00- Favorite NES games 0:36:45- Worst NES games 0:42:00- NES Accessories

Podcast de Glutenpollo
Nintendo NES (con Ángelus)

Podcast de Glutenpollo

Play Episode Listen Later Feb 4, 2021 90:07


Episodio #46 - Nintendo NES (con Ángelus) 1987 fue el año en el que la consola de tercera generación de Nintendo irrumpió en el mercado del entretenimiento doméstico en España, poniendo patas arriba la infancia de miles y miles de niños a lo largo de nuestra piel de toro. Para los integrantes de nuestra generación, que por aquel entonces éramos una suerte de renacuajos semi-larvarios alimentados a base de bocadillos de Nocilla y/o chorizo Revilla, aquella máquina pasó a convertirse en toda una suerte de altar, sobre el que orar religiosamente cada tarde en interminables sesiones espirituales. Sus formas apolíneas todavía despiertan los más profundos deseos en aquellos que, como los integrantes de este podcast, no llegaron a poseerla. Admiración, respeto, y culto ante una consola que no podía quedar sin un buen monográfico de Glutenpollo. Para afrontar semejante responsabilidad, contamos con la espada amiga de Ángelus, que acompaña sus experiencias personales de por aquel entonces con cientos de horas de cacharreo con consolas clónicas chinas y un amplio expertise en emulación. Todo esto, y mucho más, en el capítulo 46 de Glutenpollo. Si quieres apoyar este proyecto, recomiéndanos a familiares y amigos. Pueden encontrarnos en Ivoox, Apple Podcast, Spotify y Youtube. Redes Sociales: Youtube Canal Glutenpollo Gourmet: https://youtube.com/channel/UCqBzgGLcI_xjFtVntcyekFg Canal Glutenpollo Podcast: https://youtube.com/channel/UC6bGcyJbiztELvm4q5_ZzpQ Twitter: https://twitter.com/glutenpollo Instagram: https://www.instagram.com/glutenpollo/ Facebook: https://www.facebook.com/Glutenpollo Ivoox: https://www.ivoox.com/podcast-podcast-glutenpollo_sq_f1123906_1.html Apple Podcast: https://podcasts.apple.com/ao/podcast/podcast-de-glutenpollo/id894327469

