1992 first-person shooter video game
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Kan Doom leve op til sin arv?Doom: The Dark Ages er et førstepersonsskydespil, udviklet af id Software og udgivet af Bethesda Softworks. At sige, at Doom er en stor IP, ville være en underdrivelse.Det oprindelige Doom fra 1993 er nemlig et af de mest ikoniske spil nogensinde og vel nok det vigtigste førstepersonsskydespil i verdenshistorien. Spillet blev skabt af id Software, der tidligere havde lavet Wolfenstein 3D og senere Quake. De har på mange måder skabt FPS-genren, og særligt Doom inspirerede et hav af andre spil efter dets udgivelse.Men tiderne skiftede hos id Software. De lavede ikke de samme hits, som de engang gjorde. Tilbage i 2009 blev id Software solgt til det nu Xbox-ejede Bethesda Softworks. De oprindelige udviklere var ude, og nye kræfter var kommet til. Kunne de få Doom tilbage til sin storhedstid?Ja! For i 2016 kom rebootet, der blot hed Doom – et spil, der blev hyldet til skyerne i lige så høj grad som efterfølgeren Doom Eternal.Men kan id Software holde niveauet oppe, eller begynder franchisen at vise tegn på metaltræthed? Alt det og meget mere skal vi finde ud af nu, hvor vi anmelder Doom: The Dark Ages – en prequel til Doom fra 2016.Spillet er ude nu til både Xbox, PC og PlayStation 5 og er naturligvis også tilgængeligt på Xbox Game Pass.I denne episode deltager Jacob Ege Hinchely, Rasmus Lund-Hansen og Morten Urup. Tusind tak, fordi du lytter med!
Met een hoofd vol kamers betreden we na een korte hiaat vol goede moed de studio. Er werd weer veel gespeeld! Zo doken we in de betoverende en zeer Franse JRPG met de onmogelijke naam Claire Obscur: Expedition 33, speelden we de remake van Oblivion en zagen we de credits van Avowed. Ook Assassin's Creed Shadows werd niet vergeten. Toch dachten we eigenlijk maar aan één ding: blueprints. Omdat we allebei de credits hebben bereikt sluiten we af met een koortsachtige Blue Prince spoilertalk. Wees erbij! De Videogame Show!Blue Prince (geen spoilers) (00:04:00)Claire Obscur: Expedition 33 (00:06:00)Baldur's Gate 3 (00:18:00)Wolfenstein 3D (00:27:40)The Sims (00:30:50)INZOI (00:31:00)Stellar Blade (00:32:00)Avowed (00:33:00)Assassin's Creed Shadows (00:35:20)Death Stranding (00:40:10)Oblivion Remastered (00:40:30)Elder Scrolls VI / Bethesda remasters (00:48:00)Blue Prince spoilertalk (00:49:20)The Witness (00:50:50) Hosted on Acast. See acast.com/privacy for more information.
Punch a N*zi month is here! Helping me kick (punch) it off I am joined by Ashton Ruby from the Retro Hangover Podcast and author Aidan Moher to talk about the granddaddy of boomer shooters, Wolfenstein 3D! We talk about how this game set the course for an entire genre of games, how so much of gaming history has traveled in and out of it's orbit and of course, we punch some goddam n*zis. Follow Aidan on Bluesky! https://bsky.app/profile/aidanis.fun Check out Ashton on Retro Hangover Podcast! https://linktr.ee/retrohangover Shout-out Song: Wondering About My Loved Ones Composer: Robert Prince Album: Wolfenstein 3D Soundtrack https://youtu.be/cMzhzRi3YZE?si=HmyHFKTtF_2Xp_O0 End Song: Paper Mario: Get Psyched Artist: mikedm92 Album: N/A https://ocremix.org/remix/OCR03536 Check out the Bit by Bit Foundation! https://www.bitbybitfoundation.org/ Support the Podcast! https://www.patreon.com/stillloadingpod Want to buy some Still Loading merch? https://www.teepublic.com/user/still-loading-podcast
In a challenging environment for the games industry, Ireland is creating "incredible incentives and structures" to support and "elevate" Irish game developers in "the way they deserve to be uplifted". This was the observation of Xalavier Nelson Jr., the BAFTA-nominated and Forbes 30 under 30 Studio Head of game developer and publisher Strange Scaffold, one of the key speakers at the FÍS Games Summit 2025, which took place last weekend in Galway, Ireland. Mr Nelson was responding to the announcement at the Summit of the Digital Games Portfolio, a major new fund designed to further develop and strengthen the Irish games industry's rapidly growing international reputation. The Digital Games Portfolio is a €500,000 funding scheme, launched by Screen Ireland, and which will be managed by Ardán, the Galway based organisation supporting creatives in film, TV, games, and animation, and Imirt, the national organisation for game developers and creators in Ireland. The DGP will fund a variety of new initiatives, the first of which will be IndieDev 2025, a cross-border prototype fund in collaboration with NI Screen to help teams of creators turn their game ideas into prototypes. The fund will also see Dublin and Galway become 'incubators' to support individuals at the early stage of their careers. There will also be a pilot development fund targeting established Irish game studios, to allow them develop IP within their work spaces. The funding comes at what Ardán CEO, Alan Duggan, called a "pivotal" moment and "an inflection point" in the Irish games industry. "There's a tremendous enthusiasm and vigour in the Irish games industry," he said. "We're swelling into a wave and that's really running contrary to a lot of what's happening internationally." Colm Larkin, CEO of Imirt, said: "At a State level, Ireland is looking at games and games developers as a culturally relevant art form and is saying, 'Yes, we need to support this.' This is just going to be the first step towards really growing our sector." The Minister for Arts, Culture, Media, Communications and Sport Patrick O'Donovan TD said: "The international games industry represents a huge contestable market, one in which Ireland can excel based on our technical, design and storytelling competencies. This funding combined with the recently introduced tax credit for games are key steps along the government's path to developing a national strategy for games." The future of the industry, AI, and creativity In his address, Xalavier Nelson Jr., said the games industry "makes miraculous art" but is poor at delivering on time, within budget, and in certain instances, quality. He noted how missing deadlines and exceeding budgets has become normalised within the industry, and said current industry models often prioritise long development cycles for single projects, leading to burnout and limiting opportunities for artists to experiment. He called on game developers to recognise they are artists, but also encouraged them to develop a strong business sense, in order to "confront these realities". Industry legend Tom Hall (Commander Keen, Wolfenstein 3D, Doom), who now works in Ireland as Design Lead at the Galway based Romero Games, explored the creative process. He encouraged game developers to embrace 'Drift Time', his concept of allowing the mind to wander freely in order to create. He encouraged Summit attendees to "play around with an idea" especially if it "may make you feel uncomfortable". Hall also advised developers to take a 'bottom-up' approach to game creation, in order to work out core gameplay issues and mechanics, instead of top-down design, where the story and universe are prioritised. AI and its role in the Games Industry was addressed by Finlay MacAree, Technical Director at Xbox Game Studios. He said while AI can enhance the creative process by generating ideas, assets, or code, allowing developers to focus on higher-level design and storytelling, AI itself "will never repl...
Heute gehen wir auf eine kleine Zeitreise! Wir sehen uns die ersten 3D-Spiele an, beleuchten die Meilensteine der 3D-Grafik und diskutieren, wie die Effekte funktionieren. Unter anderem sprechen wir über Vektor-Displays, Mode7, Raycasting, Binary Space Partitioning und die ersten "echten" 3D Games. Wenn ihr mit uns über diese Folge, unsere anderen Folgen, eure Projekte oder andere Themen rund um die Entwicklung von Spielen diskutieren wollt, könnt ihr gerne Kommentare auf einer Podcast-Plattform eurer Wahl hinterlassen, eine E-Mail an uns schreiben, oder auf unserem Discord-Server vorbeigucken:https://discord.gg/shHJPUd2Ww. Wir freuen uns auf euch! -- Links -- - Bitvint (https://bitvint.com/pages/the-rise-and-fall-of-vector-graphics) - The Rise and Fall of Vector Graphics in Arcade Gaming - SNES Wiki (https://snes.nesdev.org/wiki/Backgrounds) - SNES Background Modes - Mode 7 Baby (YouTube Video) (https://www.youtube.com/watch?v=M2bcOUQrvrU) - SNES Background Mode 7 (YouTube Video) (https://www.youtube.com/watch?v=3FVN_Ze7bzw) - Super Nintendo Entertainment System Features Pt. 05 - Doomworld Forum: So, is Doom a raycaster? (https://www.doomworld.com/forum/topic/71128-so-is-doom-a-raycaster/) - Forumsdiskussion "Is DOOM a Raycaster?" (Spoiler: Nein) - Why Doom is Awesome: Binary Space Partitioning (YouTube Video) (hhttps://www.youtube.com/watch?v=hYMZsMMlubg) - Beschreibung des Renderings der DOOM-Engine - 3D Gamestudio (https://en.wikipedia.org/wiki/3D_GameStudio) - Engine, die in den frühen 2000ern an Quake 3 angelehnt war und damals etwa die Rolle eingenommen hat, die Unity heute hat - Liste der Spiele auf Quake3 Basis (https://en.wikipedia.org/wiki/Id_Tech_3#Games) - Alle Spiele, die auf der Quake 3 Engine basieren - OpenGL Wiki: Fixed Function Pipeline (https://www.khronos.org/opengl/wiki/Fixed_Function_Pipeline) - Eine Beschreibung dessen, was die Fixed-Function Pipeline konnte - The Fire of Ardor - Making Of (YouTube Video) (https://www.youtube.com/watch?v=c-8ZbR2IYNU) - Carsten erklärt, wie Raycasting, Sprites und Levels in FoA funktionieren - Wikipedia: Binäre Suche (https://de.wikipedia.org/wiki/Bin%C3%A4re_Suche) - Wird für das DOOM-Rendering benötigt -- Erwähnte Spiele -- - Battlezone (1980) (https://en.wikipedia.org/wiki/Battlezone_(1980_video_game)) - Star Wars Arcade (1983) (https://en.wikipedia.org/wiki/Star_Wars_(1983_video_game)) - F-Zero (1990) (https://en.wikipedia.org/wiki/F-Zero_(video_game)) - Super Mario Kart (1992) (https://en.wikipedia.org/wiki/Super_Mario_Kart) - Super Star Wars (1992) (https://en.wikipedia.org/wiki/Super_Star_Wars) - Jazz Jackrabbit (1994) (https://en.wikipedia.org/wiki/Jazz_Jackrabbit_(1994_video_game)) - Wayout (1982) (https://en.wikipedia.org/wiki/Wayout) - MIDI Maze (1987) (https://en.wikipedia.org/wiki/MIDI_Maze) - Hovertank One / Hovertank 3D (1991) (https://en.wikipedia.org/wiki/Hovertank_One) - Catacomb 3-D (1991) (https://en.wikipedia.org/wiki/Catacomb_3-D) - Wolfenstein 3D (1992) (https://en.wikipedia.org/wiki/Wolfenstein_3D) - Ultima Underworld (1992) (https://en.wikipedia.org/wiki/Ultima_Underworld:_The_Stygian_Abyss) - Ken's Labyrinth (1993) (https://en.wikipedia.org/wiki/Ken%27s_Labyrinth) - DOOM (1993) (https://en.wikipedia.org/wiki/Doom_(1993_video_game)) - Blake Stone: Aliens of Gold (https://en.wikipedia.org/wiki/Blake_Stone:_Aliens_of_Gold) - Blake Stone: Planet Strike (1994) (https://en.wikipedia.org/wiki/Blake_Stone:_Planet_Strike) - The Elder Scrolls: Arena (1994) (https://en.wikipedia.org/wiki/The_Elder_Scrolls:_Arena) - The Elder Scrolls II: Daggerfall (1996) (https://en.wikipedia.org/wiki/The_Elder_Scrolls_II:_Daggerfall) - 3D Maze Screensaver (1995) (https://en.wikipedia.org/wiki/3D_Maze) - Hover! (1995) (https://en.wikipedia.org/wiki/Hover!) - Blood (1997) (https://en.wikipedia.org/wiki/Blood_(video_game)) - Shadow Warriorc (1997) (https://en.wikipedia.org/wiki/Shadow_Warrior_(1997_video_game)) - Quake (1996) (https://en.wikipedia.org/wiki/Quake_(video_game)) - Quake III Arena (1999) (https://en.wikipedia.org/wiki/Quake_III_Arena) - Star Trek: Voyager – Elite Force (2000) (https://en.wikipedia.org/wiki/Star_Trek:_Voyager_%E2%80%93_Elite_Force) - Star Wars Jedi Knight II: Jedi Outcast (2002) (https://en.wikipedia.org/wiki/Star_Wars_Jedi_Knight_II:_Jedi_Outcast) - Star Wars Jedi Knight: Jedi Academy (2003) (https://en.wikipedia.org/wiki/Star_Wars_Jedi_Knight:_Jedi_Academy) - Return to Castle Wolfenstein (2001) (https://en.wikipedia.org/wiki/Return_to_Castle_Wolfenstein) - Half Life (1998) (https://en.wikipedia.org/wiki/Half-Life_(video_game)) -- Stay Forever Folgen -- - F-Zero (https://www.stayforever.de/2025/03/f-zero-ssf-83/) - Super Mario Kart (https://www.stayforever.de/2020/05/super-mario-kart-ssf-29/) - Blood (https://www.stayforever.de/2023/08/blood-sf-135/) - DOOM (https://www.stayforever.de/2012/03/folge-9-doom-teil-1/) - Wolfenstein 3D (https://www.stayforever.de/2023/01/wolfenstein-3d-sf-128/) - Duke Nukem (https://www.stayforever.de/2016/06/duke-nukem-folge-55/)
Galway is the location where pioneering developers, design leaders, and cutting-edge creatives in the world of Games will hold key conversations on the industry's future. Organised by Ardán, the FÍS Games Summit 2025 takes place on Friday, 11th April 2025, in the Radisson RED Galway, bringing together all sectors of the Games industry to learn and connect alongside a carefully curated slate of international guests and experts. Going by registrations, this event is set to be the largest gathering of the games community in Ireland yet. Key speakers this year will be Xalavier Nelson Jr. and Tom Hall. Xalavier Nelson Jr, the BAFTA-nominated and Forbes 30 under 30 Studio Head of game developer and publisher Strange Scaffold, will deliver the talk 'Don't Let the B*stards Win: Sustainable Game Development in 2025'. Tom Hall is the Design Lead at Romero Games, the independent Irish video game development studio. His past work on such legendary titles as Wolfenstein 3D, DOOM, and Rise of the Triad has won numerous awards and has been enjoyed by millions of players. He will present the talk, 'Happy Player and The Philosophy of Dense Fun'. Now in its fifth year, the FÍS Games Summit will address key subjects for the industry, including game production, accessibility, remote work, the nature of fun, and the challenges facing game developers worldwide in 2025 and beyond. Other key speakers at the FÍS Games Summit will be: • Séamus Ó Buadhacháin, Senior Programmer at Failbetter Games, which produces interactive narrative games set in an alternative, gothic, Victorian era. • Drew McGee, Senior Narrative Designer at Grimlore Games, the company behind Titan Quest and the recently announced Titan Quest II. • Noirin Carmody, Commercial Director and Executive Producer at Revolution Software, which has produced the Broken Sword Series. • Jennifer Estaris, Game Director at ustwo games, the London company which has produced the award-winning Monument Valley series. At Summit 2025, Ardán also looks forward to announcing some of the exciting new and upcoming projects it is working on alongside its partners at Imirt and other organisations in Ireland and across Europe. The FÍS Games Summit 2025 will also be the place to see new and upcoming games via its exhibition space. The expanded event will also offer breakout rooms, roundtable discussions, and games pitching opportunities - truly the busiest and most varied FÍS Games Summit to date. For more information on the summit see Ardan.ie.
