Podcast appearances and mentions of warren robinett

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Best podcasts about warren robinett

Latest podcast episodes about warren robinett

Escuta Essa
'Easter Egg'

Escuta Essa

Play Episode Listen Later Oct 11, 2023 31:02


Voltamos com mais um episódio do Escuta Essa, podcast semanal em que Denis e Danilo trocam histórias de cair o queixo e de explodir os miolos. Todas as quartas-feiras, no seu agregador de podcasts favorito, é a vez de um contar um causo para o outro. Neste episódio temos Danilo contando sua história favorita do mundo dos videogames: a origem dos "easter eggs", aqueles segredos que ficam escondidos dentro de uma obra. Não deixe de mandar os episódios para aquela pessoa com quem você também gosta de compartilhar histórias e aproveite para compartilhar com a gente seus comentários e perguntas no Spotify, nas redes sociais @escutaessapod, ou no e-mail escutaessa@aded.studio. A gente sempre lê mensagens no final de cada episódio! ... NESTE EPISÓDIO - O Atari 2600 (originalmente chamado de Atari Video Computer System) foi lançado em 1977 com 9 jogos: "Air-Sea Battle", "Basic Math", "Blackjack", "Combat", "Indy 500", "Star Ship", "Street Racer", "Surround" e "Video Olympics". - Um ótimo modo de conhecer o ambiente de trabalho da empresa Atari é o documentário "Atari: Game Over". - David Crane, Larry Kaplan, Alan Miller and Bob Whitehead foram os 4 criadores de jogos que abandonaram a Atari e abriram sua própria empresa de jogos, a Activision, que existe até hoje e foi recentemente vendida por 68 bilhões de dólares. - Warren Robinett criou seu jogo "Adventure" inspirado no jogo em texto chamado "Colossal Cave Adventure", lançado por Will Crowther em 1976. - As cavernas de Kentucky que inspiraram "Colossal Cave Adventure" fomam o Mamoth Cave, o maior sistema de cavernas conhecido no mundo. - O dragão do "Adventure" realmente parece um pato - Dá pra terminar "Adventure" em 33 segundos na menor dificuldade (em que os itens estão sempre no mesmo lugar). Dificuldades maiores exigem mais tempo. - A lendária tela de "easter egg" criada por Warren Robinett. - Warren Robinett fundou a empresa de jogos educativos "The Learning Company" e a vendeu por 600 milhões de dólares. - O garoto que encontrou a mensagem de Warren foi Adam Clayton, um adolescente de 15 anos de Salt Lake City. - Steve Wright acabou cunhando o termo "easter egg" em referência a uma prática de caçar ovos de Páscoa que provavelmente surgiu com Martinho Lutero no século XVI. - No desenho "She-Ra", de 1985, o personagem Geninho se esconde no cenário durante os episódios. Você é capaz de achá-lo? - As teorias da conspiração envolvendo "easter eggs" dos Beatles incluem um número de telefone na capa do álbum "Magic Mistery Tour" visível ao colocar a capa na frente de um espelho. Relatos dizem que o número era respondido com uma gravação, algo que chegou a ser publicado em jornais da época - mas os Beatles nunca confirmaram essa informação. - A capa do "Adventure" foi desenhada pela artista Susan Jaekel. ... AD&D STUDIO A AD&D produz podcasts e vídeos que divertem e respeitam sua inteligência! Acompanhe todos os episódios em aded.studio para não perder nenhuma novidade. POUCO PIXEL O podcast Pouco Pixel abriu uma campanha de financiamento coletivo para viabilizar sua próxima temporada. Apoie em poucopixel.com/financiamento

A Trip Down Memory Card Lane
Ep.124 – Robinett's Adventure

A Trip Down Memory Card Lane

Play Episode Listen Later Jan 12, 2023 58:34


Today, we'll share with you the story of Adventure, originally released for the Atari 2600 in January of 1980. As part of its story, we'll teach you about the game that inspired it, Colossal Cave Adventure, talk about the many innovations that can be found in the game, and all the problems its creator, Warren Robinett had to overcome to create it. We'll wrap up our tale by talking about Easter Eggs, that which Adventure is best known for. So stick around and join us for a Grand Adventure on today's trip down Memory Card Lane.