The History of Computing
Apple: The Apple I computer to the ///

The History of Computing

Play Episode Listen Later Jan 30, 2021 25:33


I've been struggling with how to cover a few different companies, topics, or movements for awhile. The lack of covering their stories thus far has little to do with their impact but just trying to find where to put them in the history of computing. One of the most challenging is Apple. This is because there isn't just one Apple. Instead there are stages of the company, each with their own place in the history of computers.  Today we can think of Apple as one of the Big 5 tech companies, which include Amazon, Apple, Google, Facebook, and Microsoft. But there were times in the evolution of the company where things looked bleak. Like maybe they would get gobbled up by another tech company. To oversimplify the development of Apple, we'll break up their storied ascent into four parts: Apple Computers: This story covers the mid-1970s to mid 1980s and covers Apple rising out of the hobbyist movement and into a gangbuster IPO. The Apple I through III families all centered on one family of chips and took the company into the 90s. The Macintosh: The rise and fall of the Mac covers the introduction of the now-iconic Mac through to the Power Macintosh era.  Mac OS X: This part of the Apple story begins with the return of Steve Jobs to Apple and the acquisition of NeXT, looks at the introduction of the Intel Macs and takes us through to the transition to the Apple M1 CPU. Post PC: Steve Jobs announced the “post PC” era in 2007, and in the coming years the sales of PCs fell for the first time, while tablets, phones, and other devices emerged as the primary means people used devices.  We'll start with the early days, which I think of as one of the four key Apple stages of development. And those early days go back far past the days when Apple was hocking the Apple I. They go to high school. Jobs and Woz Bill Fernandez and Steve Wozniak built a computer they called “The Cream Soda Computer” in 1970 when Bill was 16 and Woz was 20. It was a crude punch card processing machine built from some parts Woz got from the company he was working for at the time. Fernandez introduced Steve Wozniak to a friend from middle school because they were both into computers and both had a flare for pranky rebelliousness. That friend was Steve Jobs.  By 1972, the pranks turned into their first business. Wozniak designed Blue Boxes, initially conceived by Cap'n Crunch John Draper, who got his phreaker name from a whistle in a Cap'n Crunch box that made a tone in 2600 Hz that sent AT&T phones into operator mode. Draper would actually be an Apple employee for a bit. They designed a digital version and sold a few thousand dollars worth.  Jobs went to Reed College. Wozniak went to Berkely. Both dropped out.  Woz got a sweet gig at HP designing calculators, where Jobs had worked a summer job in high school.  India to find enlightenment. When Jobs became employee number 40 at Atari, he got Wozniak to help create Breakout. That was the year The Altair 8800 was released and Wozniak went to the first meeting of a little club called the Homebrew Computer Club in 1975 when they got an Altair so the People's Computer Company could review it. And that was the inspiration. Having already built one computer with Fernandez, Woz designed schematics for another. Going back to the Homebrew meetings to talk through ideas and nerd out, he got it built and proud of his creation, returned to Homebrew with Jobs to give out copies of the schematics for everyone to play with. This was the age of hackers and hobbyists. But that was about to change ever so slightly.  The Apple I  Jobs had this idea. What if they sold the boards. They came up with a plan. Jobs sold his VW Microbus and Wozniak sold his HP-65 calculator and they got to work. Simple math. They could sell 50 boards for $40 bucks each and make some cash like they'd done with the blue boxes. But you know, a lot of people didn't know what to do with the board. Sure, you just needed a keyboard and a television, but that still seemed a bit much.  Then a little bigger plan - what if they sold 50 full computers. They went to the Byte Shop and talked them into buying 50 for $500. They dropped $20,000 on parts and netted a $5,000 return. They'd go on to sell about 200 of the Apple Is between 1976 and 1977. It came with a MOS 6502 chip running at a whopping 1 MHz and with 4KB of memory, which could go to 8. They provided Apple BASIC, as most vendors did at the time. That MOS chip was critical. Before it, many used an Intel or the Motorola 6800, which went for $175. But the MOS 6502 was just $25. It was an 8-bit microprocessor designed by a team that Chuck Peddle ran after leaving the 6800 team at Motorola. Armed with that chip at that price, and with Wozniak's understanding of what it needed to do and how it interfaced with other chips to access memory and peripherals, the two could do something new.  They started selling the Apple 1 and to quote an ad “the Apple comes fully assembled, tested & burned-in and has a complete power supply on-board, initial set-up is essentially “hassle free” and you can be running in minutes.” This really tells you something about the computing world at the time. There were thousands of hobbyists and many had been selling devices. But this thing had on-board RAM and you could just add a keyboard and video and not have to read LEDs to get output. The marketing descriptions were pretty technical by modern Apple standards, telling us something of the users. It sold for $666.66. They got help from Patty Jobs building logic boards. Jobs' friend from college Daniel Kottke joined for the summer, as did Fernandez and Chris Espinosa - now Apple's longest-tenured employee. It was a scrappy garage kind of company. The best kind.  