On this episode of The 3DO Experience, we are joined by Nomad of the Retro Wildlands to discuss the excellent port of Id Software's iconic Wolfenstein 3D!Proud Member of https://superpodnetwork.com/Follow Nomad at: https://linktr.ee/retrowildlandsFollow us at: https://linktr.ee/ThebarberwhogamesFollow Thrak at: https://bsky.app/profile/thrak.bsky.socialCheck out Thraks streams at: https://www.twitch.tv/thrak94
WOLFENSTEIN 3D (1992), LE TEST par Yohann LemoreÀ savoir► Sortie : 14/11/2024► Plateformes : PS5, Series, PC, Switch► Développeur : Team Asano► Editeur : Square Enix► Genre : J-RPgCrédits audio :DRAGON QUES III HD-2D REMAKE Soundtrack by Koichi Sugiyama► https://www.youtube.com/watch?v=DpXCo1By8O4&pp=ygUfZHJhZ29uIHF1ZXN0IDMgaGQgMmQgc291bmR0cmFjaw%3D%3D
WOLFENSTEIN 3D (1992), LE TEST par Yohann LemoreÀ savoir ► Sortie : 1992 ► Éditeur: id Software ► Développeur: Apogee Sofware ► Plateformes : MS-DOS ► Genre : Jeu de tir subjectifCrédits audio :Nazi Rap, Wolfenstein 3D Soundtrack by Robert Prince ► https://www.youtube.com/watch?v=Aop9X5_sP0Q&list=PL3Sb39vV7ddcpo4dd2femHUWKz04dq2bp
Applications for the NYC AI Engineer Summit, focused on Agents at Work, are open!When we first started Latent Space, in the lightning round we'd always ask guests: “What's your favorite AI product?”. The majority would say Midjourney. The simple UI of prompt → very aesthetic image turned it into a $300M+ ARR bootstrapped business as it rode the first wave of AI image generation.In open source land, StableDiffusion was congregating around AUTOMATIC1111 as the de-facto web UI. Unlike Midjourney, which offered some flags but was mostly prompt-driven, A1111 let users play with a lot more parameters, supported additional modalities like img2img, and allowed users to load in custom models. If you're interested in some of the SD history, you can look at our episodes with Lexica, Replicate, and Playground.One of the people involved with that community was comfyanonymous, who was also part of the Stability team in 2023, decided to build an alternative called ComfyUI, now one of the fastest growing open source projects in generative images, and is now the preferred partner for folks like Black Forest Labs's Flux Tools on Day 1. The idea behind it was simple: “Everyone is trying to make easy to use interfaces. Let me try to make a powerful interface that's not easy to use.”Unlike its predecessors, ComfyUI does not have an input text box. Everything is based around the idea of a node: there's a text input node, a CLIP node, a checkpoint loader node, a KSampler node, a VAE node, etc. While daunting for simple image generation, the tool is amazing for more complex workflows since you can break down every step of the process, and then chain many of them together rather than manually switching between tools. You can also re-start execution halfway instead of from the beginning, which can save a lot of time when using larger models.To give you an idea of some of the new use cases that this type of UI enables:* Sketch something → Generate an image with SD from sketch → feed it into SD Video to animate* Generate an image of an object → Turn into a 3D asset → Feed into interactive experiences* Input audio → Generate audio-reactive videosTheir Examples page also includes some of the more common use cases like AnimateDiff, etc. They recently launched the Comfy Registry, an online library of different nodes that users can pull from rather than having to build everything from scratch. The project has >60,000 Github stars, and as the community grows, some of the projects that people build have gotten quite complex:The most interesting thing about Comfy is that it's not a UI, it's a runtime. You can build full applications on top of image models simply by using Comfy. You can expose Comfy workflows as an endpoint and chain them together just like you chain a single node. We're seeing the rise of AI Engineering applied to art.Major Tom's ComfyUI Resources from the Latent Space DiscordMajor shoutouts to Major Tom on the LS Discord who is a image generation expert, who offered these pointers:* “best thing about comfy is the fact it supports almost immediately every new thing that comes out - unlike A1111 or forge, which still don't support flux cnet for instance. It will be perfect tool when conflicting nodes will be resolved”* AP Workflows from Alessandro Perili are a nice example of an all-in-one train-evaluate-generate system built atop Comfy* ComfyUI YouTubers to learn from:* @sebastiankamph* @NerdyRodent* @OlivioSarikas* @sedetweiler* @pixaroma* ComfyUI Nodes to check out:* https://github.com/kijai/ComfyUI-IC-Light* https://github.com/MrForExample/ComfyUI-3D-Pack* https://github.com/PowerHouseMan/ComfyUI-AdvancedLivePortrait* https://github.com/pydn/ComfyUI-to-Python-Extension* https://github.com/THtianhao/ComfyUI-Portrait-Maker* https://github.com/ssitu/ComfyUI_NestedNodeBuilder* https://github.com/longgui0318/comfyui-magic-clothing* https://github.com/atmaranto/ComfyUI-SaveAsScript* https://github.com/ZHO-ZHO-ZHO/ComfyUI-InstantID* https://github.com/AIFSH/ComfyUI-FishSpeech* https://github.com/coolzilj/ComfyUI-Photopea* https://github.com/lks-ai/anynode* Sarav: https://www.youtube.com/@mickmumpitz/videos ( applied stuff )* Sarav: https://www.youtube.com/@latentvision (technical, but infrequent)* look for comfyui node for https://github.com/magic-quill/MagicQuill* “Comfy for Video” resources* Kijai (https://github.com/kijai) pushing out support for Mochi, CogVideoX, AnimateDif, LivePortrait etc* Comfyui node support like LTX https://github.com/Lightricks/ComfyUI-LTXVideo , and HunyuanVideo* FloraFauna AI* Communities: https://www.reddit.com/r/StableDiffusion/, https://www.reddit.com/r/comfyui/Full YouTube EpisodeAs usual, you can find the full video episode on our YouTube (and don't forget to like and subscribe!)Timestamps* 00:00:04 Introduction of hosts and anonymous guest* 00:00:35 Origins of Comfy UI and early Stable Diffusion landscape* 00:02:58 Comfy's background and development of high-res fix* 00:05:37 Area conditioning and compositing in image generation* 00:07:20 Discussion on different AI image models (SD, Flux, etc.)* 00:11:10 Closed source model APIs and community discussions on SD versions* 00:14:41 LoRAs and textual inversion in image generation* 00:18:43 Evaluation methods in the Comfy community* 00:20:05 CLIP models and text encoders in image generation* 00:23:05 Prompt weighting and negative prompting* 00:26:22 Comfy UI's unique features and design choices* 00:31:00 Memory management in Comfy UI* 00:33:50 GPU market share and compatibility issues* 00:35:40 Node design and parameter settings in Comfy UI* 00:38:44 Custom nodes and community contributions* 00:41:40 Video generation models and capabilities* 00:44:47 Comfy UI's development timeline and rise to popularity* 00:48:13 Current state of Comfy UI team and future plans* 00:50:11 Discussion on other Comfy startups and potential text generation supportTranscriptAlessio [00:00:04]: Hey everyone, welcome to the Latent Space podcast. This is Alessio, partner and CTO at Decibel Partners, and I'm joined by my co-host Swyx, founder of Small AI.swyx [00:00:12]: Hey everyone, we are in the Chroma Studio again, but with our first ever anonymous guest, Comfy Anonymous, welcome.Comfy [00:00:19]: Hello.swyx [00:00:21]: I feel like that's your full name, you just go by Comfy, right?Comfy [00:00:24]: Yeah, well, a lot of people just call me Comfy, even when they know my real name. Hey, Comfy.Alessio [00:00:32]: Swyx is the same. You know, not a lot of people call you Shawn.swyx [00:00:35]: Yeah, you have a professional name, right, that people know you by, and then you have a legal name. Yeah, it's fine. How do I phrase this? I think people who are in the know, know that Comfy is like the tool for image generation and now other multimodality stuff. I would say that when I first got started with Stable Diffusion, the star of the show was Automatic 111, right? And I actually looked back at my notes from 2022-ish, like Comfy was already getting started back then, but it was kind of like the up and comer, and your main feature was the flowchart. Can you just kind of rewind to that moment, that year and like, you know, how you looked at the landscape there and decided to start Comfy?Comfy [00:01:10]: Yeah, I discovered Stable Diffusion in 2022, in October 2022. And, well, I kind of started playing around with it. Yes, I, and back then I was using Automatic, which was what everyone was using back then. And so I started with that because I had, it was when I started, I had no idea like how Diffusion works. I didn't know how Diffusion models work, how any of this works, so.swyx [00:01:36]: Oh, yeah. What was your prior background as an engineer?Comfy [00:01:39]: Just a software engineer. Yeah. Boring software engineer.swyx [00:01:44]: But like any, any image stuff, any orchestration, distributed systems, GPUs?Comfy [00:01:49]: No, I was doing basically nothing interesting. Crud, web development? Yeah, a lot of web development, just, yeah, some basic, maybe some basic like automation stuff. Okay. Just. Yeah, no, like, no big companies or anything.swyx [00:02:08]: Yeah, but like already some interest in automations, probably a lot of Python.Comfy [00:02:12]: Yeah, yeah, of course, Python. But I wasn't actually used to like the Node graph interface before I started Comfy UI. It was just, I just thought it was like, oh, like, what's the best way to represent the Diffusion process in the user interface? And then like, oh, well. Well, like, naturally, oh, this is the best way I've found. And this was like with the Node interface. So how I got started was, yeah, so basic October 2022, just like I hadn't written a line of PyTorch before that. So it's completely new. What happened was I kind of got addicted to generating images.Alessio [00:02:58]: As we all did. Yeah.Comfy [00:03:00]: And then I started. I started experimenting with like the high-res fixed in auto, which was for those that don't know, the high-res fix is just since the Diffusion models back then could only generate that low-resolution. So what you would do, you would generate low-resolution image, then upscale, then refine it again. And that was kind of the hack to generate high-resolution images. I really liked generating. Like higher resolution images. So I was experimenting with that. And so I modified the code a bit. Okay. What happens if I, if I use different samplers on the second pass, I was edited the code of auto. So what happens if I use a different sampler? What happens if I use a different, like a different settings, different number of steps? And because back then the. The high-res fix was very basic, just, so. Yeah.swyx [00:04:05]: Now there's a whole library of just, uh, the upsamplers.Comfy [00:04:08]: I think, I think they added a bunch of, uh, of options to the high-res fix since, uh, since, since then. But before that was just so basic. So I wanted to go further. I wanted to try it. What happens if I use a different model for the second, the second pass? And then, well, then the auto code base was, wasn't good enough for. Like, it would have been, uh, harder to implement that in the auto interface than to create my own interface. So that's when I decided to create my own. And you were doing that mostly on your own when you started, or did you already have kind of like a subgroup of people? No, I was, uh, on my own because, because it was just me experimenting with stuff. So yeah, that was it. Then, so I started writing the code January one. 2023, and then I released the first version on GitHub, January 16th, 2023. That's how things got started.Alessio [00:05:11]: And what's, what's the name? Comfy UI right away or? Yeah.Comfy [00:05:14]: Comfy UI. The reason the name, my name is Comfy is people thought my pictures were comfy, so I just, uh, just named it, uh, uh, it's my Comfy UI. So yeah, that's, uh,swyx [00:05:27]: Is there a particular segment of the community that you targeted as users? Like more intensive workflow artists, you know, compared to the automatic crowd or, you know,Comfy [00:05:37]: This was my way of like experimenting with, uh, with new things, like the high risk fixed thing I mentioned, which was like in Comfy, the first thing you could easily do was just chain different models together. And then one of the first things, I think the first times it got a bit of popularity was when I started experimenting with the different, like applying. Prompts to different areas of the image. Yeah. I called it area conditioning, posted it on Reddit and it got a bunch of upvotes. So I think that's when, like, when people first learned of Comfy UI.swyx [00:06:17]: Is that mostly like fixing hands?Comfy [00:06:19]: Uh, no, no, no. That was just, uh, like, let's say, well, it was very, well, it still is kind of difficult to like, let's say you want a mountain, you have an image and then, okay. I'm like, okay. I want the mountain here and I want the, like a, a Fox here.swyx [00:06:37]: Yeah. So compositing the image. Yeah.Comfy [00:06:40]: My way was very easy. It was just like, oh, when you run the diffusion process, you kind of generate, okay. You do pass one pass through the diffusion, every step you do one pass. Okay. This place of the image with this brand, this space, place of the image with the other prop. And then. The entire image with another prop and then just average everything together, every step, and that was, uh, area composition, which I call it. And then, then a month later, there was a paper that came out called multi diffusion, which was the same thing, but yeah, that's, uh,Alessio [00:07:20]: could you do area composition with different models or because you're averaging out, you kind of need the same model.Comfy [00:07:26]: Could do it with, but yeah, I hadn't implemented it. For different models, but, uh, you, you can do it with, uh, with different models if you want, as long as the models share the same latent space, like we, we're supposed to ring a bell every time someone says, yeah, like, for example, you couldn't use like Excel and SD 1.5, because those have a different latent space, but like, uh, yeah, like SD 1.5 models, different ones. You could, you could do that.swyx [00:07:59]: There's some models that try to work in pixel space, right?Comfy [00:08:03]: Yeah. They're very slow. Of course. That's the problem. That that's the, the reason why stable diffusion actually became like popular, like, cause was because of the latent space.swyx [00:08:14]: Small and yeah. Because it used to be latent diffusion models and then they trained it up.Comfy [00:08:19]: Yeah. Cause a pixel pixel diffusion models are just too slow. So. Yeah.swyx [00:08:25]: Have you ever tried to talk to like, like stability, the latent diffusion guys, like, you know, Robin Rombach, that, that crew. Yeah.Comfy [00:08:32]: Well, I used to work at stability.swyx [00:08:34]: Oh, I actually didn't know. Yeah.Comfy [00:08:35]: I used to work at stability. I got, uh, I got hired, uh, in June, 2023.swyx [00:08:42]: Ah, that's the part of the story I didn't know about. Okay. Yeah.Comfy [00:08:46]: So the, the reason I was hired is because they were doing, uh, SDXL at the time and they were basically SDXL. I don't know if you remember it was a base model and then a refiner model. Basically they wanted to experiment, like chaining them together. And then, uh, they saw, oh, right. Oh, this, we can use this to do that. Well, let's hire that guy.swyx [00:09:10]: But they didn't, they didn't pursue it for like SD3. What do you mean? Like the SDXL approach. Yeah.Comfy [00:09:16]: The reason for that approach was