The History of Computing
Colossal Cave Adventure

The History of Computing

Play Episode Listen Later Jun 2, 2022 11:28


Imagine a game that begins with a printout that reads: You are standing at the end of a road before a small brick building. Around you is a forest. A small stream flows out of the building and down a gully. In the distance there is a tall gleaming white tower. Now imagine typing some information into a teletype and then reading the next printout. And then another. A trail of paper lists your every move. This is interactive gaming in the 1970s. Later versions had a monitor so a screen could just show a cursor and the player needed to know what to type. Type N and hit enter and the player travels north. “Search” doesn't work but “look” does. “Take water” works as does “Drink water” but it takes hours to find dwarves and dragons and figure out how to battle or escape. This is one of the earliest games we played and it was marvelous. The game was called Colossal Cave Adventure and it was one of the first conversational adventure games. Many came after it in the 70s and 80s, in an era before good graphics were feasible. But the imagination was strong.  The Oregon Trail was written before it, in 1971 and Trek73 came in 1973, both written for HP minicomputers. Dungeon was written in 1975 for a PDP-10. The author, Don Daglow, went on the work on games like Utopia and Neverwinter Nights Another game called Dungeon showed up in 1975 as well, on the PLATO network at the University of Illinois Champagne-Urbana. As the computer monitor spread, so spread games. William Crowther got his degree in physics at MIT and then went to work at Bolt Baranek and Newman during the early days of the ARPANET. He was on the IMP team, or the people who developed the Interface Message Processor, the first nodes of the packet switching ARPANET, the ancestor of the Internet. They were long hours, but when he wasn't working, he and his wife Pat explored caves. She was a programmer as well. Or he played the new Dungeons & Dragons game that was popular with other programmers. The two got divorced in 1975 and like many suddenly single fathers he searched for something for his daughters to do when they were at the house. Crowther combined exploring caves, Dungeons & Dragons, and FORTRAN to get Colossal Cave Adventure, often just called Adventure. And since he worked on the ARPANET, the game found its way out onto the growing computer network. Crowther moved to Palo Alto and went to work for Xerox PARC in 1976 before going back to BBN and eventually retiring from Cisco. Crowther loosely based the game mechanics on the ELIZA natural language processing work done by Joseph Weizenbaum at the MIT Artificial Intelligence Laboratory in the 1960s. That had been a project to show how computers could be shown to understand text provided to computers. It was most notably used in tests to have a computer provide therapy sessions. And writing software for the kids or gaming can be therapeutic as well. As can replaying happier times.  Crowther explored Mammoth Cave National Park in Kentucky in the early 1970s. The characters in the game follow along his notes about the caves, exploring the area around it using natural language while the computer looked for commands in what was entered. It took about 700 lines to do the original Fortran code for the PDP-10 he had at his disposal at BBN. When he was done he went off on vacation, and the game spread. Programmers in that era just shared code. Source needed to be recompiled for different computers, so they had to. Another programmer was Don Woods, who also used a PDP-10. He went to Princeton in the 1970s and was working at the Stanford AI Lab, or SAIL, at the time. He came across the game and asked Crowther if it would be OK to add a few features and did. His version got distributed through DECUS, or the Digital Equipment Computer Users Society. A lot of people went there for software at the time. The game was up to 3,000 lines of code when it left Woods. The adventurer could now enter the mysterious cave in search of the hidden treasures. The concept of the computer as a narrator began with Collosal Cave Adventure and is now widely used. Although we now have vast scenery rendered and can point and click where we want to go so don't need to type commands as often. The interpreter looked for commands like “move”, “interact” with other characters, “get” items for the inventory, etc. Woods went further and added more words and the ability to interpret punctuation as well. He also added over a thousand lines of text used to identify and describe the 40 locations. Woods continued to update that game until the mid-1990s. James Gillogly of RAND ported the code to C so it would run on the newer Unix architecture in 1977  and it's still part of many a BSD distribution. Microsoft published a version of Adventure in 1979 that was distributed for the Apple II and TRS-80 and followed that up in 1981 with a version for Microsoft DOS or MS-DOS. Adventure was now a commercial product. Kevin Black wrote a version for IBM PCs. Peter Gerrard ported it to Amiga Bob Supnik rose to a Vice President at Digital Equipment, not because he ported the game, but it didn't hurt. And throughout the 1980s, the game spread to other devices as well. Peter Gerrard implemented the version for the Tandy 1000. The Original Adventure was a version that came out of Aventuras AD in Spain. They gave it one of the biggest updates of all. Colossal Cave Adventure was never forgotten, even though it was Zork was replaced. Zork came along in 1977 and Adventureland in 1979. Ken and Roberta Williams played the game in 1979. Ken had bounced around the computer industry for awhile and had a teletype terminal at home when he came across Colossal Cave Adventure in 1979. The two became transfixed and opened their own company to make the game they released the next year called Mystery House. And the text adventure genre moved to a new level when they sold 15,000 copies and it became the first hit. Rogue, and others followed, increasingly interactive, until fully immersive graphical games replaced the adventure genre in general. That process began when Warren Robinett of Atari created the 1980 game, Adventure.  Robinett saw Colossal Cave Adventure when he visited the Stanford Artificial Intelligence Laboratory in 1977. He was inspired into a life of programming by a programming professor he had in college named Ken Thompson while he was on sabbatical from Bell Labs. That's where Thompason, with Dennis Ritchie and one of the most amazing teams of programmers ever assembled, gave the world Unix and the the C programming language at Bell Labs. Adventure game went on to sell over a million copies and the genre of fantasy action-adventure games moved from text to video.