They made the Apple I until a few months after they released the successor. But the problem with the Apple I was that there was only one person who could actually support it when customers called: Wozniak. And he was slammed, busy designing the next computer and all the components needed to take it to the mass market, like monitors, disk drives, etc. So they offered a discount for anyone returning the Apple I and destroyed most returned. Those Apple I computers have now been auctioned for hundreds of thousands of dollars all the way up to $1.75 million.  The Apple II They knew they were on to something. But a lot of people were building computers. They needed capital if they were going to bring in a team and make a go at things. But Steve Jobs wasn't exactly the type of guy venture capitalists liked to fund at the time. Mike Markkula was a product-marketing manager at chip makers Fairchild and Intel who retired early after making a small fortune on stock options. That is, until he got a visit from Steve Jobs. He brought money but more importantly the kind of assistance only a veteran of a successful corporation who'd ride that wave could bring. He brought in Michael "Scotty" Scott, employee #4, to be the first CEO and they got to work on mapping out an early business plan. If you notice the overlapping employee numbers, Scotty might have had something to do with that… As you may notice by Wozniak selling his calculator, at the time computers weren't that far removed from calculators. So Jobs brought in a calculator designer named Jerry Manock to design a plastic injection molded case, or shell, for the Apple II. They used the same chip and a similar enough motherboard design. They stuck with the default 4KB of memory and provided jumpers to make it easier to go up to 48. They added a cassette interface for IO. They had a toggle circuit that could trigger the built-in speaker. And they would include two game paddles. This is similar to bundles provided with the Commodore and other vendors of the day. And of course it still worked with a standard TV - but now that TVs were mostly color, so was the video coming out of the Apple II. And all of this came at a starting price of $1,298. The computer initially shipped with a version of BASIC written by Wozniak but Apple later licensed the Microsoft 6502 BASIC to ship what they called Applesoft BASIC, short for Apple and Micorosft. Here, they turned to Randy Wiggington who was Apple's employee #6 and had gotten rides to the Homebrew Computer Club from Wozniak as a teenager (since he lived down the street). He and others added features onto Microsoft BASIC to free Wozniak to work on other projects. Deciding they needed a disk operating system, or DOS. Here, rather than license the industry standard CP/M at the time, Wigginton worked with Shepardson, who did various projects for CP/M and Atari.   The motherboard on the Apple II remains an elegant design. There were certain innovations that Wozniak made, like cutting down the number of DRAM chips by sharing resources between other components. The design was so elegant that Bill Fernandez had to join them as employee number four, in order to help take the board and create schematics to have it silkscreened.  The machines were powerful. All that needed juice. Jobs asked his former boss Al Alcorn for someone to help out with that. Rod Holt, employee number 5, was brought in to design the power supply. By implementing a switching power supply, as Digital Equipment had done in the PDP-11, rather than a transformer-based power supply, the Apple II ended up being far lighter than many other machines.  The Apple II was released in 1977 at the West Coast Computer Fair. It, along with the TRS-80 and the Commodore PET would become the 1977 Trinity, which isn't surprising. Remember Peddle who ran the 6502 design team - he designed the PET. And Steve Leininger was also a member of the Homebrew Computer Club who happened to work at National Semiconductor when Radio Shack/Tandy started looking for someone to build them a computer.  The machine was stamped with an Apple logo. Jobs hired Rob Janoff, a local graphic designer, to create the logo. This was a picture of an Apple made out of a rainbow, showing that the Apple II had color graphics. This rainbow Apple stuck and became the logo for Apple Computers until 1998, after Steve Jobs returned to Apple, when the Apple went all-black, but the silhouette is now iconic, serving Apple for 45 years and counting. The computers were an instant success and sold quickly. But others were doing well in the market. Some incumbents and some new. Red oceans mean we have to improve our effectiveness. So this is where Apple had to grow up to become a company. Markkula made a plan to get Apple to $500 million in sales in 10 years on the backs of his $92,000 investment and another $600,000 in venture funding.  They did $2.7 million dollars in sales in 1977. This idea of selling a pre-assembled computer to the general public was clearly resonating. Parents could use it to help teach their kids. Schools could use it for the same. And when we were done with all that, we could play games on it. Write code in BASIC. Or use it for business. Make some documents in Word Star, spreadsheets in VisiCalc, or use one of the thousands of titles available for the Mac. Sales grew 150x until 1980. Given that many thought cassettes were for home machines and floppies were for professional machines, it was time to move away from tape. Markkela realized this and had Wozniak design a floppy disk for the Apple II, which went on to be known as the Drive II. Wozniak had experience with disk controllers and studied the latest available. Wozniak again managed to come up with a value engineered design that allowed Apple to produce a good drive for less than any other major vendor at the time. Wozniak would actually later go on to say that it was one of his best designs (and many contemporaries agreed). Markkula filled gaps as well as anyone. He even wrote free software programs under the name of Johnny Appleseed, a name also used for years in product documentation. He was a classic hacker type of entrepreneur on their behalf, sitting in the guerrilla marketing chair some days or acting as president of the company others, and mentor for Jobs in other days.   