because basically they had two models and then they wanted to publish both of them. So they, they trained one on. Lower time steps, which was the refiner model. And then they, the first one was trained normally. And then they went during their test, they realized, oh, like if we string these models together are like quality increases. So let's publish that. It worked. Yeah. But like right now, I don't think many people actually use the refiner anymore, even though it is actually a full diffusion model. Like you can use it on its own. And it's going to generate images. I don't think anyone, people have mostly forgotten about it. But, uh.Alessio [00:10:05]: Can we talk about models a little bit? So stable diffusion, obviously is the most known. I know flux has gotten a lot of traction. Are there any underrated models that people should use more or what's the state of the union?Comfy [00:10:17]: Well, the, the latest, uh, state of the art, at least, yeah, for images there's, uh, yeah, there's flux. There's also SD3.5. SD3.5 is two models. There's a, there's a small one, 2.5B and there's the bigger one, 8B. So it's, it's smaller than flux. So, and it's more, uh, creative in a way, but flux, yeah, flux is the best. People should give SD3.5 a try cause it's, uh, it's different. I won't say it's better. Well, it's better for some like specific use cases. Right. If you want some to make something more like creative, maybe SD3.5. If you want to make something more consistent and flux is probably better.swyx [00:11:06]: Do you ever consider supporting the closed source model APIs?Comfy [00:11:10]: Uh, well, they, we do support them as custom nodes. We actually have some, uh, official custom nodes from, uh, different. Ideogram.swyx [00:11:20]: Yeah. I guess DALI would have one. Yeah.Comfy [00:11:23]: That's, uh, it's just not, I'm not the person that handles that. Sure.swyx [00:11:28]: Sure. Quick question on, on SD. There's a lot of community discussion about the transition from SD1.5 to SD2 and then SD2 to SD3. People still like, you know, very loyal to the previous generations of SDs?Comfy [00:11:41]: Uh, yeah. SD1.5 then still has a lot of, a lot of users.swyx [00:11:46]: The last based model.Comfy [00:11:49]: Yeah. Then SD2 was mostly ignored. It wasn't, uh, it wasn't a big enough improvement over the previous one. Okay.swyx [00:11:58]: So SD1.5, SD3, flux and whatever else. SDXL. SDXL.Comfy [00:12:03]: That's the main one. Stable cascade. Stable cascade. That was a good model. But, uh, that's, uh, the problem with that one is, uh, it got, uh, like SD3 was announced one week after. Yeah.swyx [00:12:16]: It was like a weird release. Uh, what was it like inside of stability actually? I mean, statute of limitations. Yeah. The statute of limitations expired. You know, management has moved. So it's easier to talk about now. Yeah.Comfy [00:12:27]: And inside stability, actually that model was ready, uh, like three months before, but it got, uh, stuck in, uh, red teaming. So basically the product, if that model had released or was supposed to be released by the authors, then it would probably have gotten very popular since it's a, it's a step up from SDXL. But it got all of its momentum stolen. It got stolen by the SD3 announcement. So people kind of didn't develop anything on top of it, even though it's, uh, yeah. It was a good model, at least, uh, completely mostly ignored for some reason. Likeswyx [00:13:07]: I think the naming as well matters. It seemed like a branch off of the main, main tree of development. Yeah.Comfy [00:13:15]: Well, it was different researchers that did it. Yeah. Yeah. Very like, uh, good model. Like it's the Worcestershire authors. I don't know if I'm pronouncing it correctly. Yeah. Yeah. Yeah.swyx [00:13:28]: I actually met them in Vienna. Yeah.Comfy [00:13:30]: They worked at stability for a bit and they left right after the Cascade release.swyx [00:13:35]: This is Dustin, right? No. Uh, Dustin's SD3. Yeah.Comfy [00:13:38]: Dustin is a SD3 SDXL. That's, uh, Pablo and Dome. I think I'm pronouncing his name correctly. Yeah. Yeah. Yeah. Yeah. That's very good.swyx [00:13:51]: It seems like the community is very, they move very quickly. Yeah. Like when there's a new model out, they just drop whatever the current one is. And they just all move wholesale over. Like they don't really stay to explore the full capabilities. Like if, if the stable cascade was that good, they would have AB tested a bit more. Instead they're like, okay, SD3 is out. Let's go. You know?Comfy [00:14:11]: Well, I find the opposite actually. The community doesn't like, they only jump on a new model when there's a significant improvement. Like if there's a, only like a incremental improvement, which is what, uh, most of these models are going to have, especially if you, cause, uh, stay the same parameter count. Yeah. Like you're not going to get a massive improvement, uh, into like, unless there's something big that, that changes. So, uh. Yeah.swyx [00:14:41]: And how are they evaluating these improvements? Like, um, because there's, it's a whole chain of, you know, comfy workflows. Yeah. How does, how does one part of the chain actually affect the whole process?Comfy [00:14:52]: Are you talking on the model side specific?swyx [00:14:54]: Model specific, right? But like once you have your whole workflow based on a model, it's very hard to move.Comfy [00:15:01]: Uh, not, well, not really. Well, it depends on your, uh, depends on their specific kind of the workflow. Yeah.swyx [00:15:09]: So I do a lot of like text and image. Yeah.Comfy [00:15:12]: When you do change, like most workflows are kind of going to be complete. Yeah. It's just like, you might have to completely change your prompt completely change. Okay.swyx [00:15:24]: Well, I mean, then maybe the question is really about evals. Like what does the comfy community do for evals? Just, you know,Comfy [00:15:31]: Well, that they don't really do that. It's more like, oh, I think this image is nice. So that's, uh,swyx [00:15:38]: They just subscribe to Fofr AI and just see like, you know, what Fofr is doing. Yeah.Comfy [00:15:43]: Well, they just, they just generate like it. Like, I don't see anyone really doing it. Like, uh, at least on the comfy side, comfy users, they, it's more like, oh, generate images and see, oh, this one's nice. It's like, yeah, it's not, uh, like the, the more, uh, like, uh, scientific, uh, like, uh, like checking that's more on specifically on like model side. If, uh, yeah, but there is a lot of, uh, vibes also, cause it is a like, uh, artistic, uh, you can create a very good model that doesn't generate nice images. Cause most images on the internet are ugly. So if you, if that's like, if you just, oh, I have the best model at 10th giant, it's super smart. I created on all the, like I've trained on just all the images on the internet. The images are not going to look good. So yeah.Alessio [00:16:42]: Yeah.Comfy [00:16:43]: They're going to be very consistent. But yeah. People like, it's not going to be like the, the look that people are going to be expecting from, uh, from a model. So. Yeah.swyx [00:16:54]: Can we talk about LoRa's? Cause we thought we talked about models then like the next step is probably LoRa's. Before, I actually, I'm kind of curious how LoRa's entered the tool set of the image community because the LoRa paper was 2021. And then like, there was like other methods like textual inversion that was popular at the early SD stage. Yeah.Comfy [00:17:13]: I can't even explain the difference between that. Yeah. Textual inversions. That's basically what you're doing is you're, you're training a, cause well, yeah. Stable diffusion. You have the diffusion model, you have text encoder. So basically what you're doing is training a vector that you're going to pass to the text encoder. It's basically you're training a new word. Yeah.swyx [00:17:37]: It's a little bit like representation engineering now. Yeah.Comfy [00:17:40]: Yeah. Basically. Yeah. You're just, so yeah, if you know how like the text encoder works, basically you have, you take your, your words of your product, you convert those into tokens with the tokenizer and those are converted into vectors. Basically. Yeah. Each token represents a different vector. So each word presents a vector. And those, depending on your words, that's the list of vectors that get passed to the text encoder, which is just. Yeah. Yeah. I'm just a stack of, of attention. Like basically it's a very close to LLM architecture. Yeah. Yeah. So basically what you're doing is just training a new vector. We're saying, well, I have all these images and I want to know which word does that represent? And it's going to get like, you train this vector and then, and then when you use this vector, it hopefully generates. Like something similar to your images. Yeah.swyx [00:18:43]: I would say it's like surprisingly sample efficient in picking up the concept that you're trying to train it on. Yeah.Comfy [00:18:48]: Well, people have kind of stopped doing that even though back as like when I was at Stability, we, we actually did train internally some like textual versions on like T5 XXL actually worked pretty well. But for some reason, yeah, people don't use them. And also they might also work like, like, yeah, this is something and probably have to test, but maybe if you train a textual version, like on T5 XXL, it might also work with all the other models that use T5 XXL because same thing with like, like the textual inversions that, that were trained for SD 1.5, they also kind of work on SDXL because SDXL has the, has two text encoders. And one of them is the same as the, as the SD 1.5 CLIP-L. So those, they actually would, they don't work as strongly because they're only applied to one of the text encoders. But, and the same thing for SD3. SD3 has three text encoders. So it works. It's still, you can still use your textual version SD 1.5 on SD3, but it's just a lot weaker because now there's three text encoders. So it gets even more diluted. Yeah.swyx [00:20:05]: Do people experiment a lot on, just on the CLIP side, there's like Siglip, there's Blip, like do people experiment a lot on those?Comfy [00:20:12]: You can't really replace. Yeah.swyx [00:20:14]: Because they're trained together, right? Yeah.Comfy [00:20:15]: They're trained together. So you can't like, well, what I've seen people experimenting with is a long CLIP. So basically someone fine tuned the CLIP model to accept longer prompts.swyx [00:20:27]: Oh, it's kind of like long context fine tuning. Yeah.Comfy [00:20:31]: So, so like it's, it's actually supported in Core Comfy.swyx [00:20:35]: How long is long?Comfy [00:20:36]: Regular CLIP is 77 tokens. Yeah. Long CLIP is 256. Okay. So, but the hack that like you've, if you use stable diffusion 1.5, you've probably noticed, oh, it still works if I, if I use long prompts, prompts longer than 77 words. Well, that's because the hack is to just, well, you split, you split it up in chugs of 77, your whole big prompt. Let's say you, you give it like the massive text, like the Bible or something, and it would split it up in chugs of 77 and then just pass each one through the CLIP and then just cut anything together at the end. It's not ideal, but it actually works.swyx [00:21:26]: Like the positioning of the words really, really matters then, right? Like this is why order matters in prompts. Yeah.Comfy [00:21:33]: Yeah. Like it, it works, but it's, it's not ideal, but it's what people expect. Like if, if someone gives a huge prompt, they expect at least some of the concepts at the end to be like present in the image. But usually when they give long prompts, they, they don't, they like, they don't expect like detail, I think. So that's why it works very well.swyx [00:21:58]: And while we're on this topic, prompts waiting, negative comments. Negative prompting all, all sort of similar part of this layer of the stack. Yeah.Comfy [00:22:05]: The, the hack for that, which works on CLIP, like it, basically it's just for SD 1.5, well, for SD 1.5, the prompt waiting works well because CLIP L is a, is not a very deep model. So you have a very high correlation between, you have the input token, the index of the input token vector. And the output token, they're very, the concepts are very close, closely linked. So that means if you interpolate the vector from what, well, the, the way Comfy UI does it is it has, okay, you have the vector, you have an empty prompt. So you have a, a chunk, like a CLIP output for the empty prompt, and then you have the one for your prompt. And then it interpolates from that, depending on your prompt. Yeah.Comfy [00:23:07]: So that's how it, how it does prompt waiting. But this stops working the deeper your text encoder is. So on T5X itself, it doesn't work at all. So. Wow.swyx [00:23:20]: Is that a problem for people? I mean, cause I'm used to just move, moving up numbers. Probably not. Yeah.Comfy [00:23:25]: Well.swyx [00:23:26]: So you just use words to describe, right? Cause it's a bigger language model. Yeah.Comfy [00:23:30]: Yeah. So. Yeah. So honestly it might be good, but I haven't seen many complaints on Flux that it's not working. So, cause I guess people can sort of get around it with, with language. So. Yeah.swyx [00:23:46]: Yeah. And then coming back to LoRa's, now the, the popular way to, to customize models is LoRa's. And I saw you also support Locon and LoHa, which I've never heard of before.Comfy [00:23:56]: There's a bunch of, cause what, what the LoRa is essentially is. Instead of like, okay, you have your, your model and then you want to fine tune it. So instead of like, what you could do is you could fine tune the entire thing, but that's a bit heavy. So to speed things up and make things less heavy, what you can do is just fine tune some smaller weights, like basically two, two matrices that when you multiply like two low rank matrices and when you multiply them together, gives a, represents a difference between trained weights and your base weights. So by training those two smaller matrices, that's a lot less heavy. Yeah.Alessio [00:24:45]: And they're portable. So you're going to share them. Yeah. It's like easier. And also smaller.Comfy [00:24:49]: Yeah. That's the, how LoRa's work. So basically, so when, when inferencing you, you get an inference with them pretty efficiently, like how ComputeWrite does it. It just, when you use a LoRa, it just applies it straight on the weights so that there's only a small delay at the base, like before the sampling to when it applies the weights and then it just same speed as, as before. So for, for inference, it's, it's not that bad, but, and then you have, so basically all the LoRa types like LoHa, LoCon, everything, that's just different ways of representing that like. Basically, you can call it kind of like compression, even though it's not really compression, it's just different ways of represented, like just, okay, I want to train a different on the difference on the weights. What's the best way to represent that difference? There's the basic LoRa, which is just, oh, let's multiply these two matrices together. And then there's all the other ones, which are all different algorithms. So. Yeah.Alessio [00:25:57]: So let's talk about LoRa. Let's talk about what comfy UI actually is. I think most people have heard of it. Some people might've seen screenshots. I think fewer people have built very complex workflows. So when you started, automatic was like the super simple way. What were some of the choices that you made? So the node workflow, is there anything else that stands out as like, this was like a unique