Dev Game Club
DGC Ep 250: Our First Adventures

Dev Game Club

Play Episode Listen Later Mar 3, 2021 84:21


Welcome to Dev Game Club, where this week we celebrate our five years of podcasting by doing something a little bit different. We look at our first Adventures, the Atari 2600 Adventure and Colossal Cave Adventure. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Issues covered: why we're doing the adventure games, the Mammoth Cave in Kentucky, birds and videos, connecting the printer to the modem, arcade games we played, action games, seeing a representation of a dungeon crawl, the dynamics of the simulation, clockwork and the surprising depth, a surprising story of a bat and a sword and a dragon, playing games with Dad, what you show the player and what you leave to the imagination, mapping problems, a score rush, muscle memory, wanting to explore to find new text, discovery, using text as game design and the emergence of narrative design, the ongoing life of interactive fiction, being able to page back through your work, other games of interest, the evolution of the design, the many dynamic aspects of the game, programming the Atari 2600, the first Easter Egg, a new timeline, being humbled to hear someone is making games, some other introductions, format fiddling, the first time planning a podcast. Games, people, and influences mentioned or discussed: Atari 2600, Will Crowther, Don Woods, Oregon Trail, Space Invaders, Boot Hill, Galaga, Pac-Man, Asteroids, Dungeons & Dragons, Commodore 64, IntelliVision, Zork, Planetfall, Hunt the Wumpus, Enchanter (series), Deadline, Witness, King's Quest, Space Quest, Richard Powers, Plowing the Dark, Twitch Plays Pokemon, Andrew Plotkin (zarf), Pitfall, Tomb Raider, Sierra On-Line, Racing the Beam, Nick Montfort, Ian Bogost, Warren Robinett, Lode Runner, Baldur's Gate, Johnny "Pockets", Dave from Seattle, Super Metroid, Keith "mysterydip" Wagner, Robert Smith, The Cure, Hitman, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: We return and finish Baldur's Gate! Links: Emulated Adventure 2600 Colossal Cave Adventure PHP implementation Colossal Cave Sources Article The Easter Egg Juno StarPlanet The type of paper we used Twitch: brettdouville, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com

Dev Game Club
DGC Ep 243: Legend of Zelda Ocarina of Time (part eight)