From Hobbyists to Capitalists Here's the thing - I've always been a huge fan of Apple. Even in their darkest days, which we'll get to in later episodes, they represented an ideal. But going back to the Apple 1, they were nothing special. Even the Apple II. Osborne, Commodore, Vector Graphics, Atari, and hundreds of other companies were springing up, inspired first by that Altair and then by the rapid drop in the prices of chips.  The impact of the 1 megahertz barrier and cost of those MOS 6502 chips was profound. The MOS 6502 chip would be used in the Apple II, the Atari 2600, the Nintendo NES, the BBY Micro. And along with the Zylog Z80 and Intel 8080 would spark a revolution in personal computers. Many of those companies would disappear in what we'd think of as a personal computer bubble if there was more money in it. But those that survived, took things to an order of magnitude higher. Instead of making millions they were making hundreds of millions. Many would even go to war in a race to the bottom of prices. And this is where Apple started to differentiate themselves from the rest.  For starters, due to how anemic the default Altair was, most of the hobbyist computers were all about expansion. You can see it on the Apple I schematics and you can see it in the minimum of 7 expansion slots in the Apple II lineup of computers. Well, all of them except the IIc, marketed as a more portable type of device, with a handle and an RCA connection to a television for a monitor.  The media seemed to adore them. In an era of JR Ewing of Dallas, Steve Jobs was just the personality to emerge and still somewhat differentiate the new wave of computer enthusiasts. Coming at the tail end of an era of social and political strife, many saw something of themselves in Jobs. He looked the counter-culture part. He had the hair, but this drive. The early 80s were going to be all about the yuppies though - and Jobs was putting on a suit. Many identified with that as well. Fueled by the 150x sales performance shooting them up to $117M in sales, Apple filed for an IPO, going public in 1980, creating hundreds of millionaires, including at least 40 of their own employees. It was the biggest IPO since Ford in 1956, the same year Steve Jobs was born. The stock was filed at $14 and shot up to $29 on the first day alone, leaving Apple sitting pretty on a $1.778 valuation.  Scotty, who brought the champagne, made nearly a $100M profit. One of the Venture Capitalists, Arthur Rock, made over $21M on a $57,600 investment. Rock had been the one to convince the Shockley Semiconductor team to found Fairchild, a key turning point in putting silicon into the name of Silicon Valley. When Noyce and Moore left there to found Intel, he was involved. And he would stay in touch with Markkula, who was so enthusiastic about Apple that Rock invested and began a stint on the board of directors at Apple in 1978, often portrayed as the villain in the story of Steve Jobs. But let's think about something for a moment. Rock was a backer of Scientific Data Systems, purchased by Xerox in 1969, becoming the Xerox 500. Certainly not Xerox PARC and in fact, the anti-PARC, but certainly helping to connect Jobs to Xerox later as Rock served on the board of Xerox. The IPO Hangover Money is great to have but also causes problems. Teams get sidetracked trying to figure out what to do with their hauls. Like Rod Holt's $67M haul that day. It's a distraction in a time when executional excellence is critical. We have to bring in more people fast, which created a scenario Mike Scott referred to as a “bozo explosion.” Suddenly more people actually makes us less effective.  Growing teams all want a seat at a limited table. Innovation falls off as we rush to keep up with the orders and needs of existing customers. Bugs, bigger code bases to maintain, issues with people doing crazy things.  Taking our eyes off the ball and normalizing the growth can be hard. By 1981, Scotty was out after leading some substantial layoffs.  Apple stock was down. A big IPO also creates investments in competitors. Some of those would go on a race to the bottom in price.  Apple didn't compete on price. Instead, they started to plan the next revolution, a key piece of Steve Jobs emerging as a household name. They would learn what the research and computer science communities had been doing - and bring a graphical interface and mouse to the world with Lisa and a smaller project brought forward at the time by Jef Raskin that Jobs tried to kill - but one that Markkula not only approved, but kept Jobs from killing, the Macintosh.  Fernandez, Holt, Wigginton, and even Wozniak just drifted away or got lost in the hyper-growth of the company, as is often the case. Some came back. Some didn't. Many of us go through the same in rapidly growing companies.  Next (but not yet NeXT) But a new era of hackers was on the way. And a new movement as counter to the big computer culture as Jobs. But first, they needed to take a trip to Xerox. In the meantime, the Apple III was an improvement but proved that the Apple computer line had run its course. They released it in 1980 and recalled the first 14,000 machines and never peaked 75,000 machines sold, killing off the line in 1984. A special year. 