take on how to do image generation workflows?Comfy [00:26:22]: Well, I feel like, yeah, back then everyone was trying to make like easy to use interface. Yeah. So I'm like, well, everyone's trying to make an easy to use interface.swyx [00:26:32]: Let's make a hard to use interface.Comfy [00:26:37]: Like, so like, I like, I don't need to do that, everyone else doing it. So let me try something like, let me try to make a powerful interface that's not easy to use. So.swyx [00:26:52]: So like, yeah, there's a sort of node execution engine. Yeah. Yeah. And it actually lists, it has this really good list of features of things you prioritize, right? Like let me see, like sort of re-executing from, from any parts of the workflow that was changed, asynchronous queue system, smart memory management, like all this seems like a lot of engineering that. Yeah.Comfy [00:27:12]: There's a lot of engineering in the back end to make things, cause I was always focused on making things work locally very well. Cause that's cause I was using it locally. So everything. So there's a lot of, a lot of thought and working by getting everything to run as well as possible. So yeah. ConfUI is actually more of a back end, at least, well, not all the front ends getting a lot more development, but, but before, before it was, I was pretty much only focused on the backend. Yeah.swyx [00:27:50]: So v0.1 was only August this year. Yeah.Comfy [00:27:54]: With the new front end. Before there was no versioning. So yeah. Yeah. Yeah.swyx [00:27:57]: And so what was the big rewrite for the 0.1 and then the 1.0?Comfy [00:28:02]: Well, that's more on the front end side. That's cause before that it was just like the UI, what, cause when I first wrote it, I just, I said, okay, how can I make, like, I can do web development, but I don't like doing it. Like what's the easiest way I can slap a node interface on this. And then I found this library. Yeah. Like JavaScript library.swyx [00:28:26]: Live graph?Comfy [00:28:27]: Live graph.swyx [00:28:28]: Usually people will go for like react flow for like a flow builder. Yeah.Comfy [00:28:31]: But that seems like too complicated. So I didn't really want to spend time like developing the front end. So I'm like, well, oh, light graph. This has the whole node interface. So, okay. Let me just plug that into, to my backend.swyx [00:28:49]: I feel like if Streamlit or Gradio offered something that you would have used Streamlit or Gradio cause it's Python. Yeah.Comfy [00:28:54]: Yeah. Yeah. Yeah.Comfy [00:29:00]: Yeah.Comfy [00:29:14]: Yeah. logic and your backend logic and just sticks them together.swyx [00:29:20]: It's supposed to be easy for you guys. If you're a Python main, you know, I'm a JS main, right? Okay. If you're a Python main, it's supposed to be easy.Comfy [00:29:26]: Yeah, it's easy, but it makes your whole software a huge mess.swyx [00:29:30]: I see, I see. So you're mixing concerns instead of separating concerns?Comfy [00:29:34]: Well, it's because... Like frontend and backend. Frontend and backend should be well separated with a defined API. Like that's how you're supposed to do it. Smart people disagree. It just sticks everything together. It makes it easy to like a huge mess. And also it's, there's a lot of issues with Gradio. Like it's very good if all you want to do is just get like slap a quick interface on your, like to show off your ML project. Like that's what it's made for. Yeah. Like there's no problem using it. Like, oh, I have my, I have my code. I just wanted a quick interface on it. That's perfect. Like use Gradio. But if you want to make something that's like a real, like real software that will last a long time and will be easy to maintain, then I would avoid it. Yeah.swyx [00:30:32]: So your criticism is Streamlit and Gradio are the same. I mean, those are the same criticisms.Comfy [00:30:37]: Yeah, Streamlit I haven't used as much. Yeah, I just looked a bit.swyx [00:30:43]: Similar philosophy.Comfy [00:30:44]: Yeah, it's similar. It's just, it just seems to me like, okay, for quick, like AI demos, it's perfect.swyx [00:30:51]: Yeah. Going back to like the core tech, like asynchronous queues, slow re-execution, smart memory management, you know, anything that you were very proud of or was very hard to figure out?Comfy [00:31:00]: Yeah. The thing that's the biggest pain in the ass is probably the memory management. Yeah.swyx [00:31:05]: Were you just paging models in and out or? Yeah.Comfy [00:31:08]: Before it was just, okay, load the model, completely unload it. Then, okay, that, that works well when you, your model are small, but if your models are big and it takes sort of like, let's say someone has a, like a, a 4090, and the model size is 10 gigabytes, that can take a few seconds to like load and load, load and load, so you want to try to keep things like in memory, in the GPU memory as much as possible. What Comfy UI does right now is it. It tries to like estimate, okay, like, okay, you're going to sample this model, it's going to take probably this amount of memory, let's remove the models, like this amount of memory that's been loaded on the GPU and then just execute it. But so there's a fine line between just because try to remove the least amount of models that are already loaded. Because as fans, like Windows drivers, and one other problem is the NVIDIA driver on Windows by default, because there's a way to, there's an option to disable that feature, but by default it, like, if you start loading, you can overflow your GPU memory and then it's, the driver's going to automatically start paging to RAM. But the problem with that is it's, it makes everything extremely slow. So when you see people complaining, oh, this model, it works, but oh, s**t, it starts slowing down a lot, that's probably what's happening. So it's basically you have to just try to get, use as much memory as possible, but not too much, or else things start slowing down, or people get out of memory, and then just find, try to find that line where, oh, like the driver on Windows starts paging and stuff. Yeah. And the problem with PyTorch is it's, it's high levels, don't have that much fine-grained control over, like, specific memory stuff, so kind of have to leave, like, the memory freeing to, to Python and PyTorch, which is, can be annoying sometimes.swyx [00:33:32]: So, you know, I think one thing is, as a maintainer of this project, like, you're designing for a very wide surface area of compute, like, you even support CPUs.Comfy [00:33:42]: Yeah, well, that's... That's just, for PyTorch, PyTorch supports CPUs, so, yeah, it's just, that's not, that's not hard to support.swyx [00:33:50]: First of all, is there a market share estimate, like, is it, like, 70% NVIDIA, like, 30% AMD, and then, like, miscellaneous on Apple, Silicon, or whatever?Comfy [00:33:59]: For Comfy? Yeah. Yeah, and, yeah, I don't know the market share.swyx [00:34:03]: Can you guess?Comfy [00:34:04]: I think it's mostly NVIDIA. Right. Because, because AMD, the problem, like, AMD works horribly on Windows. Like, on Linux, it works fine. It's, it's lower than the price equivalent NVIDIA GPU, but it works, like, you can use it, you generate images, everything works. On Linux, on Windows, you might have a hard time, so, that's the problem, and most people, I think most people who bought AMD probably use Windows. They probably aren't going to switch to Linux, so... Yeah. So, until AMD actually, like, ports their, like, raw cam to, to Windows properly, and then there's actually PyTorch, I think they're, they're doing that, they're in the process of doing that, but, until they get it, they get a good, like, PyTorch raw cam build that works on Windows, it's, like, they're going to have a hard time. Yeah.Alessio [00:35:06]: We got to get George on it. Yeah. Well, he's trying to get Lisa Su to do it, but... Let's talk a bit about, like, the node design. So, unlike all the other text-to-image, you have a very, like, deep, so you have, like, a separate node for, like, clip and code, you have a separate node for, like, the case sampler, you have, like, all these nodes. Going back to, like, the making it easy versus making it hard, but, like, how much do people actually play with all the settings, you know? Kind of, like, how do you guide people to, like, hey, this is actually going to be very impactful versus this is maybe, like, less impactful, but we still want to expose it to you?Comfy [00:35:40]: Well, I try to... I try to expose, like, I try to expose everything or, but, yeah, at least for the, but for things, like, for example, for the samplers, like, there's, like, yeah, four different sampler nodes, which go in easiest to most advanced. So, yeah, if you go, like, the easy node, the regular sampler node, that's, you have just the basic settings. But if you use, like, the sampler advanced... If you use, like, the custom advanced node, that, that one you can actually, you'll see you have, like, different nodes.Alessio [00:36:19]: I'm looking it up now. Yeah. What are, like, the most impactful parameters that you use? So, it's, like, you know, you can have more, but, like, which ones, like, really make a difference?Comfy [00:36:30]: Yeah, they all do. They all have their own, like, they all, like, for example, yeah, steps. Usually you want steps, you want them to be as low as possible. But you want, if you're optimizing your workflow, you want to, you lower the steps until, like, the images start deteriorating too much. Because that, yeah, that's the number of steps you're running the diffusion process. So, if you want things to be faster, lower is better. But, yeah, CFG, that's more, you can kind of see that as the contrast of the image. Like, if your image looks too bursty. Then you can lower the CFG. So, yeah, CFG, that's how, yeah, that's how strongly the, like, the negative versus positive prompt. Because when you sample a diffusion model, it's basically a negative prompt. It's just, yeah, positive prediction minus negative prediction.swyx [00:37:32]: Contrastive loss. Yeah.Comfy [00:37:34]: It's positive minus negative, and the CFG does the multiplier. Yeah. Yeah. Yeah, so.Alessio [00:37:41]: What are, like, good resources to understand what the parameters do? I think most people start with automatic, and then they move over, and it's, like, snap, CFG, sampler, name, scheduler, denoise. Read it.Comfy [00:37:53]: But, honestly, well, it's more, it's something you should, like, try out yourself. I don't know, you don't necessarily need to know how it works to, like, what it does. Because even if you know, like, CFGO, it's, like, positive minus negative prompt. Yeah. So the only thing you know at CFG is if it's 1.0, then that means the negative prompt isn't applied. It also means sampling is two times faster. But, yeah. But other than that, it's more, like, you should really just see what it does to the images yourself, and you'll probably get a more intuitive understanding of what these things do.Alessio [00:38:34]: Any other nodes or things you want to shout out? Like, I know the animate diff IP adapter. Those are, like, some of the most popular ones. Yeah. What else comes to mind?Comfy [00:38:44]: Not nodes, but there's, like, what I like is when some people, sometimes they make things that use ComfyUI as their backend. Like, there's a plugin for Krita that uses ComfyUI as its backend. So you can use, like, all the models that work in Comfy in Krita. And I think I've tried it once. But I know a lot of people use it, and it's probably really nice, so.Alessio [00:39:15]: What's the craziest node that people have built, like, the most complicated?Comfy [00:39:21]: Craziest node? Like, yeah. I know some people have made, like, video games in Comfy with, like, stuff like that. So, like, someone, like, I remember, like, yeah, last, I think it was last year, someone made, like, a, like, Wolfenstein 3D in Comfy. Of course. And then one of the inputs was, oh, you can generate a texture, and then it changes the texture in the game. So you can plug it to, like, the workflow. And there's a lot of, if you look there, there's a lot of crazy things people do, so. Yeah.Alessio [00:39:59]: And now there's, like, a node register that people can use to, like, download nodes. Yeah.Comfy [00:40:04]: Like, well, there's always been the, like, the ComfyUI manager. Yeah. But we're trying to make this more, like, I don't know, official, like, with, yeah, with the node registry. Because before the node registry, the, like, okay, how did your custom node get into ComfyUI manager? That's the guy running it who, like, every day he searched GitHub for new custom nodes and added dev annually to his custom node manager. So we're trying to make it less effortless. So we're trying to make it less effortless for him, basically. Yeah.Alessio [00:40:40]: Yeah. But I was looking, I mean, there's, like, a YouTube download node. There's, like, this is almost like, you know, a data pipeline more than, like, an image generation thing at this point. It's, like, you can get data in, you can, like, apply filters to it, you can generate data out.Comfy [00:40:54]: Yeah. You can do a lot of different things. Yeah. So I'm thinking, I think what I did is I made it easy to make custom nodes. So I think that helped a lot. I think that helped a lot for, like, the ecosystem because it is very easy to just make a node. So, yeah, a bit too easy sometimes. Then we have the issue where there's a lot of custom node packs which share similar nodes. But, well, that's, yeah, something we're trying to solve by maybe bringing some of the functionality into the core. Yeah. Yeah. Yeah.Alessio [00:41:36]: And then there's, like, video. People can do video generation. Yeah.Comfy [00:41:40]: Video, that's, well, the first video model was, like, stable video diffusion, which was last, yeah, exactly last year, I think. Like, one year ago. But that wasn't a true video model. So it was...swyx [00:41:55]: It was, like, moving images? Yeah.Comfy [00:41:57]: I generated video. What I mean by that is it's, like, it's still 2D Latents. It's basically what I'm trying to do. So what they did is they took SD2, and then they added some temporal attention to it, and then trained it on videos and all. So it's kind of, like, animated, like, same idea, basically. Why I say it's not a true video model is that you still have, like, the 2D Latents. Like, a true video model, like Mochi, for example, would have 3D Latents. Mm-hmm.Alessio [00:42:32]: Which means you can, like, move through the space, basically. It's the difference. You're not just kind of, like, reorienting. Yeah.Comfy [00:42:39]: And it's also, well, it's also because you have a temporal VAE. Mm-hmm. Also, like, Mochi has a temporal VAE that compresses on, like, the temporal direction, also. So that's something you don't have with, like, yeah, animated diff and stable video diffusion. They only, like, compress spatially, not temporally. Mm-hmm. Right. So, yeah. That's why I call that, like, true video models. There's, yeah, there's actually a few of them, but the one I've implemented in comfy is Mochi, because that seems to be the best one so far. Yeah.swyx [00:43:15]: We had AJ come and speak at the stable diffusion meetup. The other open one I think I've seen is COG video. Yeah.Comfy [00:43:21]: COG video. Yeah. That one's, yeah, it also seems decent, but, yeah. Chinese, so we don't use it. No, it's fine. It's just, yeah, I could. Yeah. It's just that there's a, it's not the only one. There's also a few others, which I.swyx [00:43:36]: The rest are, like, closed source, right? Like, Cling. Yeah.Comfy [00:43:39]: Closed source, there's a