Dev Game Club

Play Episode Listen Later Jan 6, 2021 108:17


Welcome to Dev Game Club, where this week we conclude our series on The Legend of Zelda: Ocarina of Time. We talk takeaways and then catch up on our feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:50 Takeaways 48:18 Break 48:45 Feedback Issues covered: the Master Quest version of the game, the 3DS version, transitioning to 3D, coming up with mechanics to answer new questions, the evolution of block puzzles, the wow I'm a genius moment, object-oriented quest design/chunky progress, list-based vs tangibility in quests, gating in different designs, "true adventure" and sense of space, tricking the player into how big a space is, a richer space and a sense of adventure, overlaying side quests everywhere, the keys that aren't keys, the ocarina key-ring, tying the colors of ocarina songs, the music, looking at the manual, Brett's Book Recommendation, jumping the Lon-Lon Ranch fence, critical path objects that don't appear on the critical path, challenges you set for yourself, missable/skippable things, it's our podcast and we can do what we want to, giving the player options, allowing player expression, Tim talks streaming, rumors of secrets, Games, people, and influences mentioned or discussed: Mark Garcia, Tomb Raider, Breath of the Wild, Skyrim, Oblivion, Morrowind, Jeff Browne, Shigeru Miyamoto, Eternal Darkness, Brad Furminger, Mario (series), Koji Kondo, Kirk Hamilton, Strong Songs Podcast, Earthbound, Bone Houses, Emily Lloyd-Jones, Roel, Guy Morgan/notmyviews, Darksiders, Vigil Games, Gunfire Games, Starfighter (series), Tim, Full Throttle 2, Hitman (series), Game Maker's Toolkit, Voltron, ElfQuest, Atari 2600, Mortal Kombat, Streetfighter II, Ed Boon, Adventure (Atari 2600), Warren Robinett, Aaron Evers. Next time: An interview! Links: How Zelda's Puzzle Box Dungeons Work Twitch: brettdouville, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com

ATARITECA PODCAST - Il blister di videogiochi
Ep.31 - ADVENTURE : Warren Robinett e un compendio in vista di Ready Player Two

ATARITECA PODCAST - Il blister di videogiochi

Play Episode Listen Later Nov 5, 2020 18:53


Adventure : di quella volta che Warren Robinett piazzò una carica di C4 all'interno di un videogioco per Atari VCS e la fece detonare da un quindicenne.#adventure #warrenrobinett #atari #readyplayerone #ernestcline ### CONTRIBUISCI ALL'ATARITECA ###Per tutto il resto c'è il sito di ATARITECA: https://atariteca.altervista.org### ISCRIVITI ###Telegram: https://t.me/ataritecaInstagram: https://www.instagram.com/simone_chinoncorre/Facebook: https://www.facebook.com/chinoncorreSpreaker: https://www.spreaker.com/show/i-cugini-in-pilloleiTunes: https://podcasts.apple.com/us/podcast/atariteca-di-simone-guidi/id1450447434Google Podcast: https://podcasts.google.com/?feed=aHR0cHM6Ly93d3cuc3ByZWFrZXIuY29tL3Nob3cvMjgzMzQzMC9lcGlzb2Rlcy9mZWVkSpotify: https://open.spotify.com/show/37nor4fAfKcFCQu9uT9NYmFeed: https://www.spreaker.com/show/2833430/episodes/feed