Kenny Rodriguez Show Case Number One Showcase 1 Through 10w
I was trying to getting up the Nintendo NES things are fun fun things are fun on the Kenny Rodriguez

Kenny Rodriguez Show Case Number One Showcase 1 Through 10w

Play Episode Listen Later Jan 17, 2021 56:36


Episode 3 season 39 on the Kenny Rodriguez show right here on Spotify make your own podcast wherever you may land but be under Kenny Rodriguez show spending nights with me can you ride Regus right here on Spotify

Choses à Savoir TECH
Comment Super Mario Bros. 3 est devenu le jeu le plus cher de l'histoire ?

Choses à Savoir TECH

Play Episode Listen Later Dec 7, 2020 1:47


S'il y a un personnage de jeu vidéo qui fait l'unanimité, c'est bien Mario. D'ailleurs, les aventures du plombier à moustache valent désormais de l'or. Une cartouche du jeu Super Mario Bros. 3 paru en 1991 en Europe sur la console Nintendo NES s'est vendue pour plus de 155 000 dollars il y a quelques semaines, soit l'équivalent de plus de 130 000€... See acast.com/privacy for privacy and opt-out information.

MemoryCard
Retro-Review | 03 | Super Mario Bros. 3 (Nintendo) | MemoryCard Podcast

MemoryCard

Play Episode Listen Later Oct 17, 2020 92:41


El clásico juego de Nintendo NES merecía toda nuestra atención y cariño, porque este juego es más que un buen juego. Supone el inicio de la era Pop en los videojuegos, los videojuegos por fin se hacían famosos a nivel mundial no solo para nosotros, los viciaos, sino también para aquellos que nunca habían jugado a los videojuegos. Por supuesto, tenéis mil detalles, curiosidades y locuras del desarrollo del juego con Shigeru Miyamoto, Koji Kondo y Takashi Tezuka. ¡Disfrutadlo y déjadnos vuestros comentarios aquí en iVoox! y en: - Twitter: https://twitter.com/MemoryCardUCA - Email: memorycarduca@gmail.com Gracias mil por seguirnos y darnos tanto. Un abrazo enorme Amig@s 🤩. Nos seguimos escuchando :)

Musica pixeleada
Dr. Jekyll and Mr. Hyde (NES)

Musica pixeleada

Play Episode Listen Later Oct 5, 2020 15:18


En este programa estaremos conversando sobre uno de los catalogados como "peores juegos de todos los tiempos" y uno de "los peores juegos de la Nintendo NES", Dr. Jekyll and Mr. Hyde, juego que lamentablemente se ha ganado este titulo tanto por merito propio como también gracias a las reseñas de AVGN, y que estoy seguro que muchos de nosotros conocimos este juego gracias a él. Si bien poco se sabe del desarrollo de este juego, aun así nunca esta demás recordarlo y enterarse de una que otra curiosidad.