bunch of them. But I mean, open. I've seen a few of them. Like, I can't remember their names, but there's COG videos, the big, the big one. Then there's also a few of them that released at the same time. There's one that released at the same time as SSD 3.5, same day, which is why I don't remember the name.swyx [00:44:02]: We should have a release schedule so we don't conflict on each of these things. Yeah.Comfy [00:44:06]: I think SD 3.5 and Mochi released on the same day. So everything else was kind of drowned, completely drowned out. So for some reason, lots of people picked that day to release their stuff.Comfy [00:44:21]: Yeah. Which is, well, shame for those. And I think Omnijet also released the same day, which also seems interesting. Yeah. Yeah.Alessio [00:44:30]: What's Comfy? So you are Comfy. And then there's like, comfy.org. I know we do a lot of things for, like, news research and those guys also have kind of like a more open source thing going on. How do you work? Like you mentioned, you mostly work on like, the core piece of it. And then what...Comfy [00:44:47]: Maybe I should fade it in because I, yeah, I feel like maybe, yeah, I only explain part of the story. Right. Yeah. Maybe I should explain the rest. So yeah. So yeah. Basically, January, that's when the first January 2023, January 16, 2023, that's when Amphi was first released to the public. Then, yeah, did a Reddit post about the area composition thing somewhere in, I don't remember exactly, maybe end of January, beginning of February. And then someone, a YouTuber, made a video about it, like Olivio, he made a video about Amphi in March 2023. I think that's when it was a real burst of attention. And by that time, I was continuing to develop it and it was getting, people were starting to use it more, which unfortunately meant that I had first written it to do like experiments, but then my time to do experiments went down. It started going down, because people were actually starting to use it then. Like, I had to, and I said, well, yeah, time to add all these features and stuff. Yeah, and then I got hired by Stability June, 2023. Then I made, basically, yeah, they hired me because they wanted the SD-XL. So I got the SD-XL working very well withітhe UI, because they were experimenting withámphi.house.com. Actually, the SDX, how the SDXL released worked is they released, for some reason, like they released the code first, but they didn't release the model checkpoint. So they released the code. And then, well, since the research was related to code, I released the code in Compute 2. And then the checkpoints were basically early access. People had to sign up and they only allowed a lot of people from edu emails. Like if you had an edu email, like they gave you access basically to the SDXL 0.9. And, well, that leaked. Right. Of course, because of course it's going to leak if you do that. Well, the only way people could easily use it was with Comfy. So, yeah, people started using. And then I fixed a few of the issues people had. So then the big 1.0 release happened. And, well, Comfy UI was the only way a lot of people could actually run it on their computers. Because it just like automatic was so like inefficient and bad that most people couldn't actually, like it just wouldn't work. Like because he did a quick implementation. So people were forced. To use Comfy UI, and that's how it became popular because people had no choice.swyx [00:47:55]: The growth hack.Comfy [00:47:56]: Yeah.swyx [00:47:56]: Yeah.Comfy [00:47:57]: Like everywhere, like people who didn't have the 4090, they had like, who had just regular GPUs, they didn't have a choice.Alessio [00:48:05]: So yeah, I got a 4070. So think of me. And so today, what's, is there like a core Comfy team or?Comfy [00:48:13]: Uh, yeah, well, right now, um, yeah, we are hiring. Okay. Actually, so right now core, like, um, the core core itself, it's, it's me. Uh, but because, uh, the reason where folks like all the focus has been mostly on the front end right now, because that's the thing that's been neglected for a long time. So, uh, so most of the focus right now is, uh, all on the front end, but we are, uh, yeah, we will soon get, uh, more people to like help me with the actual backend stuff. Yeah. So, no, I'm not going to say a hundred percent because that's why once the, once we have our V one release, which is because it'd be the package, come fee-wise with the nice interface and easy to install on windows and hopefully Mac. Uh, yeah. Yeah. Once we have that, uh, we're going to have to, lots of stuff to do on the backend side and also the front end side, but, uh.Alessio [00:49:14]: What's the release that I'm on the wait list. What's the timing?Comfy [00:49:18]: Uh, soon. Uh, soon. Yeah, I don't want to promise a release date. We do have a release date we're targeting, but I'm not sure if it's public. Yeah, and we're still going to continue doing the open source, making MPUI the best way to run stable infusion models. At least the open source side, it's going to be the best way to run models locally. But we will have a few things to make money from it, like cloud inference or that type of thing. And maybe some things for some enterprises.swyx [00:50:08]: I mean, a few questions on that. How do you feel about the other comfy startups?Comfy [00:50:11]: I mean, I think it's great. They're using your name. Yeah, well, it's better they use comfy than they use something else. Yeah, that's true. It's fine. We're going to try not to... We don't want to... We want people to use comfy. Like I said, it's better that people use comfy than something else. So as long as they use comfy, I think it helps the ecosystem. Because more people, even if they don't contribute directly, the fact that they are using comfy means that people are more likely to join the ecosystem. So, yeah.swyx [00:50:57]: And then would you ever do text?Comfy [00:50:59]: Yeah, well, you can already do text with some custom nodes. So, yeah, it's something we like. Yeah, it's something I've wanted to eventually add to core, but it's more like not a very... It's a very high priority. But because a lot of people use text for prompt enhancement and other things like that. So, yeah, it's just that my focus has always been on diffusion models. Yeah, unless some text diffusion model comes out.swyx [00:51:30]: Yeah, David Holtz is investing a lot in text diffusion.Comfy [00:51:34]: Yeah, well, if a good one comes out, then we'll probably implement it since it fits with the whole...swyx [00:51:39]: Yeah, I mean, I imagine it's going to be a close source to Midjourney. Yeah.Comfy [00:51:43]: Well, if an open one comes out, then I'll probably implement it.Alessio [00:51:54]: Cool, comfy. Thanks so much for coming on. This was fun. Bye. Get full access to Latent Space at www.latent.space/subscribe
Ya estamos aquí otra quincena más, desde el asilo más friki de la podcasfera y en esta ocasión en "Cuando todo esto era campo", quería hablaros de la película Darkman y en "Te vas a quedar ciego con tanta maquinita" del videojuego Wolfenstein 3D. No esperes que te lo cuenten y dale al play. Como a modo recordatorio: 00:00 Podgaming 00:08 Opening 01:00 Bienvenida 01:39 hobbyelx.es 02:38 Tó esto era campo: Darkman 13:40 Morrisey: November spawned a monster 20:19 Te vas a quedar ciego con tanta maquinita: Wolfenstein 3D 29:47 Comentarios 32:36 Despedida 33:52 Ending Biblioteca de juegos MS-DOS: https://archive.org/details/softwarelibrary_msdos_games?sort=-publicdate Wolfenstein 3D: https://archive.org/details/Wolf3d-sw1
Подойдет ли игровой индустрии дистрибуция в стиле Netflix и Spotify? На каком этапе следует запускать краудфандинг? К Рафаэлю Колантонио и Петру Сальникову присоединился Том Холл, легендарный разработчик, соавтор Wolfenstein 3D, Doom, Commander Keen и Anachronox. 37 лет в индустрии: старые трюки и новые уловки; Немного об Anachronox — одной из самых классных и необычных игр в истории; Game Pass и потенциальный ущерб для разработчиков от модели дистрибуции Spotify/Netflix; Неоднозначная роль ИИ в настоящем и будущем игровой разработки; Опыт, вынесенный из неудачных краудфандинг-кампаний. Смотрите первый сезон целиком: https://www.youtube.com/playlist?list=PLZU6dd_qQ48OqWMwdBEYIa4dghdeyx1rr Или слушайте во всех аудиосервисах: https://podcast.ru/1573401071
An interesting third-person shooter from 1987. This game even predates Doom and Wolfenstein 3D. Despite Xybots being third-person rather than first, you can still see some similarities. Send questions/comments to potentially be read on the show to: Arcadiologyquestions@gmail.com Or fill out this form: https://docs.google.com/forms/d/1UNFyhRDmfMN3k4CBG_W6ink9FHV3HotRkZB01vzn_mM/edit Credit to Sky for our theme song Facebook: https://www.facebook.com/profile.php?id=61550925412655 Follow along with our numbers segment here: https://docs.google.com/spreadsheets/d/19MPdclT3YRFhAgmMNTxOreXtBTnFgGCPDfy0gU4XATc/edit?gid=0#gid=0 Discord: https://discord.gg/DKRdrh9arj Youtube: https://www.youtube.com/channel/UCwwjuJ26A5GhEsnWN7EfNcQ Tiktok: https://www.tiktok.com/@arcadiology Instagram: https://www.instagram.com/arcadiology/ Twitter: https://twitter.com/Arcadiology
Tom Hall, the co-author of Wolfenstein 3D, Anachronox, Deus Ex and other classics joined Raphael Colantonio and Peter Salnikov to discuss the big matters of game industry. 37 years in the business as a creative & founder. Old tricks vs. new times; Let's talk about Anachronox: one of the coolest games ever made; The damage from possible Netflix/Spotify models in games; The controversial role of AI in the future of game development; Lessons from Kickstarter campaigns. --- Watch Full Season 1: https://www.youtube.com/playlist?list=PLZU6dd_qQ48OP1NCKGsQPa4nQmlKPJ9JY Or listen on Spotify: https://open.spotify.com/show/3BRad6ckhGiOZ13VgEISnK
You're in a Nazi prison, with a dead guard on the floor in front of you. You take his gun. Now you can fight your way out. This is the exciting premise of 1992's Wolfenstein 3D, developed by id Software and published as shareware by Apogee. Now we all know Wolfenstein 3D was not the […]
Wolfenstein 3D is a timeless classic that still holds up as a fun and challenging first-person shooter experience. Its simple premise, fast-paced gameplay, and intricate level design make it a must-play for fans of the genre. While the graphics may be dated by today's standards, the gameplay and atmosphere more than make up for it. If you're a fan of retro gaming or just looking for a solid first-person shooter to dive into, I highly recommend giving Wolfenstein 3D a try. You won't be disappointed. --- Support this podcast: https://podcasters.spotify.com/pod/show/ongamecast/support
Technical difficulties abound! Fortunately Adam and Lexi have backups in place for just such an occasion. This month Adam and Lexi talk about one of the best resources available on the internet. The Internet Archive. A free online library that contains books, movies, music, games, and even whole entire websites that were once thought gone. And be sure to let us know what treasures you find. The next pod will start after the studio is back in order (and Adam can put down Wolfenstein 3D, seriously this place has everything!). The Internet Archive can be reached at https://archive.org/
In this week's episode, I rate the movies and TV shows I shaw in Winter 2024. This week's coupon is for the audiobook of GHOST IN THE PACT as excellently narrated by Hollis McCarthy. You can get the audiobook of GHOST IN THE PACT for 50% off at my Payhip store with this coupon code: MARCHEXILE The coupon code is valid through April 5th, 2024, so if you find yourself needing an audiobook to leap into spring, we've got one ready for you! TRANSCRIPT 00:00:00 Introduction and Writing Updates Hello, everyone. Welcome to Episode 192 of The Pulp Writer Show. My name is Jonathan Moeller. Today is March 15th, 2024, The Ides of March, which we're traditionally told to beware, and today we are looking at my Movie and TV Review Roundup for Winter 2024. Before we do that, we will do Coupon of the Week, an update on my current writing projects, and our Question of the Week. So first up, Coupon of the Week. This week's coupon is for the audiobook of Ghost in the Pact, as excellently narrated by Hollis McCarthy. You can get the audiobook for Ghost in the Pact for 50% off at my Payhip store with this coupon: MARCHEXILE and that is spelled MARCHEXILE. As always, the coupon code will be in the show notes. This coupon code is valid through April the 5th 2024. So if you find yourself needing an audiobook on this Ides of March, we've got one ready for you. So an update on my current writing projects. I am about 56% of the way through the first edit of Ghost in the Veils. That means the book should be on track to come out before Easter (which is at the end of March this year), if all goes well. I'm also 40,000 words into Wizard Thief, so hopefully that will come out before too much longer after Ghost in the Veils. I'm 11,000 words into Cloak of Titans. So that is where we're at with my current writing projects. 00:01:19 Question of the Week Now on to our new feature: Question of the Week. This week's question is inspired by the fact that I've spent a lot of the last few weeks setting up my new computer and getting it configured properly. So the question is: what is the first computer you ever used? No wrong answers, obviously. Joachim says his first personal computer was an Atari 1040 ST with 1 MB of RAM. I participated in the “religious war” with the Amiga 500 users, which was better and looked down at the MS-DOS PCs, which only has 640 kilobytes of RAM. Justin says: my first computer was a Timex Sinclair. It had two kilobytes of RAM and I forked out $50 for the 16 KB RAM extender module. The manual that comes with it says you will never need this much memory. I use a cassette tape recorder/player to record more programs and it ran a 300 baud. Todd says his first computer was in 1994. I purchased a 486 DX 2 8 megabytes of RAM for use in school. I believe the hard drive was about 250 MB. The monitor weighed a ton. I wrote a bunch of machine code and played Wolfenstein 3D like crazy. Tarun says in 1993 it was a 386 with four megawatts of RAM with Windows 3.1. I played a lot of Prince of Persia and got bad grades in school. Then the computer was locked up. In my educational defense, I did do some Pascal programming. AM says: my first computer was an Apple IIe at school. Getting to play Number Munchers or Oregon Trail on it was some kind of behavioral reward (and a very effective one at that). William says his first computer was a Macintosh SE in my parent's home office, though “using” is an overstatement since all I did was play a few simple preinstalled games. I also have fond memories of playing the original King's Quest with said parents and something like a Compaq Portable. Rich says Commodore 64 with cassette drive. Didn't have cassette the first day. Spent the whole day punching in code for a blackjack game. My sister walks into the room to turn the computer off, erasing everything. That is a bummer. Juana says: a Gateway. My whole family came to gawk at it, and me setting it up! It had 120 megabytes of RAM. Twice what was the ones that used in the college computer lab! I thought I was set for life. Venus says Commodore Vic20. We played Radar Rat Race and Mom gave us a stack of computer magazines and tape recorder, so we played every game that was in the magazines at the time after we typed in the programs and saved them to the tapes. You are the first person outside my family that ever heard also had one. More on that later. Cheryl says: we got our first computer