Primitive Culture: A Star Trek History and Culture Podcast

In-Jokes and Easter Eggs in Star Trek. When Joe Menosky began writing for Star Trek in 1990, he brought with him a peculiar relic from his university days: an obsession with the number 47. This unassuming digit soon found its way into unofficial Trek lore, popping up with increasing frequency and creativity. Before long, Star Trek scripts were replete with the references to 47. Even the art department got in on the act, dotting PADDs, corridors, and weapons lockers with the designation. As the not-so-random inclusion of the number grew throughout the 1990s like a subliminal infestation of Tribbles, spotting them became a fan-favorite activity—the ultimate Star Trek Easter egg hunt. In this episode of Primitive Culture, hosts Duncan Barrett and Clara Cook are joined by Carlos Miranda from TrekNews.net for a look at in-jokes and Easter eggs in Star Trek. We consider the origin of such carefully hidden nuggets in Warren Robinett’s 1979 Atari 2600 video game Adventure, and how cleverly hiding references has become a familiar part of pop culture. We also look at some of Star Trek’s most popular running in-jokes, as well as the use of self-parody and quotation—in Deep Space Nine in particular—and consider what such creative gestures say about the unspoken contract between Trek’s producers and fans. Chapters Intro (00:00:00) Pomona College and the original 47 (00:03:47) Robinett's Egg (00:11:04) Okudagrams (00:19:03) Cetacean Ops (00:33:21) Recurring (non-) characters (00:42:20) Quotation and parody (00:47:10) Flirting with the viewer (00:53:07) Fan silver-service (01:01:47) Final thoughts (01:13:00) Hosts Duncan Barrett and Clara Cook Guest Carlos Miranda Production Clara Cook (Editor) Duncan Barrett (Producer) C Bryan Jones (Executive Producer) Matthew Rushing (Executive Producer) Ken Tripp (Executive Producer) Norman C. Lao (Associate Producer) Amy Nelson (Associate Producer) Tony Black (Associate Producer) Richard Marquez (Production Manager) Brandon-Shea Mutala (Patreon Manager)

P3 Spel
P3 Spel – Det första påskägget

P3 Spel

Play Episode Listen Later Oct 16, 2018 22:08


Idag finns de överallt, de dolda skatterna utplacerade i spelen för oss att hitta, påskäggen. Men varifrån kommer egentligen fenomenet? Ur ett "fuck you" till ett av världens största spelföretag. I slutet av 70-talet dominerade Atari den globala spelmarknaden. Med sin egen konsol, Atari 2600, släpper de spel som drar in flera miljoner. Men de som gjorde spelen fick stå i skuggan, tills en utvecklare tröttnade och bestämde sig för att gömma ett hemligt meddelande mitt under näsan på bolagscheferna.  Hör P3 Spels Anton Vretander om ett kapitel ur spelhistorien som satt sin prägel på allt vi spelar idag. Spelentusiasten, författaren och journalisten Orvar Säfström om en tid då det mest kittlande med spelen var omslaget på kartongen. Och dessutom berättar spelskaparen Warren Robinett själv om hur det gick till när han skapade spelhistoria i hemlighet.

men med atari idag ur frsta p3 spel det f orvar s p3 spel warren robinett
GenXGrownUp Podcast
Altered Carbon, Falcon Heavy, & Dark Tower

GenXGrownUp Podcast

Play Episode Listen Later Feb 15, 2018 30:37


The guys reflect on some recent Netflix fare, updates on a couple of recent YouTube live streams, and Jon acquires a copy of bucket list board game, and much more!     Facebook » http://fb.me/GenXGrownUp Twitter » http://GenXGrownUp.com/twitter Website » http://GenXGrownUp.com Podcast » http://GenXGrownUp.com/pod Merchandise » http://GenXGrownUp.com/merch Theme: "Grown Up" by Beefy » http://beefyness.com Show Notes Altered Carbon on Netflix » https://www.netflix.com/title/80097140 Bright on Netflix » https://www.netflix.com/title/80119234 The Space Invaders: In Search of Lost Time on Amazon » http://amzn.to/2o7Kc09 The Space Invaders: In Search of Lost Time Trailer » https://goo.gl/xGdVi4 Anker Bluetooth Speakers on Amazon » http://amzn.to/2o4MU6C Falcon Heavy Launch on YouTube » https://youtu.be/wbSwFU6tY1c Adventure live stream archive with Warren Robinett! » https://youtu.be/zP9Pbj_y0IU Containment on Steam » https://goo.gl/ofypiK Dark Tower Board Game » https://goo.gl/UcXXuX Annihilation Trailer » https://youtu.be/89OP78l9oF0 The Walking Dead are Back » https://goo.gl/QGdaXV Email the show » podcast@genxgrownup.com Visit us on YouTube » http://GenXGrownUp.com/yt

The Atari 2600 Game By Game Podcast
National Bat Appreciation Day!