Limit Break
Pionieri della narrazione

Limit Break

Play Episode Listen Later Sep 14, 2020 49:48


Lo storytelling all'interno dei videogiochi ricopre un ruolo sempre più importante nelle produzioni degli ultimi anni, ma già ai tempi delle prime console Nintendo (NES e SNES) i jrpg avevano messo la narrazione al centro dell'esperienza. Quando sono cambiate le cose? Vediamo un po'. Post-produzione a cura di Matteo Scandolin: https://scandol.in Joseph Gordon-Levitt: I videogiochi sono il futuro dello storytelling: https://www.everyeye.it/notizie/joseph-gordon-levitt-videogiochi-futuro-storytelling-465391.html 10 PS1 Games With The Best Storylines: https://gamerant.com/ps1-games-best-storylines/ Dove ascoltare Limit Break: https://linktr.ee/limitbreakpodcast Facebook : https://www.facebook.com/limitpodcast Twitter: https://twitter.com/LimitPodcast Instagram: https://www.instagram.com/limit.break.podcast Telegram: https://t.me/limitbreakpodcast Limit Break è distribuito con Licenza Creative Commons Attribuzione - Non commerciale - Non opere derivate 4.0 Internazionale. Logo designed by Freepik (https://www.freepik.com/) Designed by pch.vector / Freepik Designed by Harryarts / Freepik Designed by macrovector / Freepik

The Bricks King Podcast: LEGO
Ep. 129 LEGO Nintendo NES

The Bricks King Podcast: LEGO

Play Episode Listen Later Aug 13, 2020 39:43


On this episode we break down the latest LEGO/Nintendo partnership set in the lovely NES (71734).  Check out the images of the set HERE.Music: www.bensound.com LEGO, the LEGO logo, the Minifigure, and the Brick and Knob configurations are trademarks of the LEGO Group of Companies. ©2020 The LEGO Group.THE BRICKS KING PODCAST IS NOT ENDORSED BY THE LEGO GROUP OR AFFILIATED IN ANY WAY. 

Le SanTro Show
Nintendo NES - E205

Le SanTro Show

Play Episode Listen Later Apr 5, 2020 4:37


Aujourd'hui, je vous parle de ma console retro qui réplique le NES (commandé directement de chine)! Pour me joindre Francis Parent-Valiquette -- LinkedIN: https://www.linkedin.com/in/fpv/ InstaGram: https://www.instagram.com/runningfranck/ Facebook: https://www.facebook.com/francis.parentvaliquette Strava: https://www.strava.com/athletes/runningfranck Varmedia INC -- Web: https://www.varmedia.com/ Facebook: https://www.facebook.com/varmedia/ InstaGram: https://www.instagram.com/vmpodcast/ Crédit narration en introduction: Xich-Vê Hô https://www.linkedin.com/in/xichveho/

The Inner Gamer Podcast
Episode 74: Pokemon Go, Overwatch and Nintendo NES

The Inner Gamer Podcast

Play Episode Listen Later Jul 15, 2016 61:41


This is all about Pokemon GO!!! We also talk about the new Overwatch character, the brand new Nintendo NES and much more! Have you played Pokemon? No? What have you been doing?!?! Show Notes: Upcoming Video Game Releases - 02:00 Gaming News - 05:23 The Inner Gamer is a podcast built for the casual gamer. Your weekly dose of video game news, reviews, opinions and discussions every Tuesday and Friday. Like what you hear? Share our podcast with your friends! Also be sure and subscribe to our podcast on iTunes and leave us a review! You can find all of our social channels at www.theinnergamer.net. If you have any questions or suggestions please reach out to us at hello@theinnergamer.net. CREDITS: "Blue Groove Deluxe" by BlueFoxMusic on audiojungle.net Woman Announcer - Arie Guerra; Austin, TX based Actress