in the early ‘90s: an Amstrad with an AWA printer. I was doing courses for work, so I needed something to print the assignments, but we also played games on it: Wolfenstein, Lemmings, and Stock Markets. They're the only ones I can remember. Craig says: Apple IIe. I'm oldish. With dot matrix printer and handheld modem, dial-up Internet access, the one you had the dial phone into the holding cradle after you called it in. Tracy says: at college we used the TRS80s. I think she may win the award for oldest computer mentioned in this topic. And Perry says: IBM PC clone at school, a friend's family had a Commodore 64. Our first family computer was a Commodore 128. For myself, I had the same first computer as Venus earlier in the thread. That would be a Commodore Vic20. It had 20 kilobytes of RAM and the Word file for the rough draft of Ghosts in the Veils, which I'm editing right now, is 355 kilobytes in size. So to load the Microsoft Word document of Ghosts in the Veils in Microsoft Word format, I would need about 18 different Commodore Vic 20 computers. That's like 1 computer per chapter and a half. So it is amusing to see how computer technology has changed quite a bit over time. 00:04:56 Winter 2024 Movie/TV Review Roundup Now to our main topic. We are inching closer to spring, so I think it's time for my Winter 2024 Movie Review Roundup. I got a Paramount Plus subscription to watch the Frasier reboot and since Paramount owns Star Trek and the Frasier reboot was only 10 episodes long, I ended up watching a chunk of modern Star Trek this winter. This was a new-ish experience because the last new Star Trek I watched was Star Trek Beyond way back in 2016. That was only eight years ago, but it's been a very eventful eight years, you know? I did watch a lot of Star Trek back in the 1990s. If you had held a gun to my head and demanded, you know, if I consider myself a Trekkie, I would say no, because I think Gene Roddenberry's socialist/utopian vision for the Federation that he put into Star Trek is fundamentally kind of goofy. The shows and movies were at their best when they stayed away from it or subverted it, like how the Federation can only be a utopia because Starfleet seems to have a Black Ops section that does all the unsanctioned dirty work and regularly runs amuck. Or like how Starfleet seems to have an actual mad science division that cooks up all kinds of nasty stuff. So anyway, these are the movies and shows I watched in Winter 2024, and as always, my ratings are wholly subjective and based on nothing more rigorous than my own opinions. We will go through these in order from least favorite to most favorite. So the first movie I watched was Now You See Me, which came out in 2013. Last year, I compared Adam Sandler's Murder Mystery movie to a C- student, but a fun C- student who everyone likes for his great parties and goes on to have a successful career as a regional sales manager. By contrast, Now You See Me is the sort of moody art student who always wears a black porkpie hat and thinks of himself or herself as deep and complicated, but in fact, they're just confusing. This is an apt comparison for this movie. Anyway, the plot centers around four sketchy magicians who are recruited by a mysterious organization called The Eye to carry out a series of high-profile heists using stage magic. I have to admit, that concept sounds even more ridiculous as I said the previous sentence. Anyway, after the first heist, the magicians become fugitives from the FBI but keep carrying on shows, sometimes staying ahead of law enforcement. The trouble is that nothing they do makes very much sense, and it all falls apart if you think about it for more than two seconds. Additionally, the movie overall feels very choppy since they rushed from scene to scene very quickly. The actors all gave very good performances that were entertaining to watch, but honestly, that was about the only thing the movie had going for it. Overall grade: D- Next up is The Marvels, which came out in 2023. This movie was logically incoherent, but actually rather charming and funny. It kind of reminds me of those ‘70s or ‘80s style science fiction movies that don't make much sense, though The Marvels was much lighter in tone than anything that came out in the science fiction space in the ‘60s or ‘70s. The movie got a bad rap because it didn't make back its budget, and apparently Disney rather shamefully threw the director under the bus. But to be fair, the budget for The Marvels was an enormous $274,000,000. To put this into context, the top three movies of 2023 (Barbie, Super Mario Brothers, and Oppenheimer) combined had a total budget across these three movies of $350 million, and together they grossed something like 15 times more than The Marvels did. Anyway, the plot picks up from the end of Ms. Marvel when Kamala Khan, Captain Marvel, and Monica Rambeau discover that their superpowers have become entangled. This means that if two of them use their powers at the same time, all three of them switch places randomly. This makes for a rather excellent fight scene earlier in the movie when the three characters don't know what's going on and are randomly teleporting between three different battles, much to the frequently amusing confusion of all participants. Once things settle down, Captain Marvel and her new friends realize that an old enemy of Captain Marvel is harvesting resources from worlds she cares about. So it's up to them to save Earth from this old enemy's vengeance. I have to admit, the plot of the movie didn't actually make much sense, but it was overall much funnier than Ant-Man 3 and Secret Invasion. The best thing about the movie was Kamala Khan and her family. Kamala, Monica, and Captain Marvel also had an entertaining dynamic together and the planet of space musicals was also pretty funny. I think the movie's biggest, unconquerable weakness was that it was the 33rd Marvel movie. There are all sorts of theories of why the movie didn't perform at the box office: superhero genre fatigue, everyone knew it would be on Disney Plus eventually, the lasting effects of COVID on movie theaters and the movie business, Disney throwing the director under the bus, Disney inserting itself into the US Cultural Wars, etcetera. All those reasons are subjective and subject to personal interpretation. What I think is objectively quantifiable is that The Marvels is the sequel to a lot of different Marvel stuff: The Avengers movie, Wandavision, Captain Marvel, the Guardians of the Galaxy movies, Secret Invasion, and Thor: Love and Thunder. That's like 50 to 60 plus hours of stuff to watch to fully understand the emotional significance of all the various characters in The Marvels. 50 to 60 hours of watching sounds like almost an entire entire semester's worth of homework assignments at this point. As someone who has written a lot of long series, I know that you lose some of the audience from book to book. I think that's ultimately why The Marvels didn't make back its budget. The Marvel movies as a series have just gone on too long and are just too interconnected. Ultimately, I am grateful to The Marvels. Realizing and understanding the concept of Marvel Continuity Lockout Syndrome helped me decide to write something new that wasn't a sequel or even connected to anything else I had written, which eventually led to Rivah Half-Elven and Half-Elven Thief. Overall grade: B- Our next movie is My Man Godfrey, which came out all the way back in 1936. This movie is considered the progenitor or one of the progenitors of the screwball comedy genre. A homeless man named Godfrey is living in a trash dump in New York, though despite his circumstances, Godfrey remained sharp and quick on his feet. One night, a wealthy woman named Cornelia approaches him and offers $5 if he'll come with her. Godfrey is naturally suspicious, but Cornelia assures him that she only needs to take him to a hotel to win a scavenger hunt by finding a forgotten man, which was a term President Roosevelt used to describe people who have been ruined by the Great Depression and then forgotten by the government. I have to admit, Cornelia immediately reminded me of the way the more obnoxious YouTubers and TikTokers will sometimes pay homeless people to participate in dance challenges and suchlike. King Solomon was indeed right when he said that there is nothing new under the sun and what has been done before will be done again. Anyway, Godfrey is offended by Cornell's imperious manner but after he sees Cornelia bullying her kindly but none too bright younger sister Irene, Godfrey decides he'll go with Irene so she can win. A grateful Irene offers him a job as the family's butler. At his first day at work, Godfrey very soon realizes the reason the family has gone through so many butlers: they are all certified certifiably and comedically insane. In addition to these other problems, Cornelia is harboring a massive grudge against Godfrey for losing the scavenger hunt and wants payback. Wacky hijinks ensue. Fortunately, Godfrey has some hidden depths that he will need, which include being much smarter than his employers. Admittedly, this is not hard. 1936 was towards the second half of the Great Depression in the United States, so obviously the movie has more than a bit of social commentary. The characters joked that prosperity is just around the corner and wonder where they can find that corner. The rich characters are uniformly portrayed as some combination of frivolous, clueless, or malicious. I think the movie was pretty funny, if sharply so, but the big weakness was that the male and female leads were so clearly unsuited for each other but got together at the end of the movie simply because it was the end of the movie. Still, it was definitely worth watching because you can see how this movie influenced many other movies after it. I definitely recommend watching it with captions if possible, because while human nature has not changed in the last 90 years, sound technology has in fact improved quite a bit. Overall grade: B. Next up is Charade, which came out in 1963. This is a sort of romantic comedy, sort of thriller that has Audrey Hepburn playing Regina, an American living in Paris who is in the process of getting divorced from her husband. When she returns to Paris, she learns that her husband was murdered in her absence and it turns out that he was in possession of $250,000 he stole from the US government during World War II. Regina had no idea about any of this, but the US government thinks that she has the money stashed away somewhere. It turns out that her late husband also betrayed the men he worked with to steal the money and they're convinced that she has the money as well, and they're going to get it from Regina regardless of what they have to do. Regina's only ally in this mess is a mysterious man calling himself Peter Joshua (played by Cary Grant), who may or may not be one of the other thieves operating under an assumed identity. I liked this movie, but I think it had two structural problems. First, Regina wasn't all that bright, though she did get smarter as the movie went on, probably out of sheer necessity. Second, it had some severe mood whiplash. The movie couldn't decide if he was a lighthearted romantic comedy or gritty thriller, though finally snapped into focus as a pretty good thriller in the last third of the movie. Amusing tidbit: Cary Grant only agreed to do the movie if Audrey Hepburn's character would be the one chasing his character in their romance, since he thought their age gap would be inappropriate otherwise, because he was so much older than Hepburn at the time of filming. Overall grade: B+ Next up is the new Frasier series from 2023. I admit I had very, very low expectations for this, but it was considerably better than I thought it would be. My low expectations came partly because the original show was so good. Some seasons were stronger than others, of course, but the show had some absolute masterpieces of sitcom comedy throughout its entire run. Some of this was because I think the 2020s are a much more humorless and dour age than the 1990s, so I had my doubts whether the new show could be funny at all. Fortunately, my doubts were misplaced. The new Frasier is actually pretty good. It's interesting that the show's generational dynamic has been flipped on its head. In the original show, the pretentious Frasier lived with his working-class father. 20 years later, it's now Frasier who lives with his son Freddie, who dropped out of Harvard to become a firefighter and consciously rejected his father's love of intellectualism and cultural elitism. The inversion of the original dynamic works quite well. It has some moments of genuine comedy because, like his father before him, Freddie is more like his father than he realizes. The show also avoided the pitfall of bringing back legacy characters that Disney and Lucasfilm stumbled into with Star Wars and Indiana Jones and the Dial of Destiny. Disney brought back legacy characters like Luke Skywalker and Indiana Jones but made them into sad, old losers. Frasier, by contrast, while frequently an unsympathetic comedy protagonist who brings his own misfortunes onto his own head, is most definitely not a sad old loser. He's famous, respected, and wealthy enough that he can afford to buy an apartment building in Boston at the drop of a hat. If you know anything about the United States, you know that the East Coast is the most expensive area of the of the country. Despite that, he remains the same well-meaning buffoon that he always was, the sort of man who, as a colleague aptly says, always goes that extra, ill-advised mile. There's a story that when Ricky Gervais was advising the creators of the American version of The Office, one of his chief pieces of advice was that Michael Scott could not be as incompetent as David Brent was in the original UK version of the show. American culture, Mr. Gervais said, was generally much less forgiving of incompetence than British culture. I thought of this as I watched Frasier because all the characters were in fact extremely competent at their jobs. Even Frasier himself, when he finally gets out of his own way, is a very good psychiatrist and teacher. Anyway, the show was funny and I think it deserves a second season. We'll see if that happens or not. Overall grade: A- Next up is Star Trek: Lower Decks Seasons One through Four, which came out from between 2020 and 2023. As I mentioned earlier, I ended up subscribing to Paramount Plus for a month after I watched Frasier, so I decided to watch Star Trek Lower Decks, since I'm forever seeing clips of that show turning up on social media. Lower Decks is a pitch perfect, affectionate parody of Star Trek from the point of view of four relatively hapless ensigns on the Cerritos, one of Starfleet's somewhat less prestigious ships. We have the self-sabotaging rebel Mariner, the insecure and ambitious Boimler, the enthusiastic science girl Tendi, and cheerful engineer Rutherford, who nonetheless has a dark and mysterious past that he can't remember. Season Four also adds T'Lyn, a Vulcan whose mild expressions of carefully measured annoyance make her a dangerous loose cannon by Vulcan standards. The show is hilarious because it makes fun of Star Trek tropes while wholeheartedly embracing them. The ensigns run into a lot of insane computers, random space anomalies, rubber forehead aliens, and other Star Trek tropes, including the grand and venerable Star Trek tradition of the Insane Admiral. Starfleet officers always seem to go off the deep end when they get promoted to Starfleet Command. The senior officers are also varying