The Atari 2600 Game By Game Podcast

Play Episode Listen Later Apr 17, 2017 16:38


April 17th is National Bat Appreciation Day! Celebrate with me by listening to this short episode featuring bats from 2600 games (hint: they're jerks). Thanks for listening! Warren Robinett interview by A. Merrill Crackbats by OmegaMatrix on Atari Age Our attic in 2004

The Atari 2600 Game By Game Podcast
123 - Oink and Dolphin by Activision

The Atari 2600 Game By Game Podcast

Play Episode Listen Later May 21, 2016 92:53


Hey everyone, thanks for your patience this week. This episode is about two of Activision's early 1983 titles, Oink and Dolphin. Next on the podcast I will be looking at Lost Luggage and Shark Attack (Lochjaw) by Apollo. If you have any feedback on these or any of the games I've covered, please send it to 2600gamebygame@gmail.com. You can check the calendar on the blogpage for the upcoming shows, I have updated it. A bit. I have some vacation time coming up, and while I don't have an episode listed for those weeks, I am going to try to get something out then. I also have an upcoming project, we are putting in a new floor in my gameroom/podcasting room, but I'm hoping that won't disturb the schedule. Much. Thanks for listening everyone! Pertinent Oinks Matthew Hubbard interview by Scott Stilphen Scott Stilphen's Dolphin Easter Egg page Oink on Atari Protos Dolphin on Atari Protos Oink Patch on Digital Press ...and the accompanying letter Friends of Dolphins patch on DP ...and the accompanying letter Secret Society of Dolphins patch on DP Activisions newsletter announcing Dolphin and Oink Matthew Hubbard's Blogger profile (he has a few blogs there) The No Swear Gamer 252 - Oink! The No Swear Gamer 253 - Dolphin Warren Robinett's Adventure web site Inventing the Adventure Game by Warren Robinett (unpublished manuscript) Classic Game Room - Oink! Check out Jose's awesome spreadsheet for the list of games I've already done, with links to the episodes! Thank you Jose! Proud member of the Throwback Network! Proud member of the Retro Junkies Network! Facebook page Twitter page Google + page My YouTube channel, for whatever reason Blog page Listen to the show on Stitcher! Subscribe to the show on iTunes, and leave a review! Reviews are nice! Listen to the show on Tune In! Please check out my other shows: Intarivisions Podcast Please Stand By! The League of Extraordinary Podcasters

Lost Treasures of Gaming
Episode 12: Adventure

Lost Treasures of Gaming

Play Episode Listen Later Oct 26, 2015 52:01


Our special guest this week is none other than Warren Robinett, the man behind the classic Atari 2600 game, Adventure.  Warren regales us with the inspiration behind the game itself as well as what it was really like to be a game developer for Atari back in the late 70's.  If you weren't aware, what we now call Easter Eggs in game was actually started by Warren himself in this very same game. We also learn, however, that he did not call it an Easter Egg back then.  It is our absolute pleasure to have Warren join us this week and we hope you enjoy it too.

The Atari 2600 Game By Game Podcast
Episode 15 - Adventure by Atari

The Atari 2600 Game By Game Podcast

Play Episode Listen Later Jun 2, 2013 35:17


This week's episode is all about my favorite video game of all time, Adventure, created by Warren Robinett. LOTS of great listener stories and memories this week, thanks for sending them! I also get a little ranty about E.T. and the Alamagordo landfill. Sorry about that. Next week's show will be about Demons to Diamonds and Steeplechase, both by Atari (although Steeplechase was a Sears exclusive). If you have any stories for these games, or any stories about the 2600 in general, or even if you're a new listener and you have a story about a game I've already covered, send them to me at 2600gamebygame@comcast.net. As always, thank you so much for listening! Follow on Twitter https://twitter.com/2600GameByGame   Like on Facebook https://www.facebook.com/2600GameByGamePodcast   Read the blog http://2600gamebygamepodcast.blogspot.com/