degrees of insane and drama generators. Starfleet, from the point of view of the Cerritos crew, is a vast bureaucratic organization that veers between ineffective idealism, blatant careerism, and whatever crazy project the Insane Admiral of the Week is pursuing. Yet since American sitcom characters have to be competent (like we just talked about above with Frasier), when the crisis really kicks into high gear, the Cerritos crew can pull itself together and save the galaxy with the best of them. I did like how the show grows from an affectionate parody to its own thing, with all the characters experiencing struggles and personal growth in their arcs. I liked it enough that when the 5th season of Lower Decks comes out, I'll subscribe to another month of Paramount Plus (assuming Paramount Plus still exists and hasn't been brought up by Warner Brothers or Skydance or something). Overall grade: A- Next up is Predator, which came out in 1987. When Carl Weathers died in early February of 2024, I realized I had never actually got around to seeing Predator. So I did and I'm glad that I watched it. Predator was an excellent blending of thriller, science fiction, and horror. Arnold Schwarzenegger plays Dutch, who commands a team of operators who do Black Ops work for the CIA. Since it's 1987, the CIA is up to its traditional shenanigans in Central America and Dutch is dispatched to help out his old friend Dillon (played by Carl Weathers), who has been ostensibly assigned to rescue a Pro-American cabinet minister from rebel guerrillas in the jungle. Since this is the CIA, naturally there is more than the mission than is apparent on the surface. However, the mission quickly becomes irrelevant when Dutch and his team realize they are being hunted by an unknown creature with capabilities unlike anything they have ever seen before. It turns out the creature is the Predator, an alien hunter who comes to Earth and takes human skulls as trophies. Soon the movie turns into a death match duel between Dutch and the Predator. The movie did a very good job of showing the Predator's capabilities such as stealth, heat vision, and his shoulder laser without explicitly spelling them out for the audience. It was a very well put together piece of storytelling and it is of course the source of the famous Internet meme of a muscular white arm gripping a muscular black arm and also Schwarzenegger's famous line of “Get to the choppa!” Also to quote a famous Internet meme, if you had a nickel for every future governor of a US state who is in this movie, you would have two nickels, which is not a lot, but even two is pretty weird, right? Overall grade: A. Now for the favorite thing I saw in winter 2024. That honor goes to Star Trek: Picard Season Three, which came out in 2023. Honestly, this was so much better than I thought it was going to be. I thought I would watch one or two episodes and then give up. Instead I watched the whole thing in like two days over the New Year's holiday. I watched the first episode of Picard Season One way back in 2020 was free on YouTube, but I didn't like it enough to subscribe to CBS All Access (or whatever the heck it was back then). The first episode also seemed more ponderous and dour in the sort of 21st century realistic prestige television snooze fest than I really wanted to watch. But Season Three of the show got high reviews from people whose opinions I generally respect when it came out in early 2023. Since I had Paramount Plus for a month because of Frasier, I decided to give it a go. I'm glad I did. How to describe the plot? You may remember that back in summer 2023, I watched the Battleship movie. Battleship is objectively a bad movie, but it does have one interesting subplot that would make a good movie all on its own. When space aliens imprison most of the US Navy, a bunch of retired veterans take a decommissioned battleship out to war to save the day. This basically is the plot of Picard Season 3. The plot kicks off when Doctor Crusher contacts Admiral Picard after they have not spoken for twenty years. Apparently, Picard had a son named Jack with Crusher that she never told him about and mysterious assailants are trying to kidnap Jack. On the original show, Picard and Crusher definitely gave off the vibe that they probably got romantic whenever they were alone in the elevator together. The fact that Doctor Crusher got pregnant with Picard's son is not all that surprising. Picard had always been adamant about his desire not to start a family and given that any son of the legendary Captain Picard would be a target for his equally legendary enemies, Crusher decided to keep the boy a secret. Picard, understandably, is shocked by the news, but teams up with his former first officer, Captain Riker, to rescue his son. Jack has an extensive Robin Hood-esque criminal history, so it seems that his misdeeds might have caught up to him. It turns out that deadly weapon is locked in Jack's DNA and the people pursuing him aren't merely criminals but powerful enemies intent on destroying Starfleet and the Federation. Jack Crusher's DNA will give them a weapon to do it, which means it's up to the crew of The Enterprise to save the galaxy one last time. This was ten episodes, but it was very, very tightly plotted, with not many wasted moments. Sometimes you see movies that seem like they should have been streaming shows, and sometimes streaming shows seem like they really should have been cut down to movie length. But Picard's Season Three does a good job of telling a tense story that we've been impossible either in a movie or the old days of network television. The show very quickly plunges into the crisis and keeps moving from new tension to new tension. The gradual reveal where Picard at first feels guilty that he has to ask his friends to help rescue his estranged son and ex-girlfriend like he's living his own personal version of some trashy daytime TV show, only to slowly realize that something much more dangerous and much, much bigger than his personal problems is happening, was put together well. The show was also another good example of how to bring back legacy characters right. All the characters from Star Trek: The Next Generation are older and have been knocked around by life or suffered personal tragedies, but none of them are sad old losers like in a Disney or Lucasfilm project. The new and supporting characters were also great. Seven of Nine returns as the first officer to Captain Shaw, a by the book officer who thinks Picard and Riker are dangerous mavericks. He has a point. Shaw turns out to be extremely competent in a crisis. Amanda Plummer was great as Vadic, a scenery chewing villain who has very good reasons to hate Starfleet and the Federation. Vadic's love of spinning directly in her command chair was a great homage to Amanda Plummer's late father, Christopher Plummer, who played a villain with a similar tic way back in Star Trek VI in the ‘90s. It is also great how the show wrapped up some of the dangling plot threads from the ‘90s, like Picard's strained relationship with his former mentee Commander Ro Laren or the brief return of Elizabeth Shelby, Riker's former First Officer. A few people have complained that Worf is now a pacifist, but he's a Klingon pacifist, which basically means he'll attempt negotiation before cutting off your head, but he is still probably going to cut off your head. Less Conan the Barbarian, more serene Warrior Monk. I think Data had an excellent ending to his character arc, which started with his character's very first appearance way back in the ‘80s and Brent Spiner did a good job of portraying Data's fractured personalities and then how they achieved unity. I'd say the weakest point of the show was how consistently dumb Starfleet command is. The plot hinged around Starfleet gathering its entire fleet together for a celebration and then putting all those ships under a remote control system, which seems both exceptionally stupid and very convenient for the bad guys. But to be fair, this is Starfleet, an organization whose high command regularly spits out insane Admirals and also has an unsanctioned Black Ops/Mad Science division that it can't control, so it definitely fits within the overall context of Star Trek. I mean, that's like half the premise of Lower Decks. And if you've ever worked for a large governmental, military, healthcare, or educational institution, you understand. We all know that working in a large institution under leaders who are either insane or dumb isn't exactly an anomaly in the human experience. I mean, the Roman Empire circa 190 A.D. was the most powerful institution on the planet and the Empire's maximum leader liked to spend his time LARPing as a gladiator in the Coliseum. Anyway, the emotional payoff at the end of Picard Season Three was very satisfying, and how the show wrapped up a lot of threads from Next Generation, Deep Space Nine, and Voyager was pretty great. It's like the people who were in charge of Season Three of Picard watched the Star Wars sequel trilogy and thought, you know, we can do better and then they did. Overall grade: A So those are the movies and TV shows I watched in Winter 2024. If you're looking for something to watch, hopefully one of them sounds like it will catch your interest. That's it for this week. Thanks for listening to The Pulp Writer Show. I hope you found the show useful. A reminder that you that you can listen to all the back episodes on https://thepulpwritershow.com. If you enjoyed the podcast, please leave a review on your podcasting platform or choice. Stay safe and stay healthy and see you all next week.
We're talking about a few controversial games we haven't yet discussed to death including perhaps the first controversial video game in 1973's Gotcha to Wolfenstein 3D to whatever Gal Gun is. This episode is banned in Germany for multiple reasons.
Tonight we kill Nazi scum in 2 generations. ________________________________________________________________________ Find Us on these platforms: https://twitter.com/_RetroRenegades https://www.facebook.com/profile.php?id=100077718475122 ________________________________________________________________________ Join this channel to get access to perks: https://www.youtube.com/channel/UCcT8wcspekw5tSzbc3qWPCg/join ________________________________________________________________________ Wolfenstein 3D is a first-person shooter video game developed by id Software and published by Apogee Software and FormGen. Originally released on May 5, 1992, for DOS, it was inspired by the 1981 Muse Software video game Castle Wolfenstein, and is the third installment in the Wolfenstein series. In Wolfenstein 3D, the player assumes the role of Allied spy William "B.J." Blazkowicz during World War II as he escapes from the Nazi German prison Castle Wolfenstein and carries out a series of crucial missions against the Nazis. The player traverses each of the game's levels to find an elevator to the next level or kill a final boss, fighting Nazi soldiers, dogs, and other enemies with a knife and a variety of guns. ________________________________________________________________________ Grab a beer, a slice of pizza and come hang out with us. We play the greatest games from yesterday while discussing today's gaming news and reminisce on the past. A no topic, no fuks given eccentric cast. Come hang with us at 7:00PM EST | 6:00PM CST | 5:00PM MST | 4:00PM PST.. ________________________________________________________________________ TRY DUBBY FROM GAMERS TO GYM JUNKIES TO ENTREPRENEURS, OUR PRODUCT IS FOR ANYONE WHO WANTS TO BE BETTER. SAVE 10% WITH THIS LINK. https://www.dubby.gg/discount/Renegade238?ref=NePXKdCFpypc8b ________________________________________________________________________ Listen to RetroRenegades on all major podcast platforms https://anchor.fm/retro-renegades ________________________________________________________________________ Like some merch? https://www.youtube.com/channel/UCcT8wcspekw5tSzbc3qWPCg/store & https://willijay.redbubble.com ________________________________________________________________________ THE RETRO RENEGADES ARE: Graphic God Twitter: @Graphic_God Youtube: https://Youtube.com/GraphicGod Twitch: https://twitch.tv/Graphic_God SUPERSONICSTATION Youtube : https://youtube.com/user/SuperSonicSt... Twitch : https://twitch.tv/supersonicstation STINKINCORPSE Twitter: @stinkincorpse Youtube: https://youtube.com/channel/UChhVxkV0... UK Dazarus Twitter: @UKDazarus Youtube: https://youtube.com/channel/UCud_ef29... Jago Kuken Twitter: @RetroRenegade_ Youtube: https://youtube.com/channel/UCqKT2pP9... CRISPYBOMB Twitter: @Crispybomb EnFin3t Twitter: @EnFiN3t Youtube: https://www.youtube.com/c/RetroRenegades Jeepers VR Twitter: @Jeepers2u Youtube: https://www.youtube.com/channel/UCAHs-KAWDIYYN-cE5F-WiAQ DragonHeartYoby Twitter: @DragonHeartYoby Twitch: https://www.twitch.tv/dragonheartyoby Cerebral Paul | Living Differently Youtube: https://www.youtube.com/c/CerebralPaul Twitter: https://twitter.com/CerebralPaul1 DoggyDog420 Twitter: @DoggyDog420Xbox Youtube: https://www.youtube.com/user/Axle1324 ________________________________________________________________________ Music by: Judzilla Music Title: Sounds of the room Title: Closer To The Stars Find this and more at: https://www.youtube.com/channel/UCKlI... License: Creative Commons Attribution license (reuse allowed) --- Support this podcast: https://podcasters.spotify.com/pod/show/retro-renegades/support
Nintendo profits crash, Next gen console battle begins & Arcades go 3D These stories and many more on this episode of the VGNRTM This episode we will look back at the biggest stories in and around the video game industry in October 1993. As always, we'll mostly be using magazine cover dates, and those are of course always a bit behind the actual events. Alex Smith of They Create Worlds is our cohost. Check out his podcast here: https://www.theycreateworlds.com/ and order his book here: https://www.theycreateworlds.com/book Get us on your mobile device: Android: https://www.google.com/podcasts?feed=aHR0cHM6Ly92aWRlb2dhbWVuZXdzcm9vbXRpbWVtYWNoaW5lLmxpYnN5bi5jb20vcnNz iOS: https://podcasts.apple.com/de/podcast/video-game-newsroom-time-machine And if you like what we are doing here at the podcast, don't forget to like us on your podcasting app of choice, YouTube, and/or support us on patreon! https://www.patreon.com/VGNRTM Send comments on Mastodon @videogamenewsroomtimemachine@oldbytes.space Or twitter @videogamenewsr2 Or Instagram https://www.instagram.com/vgnrtm Or videogamenewsroomtimemachine@gmail.com Links: A complete set of links can be found here: https://www.patreon.com/posts/95287239 7 Minutes in Heaven: Hired Guns Video Version: https://www.patreon.com/posts/7-minutes-in-95284763 https://www.mobygames.com/game/6742/hired-guns/ https://www.mobygames.com/game/83985/overcooked/ https://www.mobygames.com/game/59006/spaceteam/ Corrections: September 1993 Ep - https://www.patreon.com/posts/september-1993-93580366 Ethan's fine site The History of How We Play: https://thehistoryofhowweplay.wordpress.com/ Video Game Historian - Aladdin Deck Enhancer - https://youtu.be/_eG-PSZU5MI?si=UkmcQ6RDEs_Ljm-w 1993-10: JAMMA show brings the tech https://archive.org/details/electronic-gaming-monthly-issue-51-october-1993/page/222/mode/1up?view=theater Riiiiiiiiiiiiidge Racer debuts, remember that one? https://archive.org/details/electronic-gaming-monthly-issue-51-october-1993/page/64/mode/1up?view=theater https://www.youtube.com/watch?v=eaBUeINW_3s Sega takes fighting 3D https://archive.org/details/electronic-gaming-monthly-issue-51-october-1993/page/66/mode/1up?view=theater Sega teams up with W Industries https://segaretro.org/Press_release:_1993-07-01:_W_INDUSTRIES_MAKES_VIRTUAL_REALITY_A_REALITY_FOR_SEGA https://archive.org/details/Video_Games_The_Ultimate_Gaming_Magazine_Issue_57_Oct_1993/page/n13/mode/1up?view=theater Williams sues Capcom Play Meter Oct. 1993, pg. 3 7-Eleven's coinop exodus continued Play Meter Oct. 1993, pg. 3 Nintendo reduces profit outlook (October 5, 1993, Tuesday). Nintendo. The Times. https://advance.lexis.com/api/document?collection=news&id=urn:contentItem:3T2M-8VY0-00H1-F1G8-00000-00&context=1516831. https://www.poundsterlinglive.com/bank-of-england-spot/historical-spot-exchange-rates/usd/USD-to-JPY-1993 They expect exports to make up 59% of their sales in the first half of the year and only 42% in the second half. (October 5, 1993). Nintendo to suffer 1st profit decline in 10 years. Report From Japan. https://advance.lexis.com/api/document?collection=news&id=urn:contentItem:3SKM-Y970-004C-93PW-00000-00&context=1516831. BY YUZO SAEKI, Staff writer. (October 11, 1993). Nintendo expects profits to fall 26%; HIGH YEN, COMPETITION HURT PERFORMANCE. The Nikkei Weekly (Japan). https://advance.lexis.com/api/document?collection=news&id=urn:contentItem:3S8H-4NH0-000H-H0BX-00000-00&context=1516831. Garth Alexander and Helen Davidson. (October 10, 1993, Sunday). Super Mario under threat as Sega closes profits gap. The Sunday Times (London). https://advance.lexis.com/api/document?collection=news&id=urn:contentItem:3T2M-8WK0-00H1-F37F-00000-00&context=1516831. Garth Alexander and Helen Davidson. (October 10, 1993, Sunday). Super Mario under threat as Sega closes profits gap. The Sunday Times (London). https://advance.lexis.com/api/document?collection=news&id=urn:contentItem:3T2M-8WK0-00H1-F37F-00000-00&context=1516831. Sega calls for truce By MAT TOOR. (October 21, 1993). Sega calls for truce. Marketing. https://advance.lexis.com/api/document?collection=news&id=urn:contentItem:419K-59R0-00X8-J073-00000-00&context=1516831. Sega beats Nintendo in UK Dominic Mills. (October 30, 1993, Saturday). Ad of the Week. The Times. https://advance.lexis.com/api/document?collection=news&id=urn:contentItem:3T2M-8YV0-00H1-F3G0-00000-00&context=1516831. https://youtu.be/X-LGs3AkkXY?si=tuzHTmEqjM2fSFuc Jaguar role out plans revealed https://archive.org/details/GamePro_Issue_051_October_1993 pg. 16 https://archive.org/details/electronic-gaming-monthly-issue-51-october-1993/page/58/mode/1up?view=theater EGM goes hands-on with 3DO https://archive.org/details/electronic-gaming-monthly-issue-51-october-1993/page/60/mode/1up?view=theater Edge 1, pg. 49 Edge 1 pg. 54 Edge1 pg. 58 Nintendo signs up Silicon Graphics https://archive.org/details/electronic-gaming-monthly-issue-51-october-1993/page/n5/mode/1up?view=theater https://archive.org/details/electronic-gaming-monthly-issue-51-october-1993/page/70/mode/1up?view=theater CGI vs clayamation vs. Digitization https://archive.org/details/play-time-1993-10/page/n9/mode/1up?view=theater https://archive.org/details/Video_Games_The_Ultimate_Gaming_Magazine_Issue_57_Oct_1993/page/n13/mode/1up?view=theater https://archive.org/details/play-time-1993-10/page/n13/mode/1up?view=theater https://archive.org/details/Aktueller_Software_Markt_-_Ausgabe_1993.10/page/n9/mode/1up Nintendo gives away Mario All-Stars https://archive.org/details/GamePro_Issue_051_October_1993 pg. 168 https://archive.org/details/Video_Games_The_Ultimate_Gaming_Magazine_Issue_57_Oct_1993/page/n13/mode/1up?view=theater Wolfenstein 3D to come to the SNES https://archive.org/details/electronic-gaming-monthly-issue-51-october-1993/page/220/mode/1up?view=theater Sega does Sports https://archive.org/details/GamePro_Issue_051_October_1993 pg. 132 EA announces EA Sports Soccer https://archive.org/details/GamePro_Issue_051_October_1993 pg. 149 Sega introduces the Activator https://archive.org/details/electronic-gaming-monthly-issue-51-october-1993/page/60/mode/1up?view=theater https://segaretro.org/Activator Move Over Gameboy, Newton is here https://archive.org/details/electronic-gaming-monthly-issue-51-october-1993/page/207/mode/1up?view=theater https://en.wikipedia.org/wiki/Apple_Newton ReelMagic wants to bring FMV to the PC https://archive.org/details/computer-game-review-and-cd-rom-entertainment-october-1993/page/56/mode/1up?view=theater Buggy software on the rise https://archive.org/details/computer-game-review-and-cd-rom-entertainment-october-1993/page/4/mode/1up?view=theater Centergold prepares for stock launch By PAUL TAYLOR. (October 7, 1993, Thursday). CentreGold valued at Pounds 50m. Financial Times (London,England). https://advance.lexis.com/api/document?collection=news&id=urn:contentItem:3SKR-N110-006F-W48W-00000-00&context=1516831. GAIL COUNSELL, Business Correspondent. (October 5, 1993, Tuesday). Nintendo losing ground to Sega ; Video games giant blames profit warning on soaring yen. The Independent (London). https://advance.lexis.com/api/document?collection=news&id=urn:contentItem:3T47-8F30-0021-R1WR-00000-00&context=1516831. Apple goes Multimedia https://archive.org/details/powerplaymagazine-1993-10/page/n32/mode/1up EA plans to ditch floppies Edge 1, pg. 21 Sam & Max undergoes pizza party testing https://archive.org/details/Aktueller_Software_Markt_-_Ausgabe_1993.10/page/n9/mode/1up More details of AT&T deal to buy TSN emerge https://archive.org/details/GamePro_Issue_051_October_1993 pg. 168 https://www.nytimes.com/1993/08/31/business/company-encountering-digital-age-occasional-look-computers-everday-life-keyboard.html Arnie Katz argues for National Electronic Gaming Convention https://archive.org/details/computer-game-review-and-cd-rom-entertainment-october-1993/page/52/mode/1up?view=theater Ziff Davis buys CGW https://archive.org/details/computer-game-review-and-cd-rom-entertainment-october-1993/page/56/mode/1up?view=theater Edge 1 premieres Edge 1 Mario teaches... English? https://archive.org/details/powerplaymagazine-1993-10/page/n29/mode/2up https://www.nexgam.de/artikel/buch-super-mario-super-englisch-multi Mortal Kombat goes multimedia https://archive.org/details/cashbox57unse_6/page/30/mode/1up TSR brings video to board games https://archive.org/details/Video_Games_The_Ultimate_Gaming_Magazine_Issue_57_Oct_1993/page/n14/mode/1up?view=theater Matt Groening launches Bongo Comics https://archive.org/details/electronic-gaming-monthly-issue-51-october-1993/page/208/mode/1up?view=theater Recommended Links: The History of How We Play: https://thehistoryofhowweplay.wordpress.com/ Gaming Alexandria: https://www.gamingalexandria.com/wp/ They Create Worlds: https://tcwpodcast.podbean.com/ Digital Antiquarian: https://www.filfre.net/ The Arcade Blogger: https://arcadeblogger.com/ Retro Asylum: http://retroasylum.com/category/all-posts/ Retro Game Squad: http://retrogamesquad.libsyn.com/ Playthrough Podcast: https://playthroughpod.com/ Retromags.com: https://www.retromags.com/ Games That Weren't - https://www.gamesthatwerent.com/ Modo Historia - https://www.youtube.com/c/ModoHistoriaPodcast Sound Effects by Ethan Johnson of History of How We Play. Copyright Karl Kuras
We are reviewing the video game bracket that social media picked. Please let us know what the best video game of all time is. Grand Theft Auto: Vice City (2002)Silent Hill (1999)Galaga (1981)Bioshock Infinite (2013)Candy Crush (2012)Super Mario Bros. (1985)Castlevania (1986)The Legend of Zelda: Ocarina of Time (1998)Contra (1987)Tetris (1984)Tony Hawk's Pro Skater 2 (2000)Super Mario 64 (1996)Metal Gear Solid 2: Sons of Liberty (2001)Final Fantasy VII (1997)Resident Evil 2 (1998)Minecraft (2011)Metal Gear Solid 3: Snake Eater (2004)Pac-Man (1980)Bloodborne (2015)Doom (1993)Halo 2 (2004)Street Fighter II (1991)System Shock 2 (1999)Super Mario Bros. 3 (1988)God of War (2018)Space Invaders (1978)Perfect Dark (2000)The Legend of Zelda: A Link to the Past (1991)Batman: Arkham City (2011)Grand Theft Auto III (2001)Duck Hunt (1984)Metal Gear Solid (1998)Fallout 3 (2008)Pong (1972)Spacewar! (1962)Pokémon Yellow (1996)Donkey Kong Country (1994)The Sims (2000)Super Mario Galaxy 2 (2010)World of Warcraft (2004)Silent Hill 2 (2001)Grand Theft Auto V (2013)Super Smash Bros. (1999)Half-Life 2 (2004)Star Wars: Knights of the Old Republic (2003)GoldenEye 007 (1997)Call of Duty: Advanced Warfare (2014)Super Mario World (1990)Gran Turismo (1997)Resident Evil 4 (2005)Mike Tyson's Punch Out!! (1987)The Legend of Zelda: Breath of the Wild (2017)Animal Crossing: New Horizons (2020)Halo: Combat Evolved (2001)Call of Duty: Black Ops (2010)Half-Life (1998)Sonic the Hedgehog 2 (1992)StarCraft (1998)Portal (2007)The Legend of Zelda (1986)Mass Effect 2 (2010)Final Fantasy VI (1994)Wii Sports (2006)Super Metroid (1994)Red Dead Redemption (2010)Sonic & Knuckles (1994)The Oregon Trail (1971)Chrono Trigger (1995)Metroid Prime (2002)Call of Duty 4: Modern Warfare (2007)Max Payne (2001)Sonic the Hedgehog (1991)Bioshock (2007)Donkey Kong (1981)Grand Theft Auto IV (2008)Red Dead Redemption 2 (2018)Super Mario Odyssey (2017)The Last of Us (2013)Counter-Strike (2000Sid Meier's Civilization (1991)Wolfenstein 3D (1992)Castlevania: Symphony of the Night (1997) Mario Kart 64(1996)Metroid (1986)Undertale (2015)The Elder Scrolls V: Skyrim (2011)Mortal Kombat (1992)Quake (1996)SimCity (1989)Soulcalibur (1998)Uncharted 2: Among Thieves (2009)Ms. Pac-Man (1982)Tomb Raider (1996)Asteroids (1979)Resident Evil (1996)The Witcher 3: Wild Hunt (2015)Grand Theft Auto: San Andreas (2004)Pokemon Go (2016)Shadow of the Colossus (2005)Portal 2 (2011)Sid Meier's Civilization II (1996)Super Mario Galaxy (2007)Mega Man 2 (1988)Dark Souls (2011) --- Send in a voice message: https://podcasters.spotify.com/pod/show/mass-debaters/message Support this podcast: https://podcasters.spotify.com/pod/show/mass-debaters/support
Ett herrans liv i luckan Vi ger en personligt färgad överblick av genren splatterfilm: underhållningsformen som din mamma hatar mer än att bifoga kvitto med julklappar. Tomas drar sig till minnes tiden när mamma visste mer om skräckfilm än han själv och Lars uppvisar alla tecken på bokstavskombination när han utan att darra på manschetten rabblar den gyllene koden ABACABB för att ocensurera Mortal Kombat till Sega Mega Drive. Old habits die hard. Vi pratar också om: Creepypodden i P3, splatterinslag på julbordet, Kan du vissla Johanna?, Blood Feast, Psycho, the godfather of gore Herschell Gordon Lewis, den eventuellt dödsfixerade egyptiska kulturen, Ishtar, William Friedkin, Exorcisten, Dawn of the Dead, John McCarthy, Splatter Movies - Breaking The Last Taboo: A Critical Survey Of The Wildly Demented Sub Genre Of The Horror Film That Is Changing The Face Of Film Realism Forever, slasher-genrens absoluta toppår 1981, George A. Romero, Night of the Living Dead, Return of the Living Dead, Re-animator, Beyond Re-animator, Devil Doll, Sacrilegium, Jeffrey Combs, Richard Band, Day of the Dead, The Evil Dead 2: Dead by Dawn, Army of Darkness, debatten i svensk media kring Braindead, Dead Alive, Peter Jackson, Sagan om ringen, Michael J. Fox, The Frighteners, Fran Walsh, A Serbian Film, Motorsågsmassakern, året som den svenska filmcensuren la ned verksamheten för gott – vilket år det nu var – Hongkong-film, Meet the Feebles, Heavenly Creatures, Cannibal the Musical, Trey Parker, Matt Stone, The Donner Party, Troma, Super Nintendo, Street Fighter II, Planet Terror, Death Proof, Rise of the Triads, Doom, Id Software, Wolfenstein 3D, Tokyo Gore Police, Deathgasm, Postal, Blood och Quake. Bakom Patreon-väggen kan ingen höra dig klafsa runt i inälvor upp till knäna, men du kan höra oss fortsätta samtalet lika länge till med fokus på nyzeeländska Bad Taste, svenska Evil Ed och belgiska Yummy, med bred marginal den mest belgiska film som någonsin gjorts. Besök för all del gärna www.patreon.com/vargtimmenpodcast för mer information. Nostalgi, löst tyckande och akademisk analys.
fWotD Episode 2410: Doom (1993 video game) Welcome to featured Wiki of the Day where we read the summary of the featured Wikipedia article every day.The featured article for Sunday, 10 December 2023 is Doom (1993 video game).Doom is a first-person shooter game developed and published by id Software. Released on December 10, 1993, for DOS, it is the first installment in the Doom franchise. The player assumes the role of a space marine, later unofficially referred to as Doomguy, fighting through hordes of undead humans and invading demons. The game begins on the moons of Mars and finishes in hell, with the player traversing each level to find its exit or defeat its final boss. It is an early example of 3D graphics in video games, and has enemies and objects as 2D images, a technique sometimes referred to as 2.5D graphics.Doom was the third major independent release by id Software, after Commander Keen (1990–1991) and Wolfenstein 3D (1992). In May 1992, id started developing a darker game focused on fighting demons with technology, using a new 3D game engine from the lead programmer, John Carmack. The designer Tom Hall initially wrote a science fiction plot, but he and most of the story were removed from the project, with the final game featuring an action-heavy design by John Romero and Sandy Petersen. Id published Doom as a set of three episodes under the shareware model, marketing the full game by releasing the first episode free. A retail version with an additional episode was published in 1995 by GT Interactive as The Ultimate Doom.Doom was a critical and commercial success, earning a reputation as one of the best and most influential games of all time. It sold an estimated 3.5 million copies by 1999, and up to 20 million people are estimated to have played it within two years of launch. It has been termed the "father" of first-person shooters and is regarded as one of the most important games in the genre. It has been cited by video game historians as shifting the direction and public perception of the medium as a whole, as well as sparking the rise of online games and communities. It led to an array of imitators and clones, as well as a robust modding scene and the birth of speedrunning as a community. Its high level of graphic violence led to controversy from a range of groups. Doom has been ported to a variety of platforms both officially and unofficially and has been followed by several games in the series, including Doom II (1994), Doom 3 (2004), Doom (2016), and Doom Eternal (2020), as well as the films Doom (2005) and Doom: Annihilation (2019).This recording reflects the Wikipedia text as of 00:21 UTC on Sunday, 10 December 2023.For the full current version of the article, see Doom (1993 video game) on Wikipedia.This podcast uses content from Wikipedia under the Creative Commons Attribution-ShareAlike License.Visit our archives at wikioftheday.com and subscribe to stay updated on new episodes.Follow us on Mastodon at @wikioftheday@masto.ai.Also check out Curmudgeon's Corner, a current events podcast.Until next time, I'm Arthur Neural.
A Video Game Time Capsule: The Complete History of Video Games, presented by MRIXRT @reallycool
From the console wars sparked by SEGA's audacious Genesis challenging Nintendo's reign, to the rise of iconic mascots like Sonic the Hedgehog, these years were rife with innovation and intense competition. As the early 90s progressed, the industry's focus transitioned from captivating mascots to the sheer power of hardware, with giants like Nintendo, SEGA, and the emerging Sony pushing technological boundaries. Dive deep into this exhilarating era, exploring the rapid evolution of gaming and pondering on the impact of the fierce rivalries that shaped the landscape we know today.From 1990 to 1992, the gaming landscape was marked by pivotal transitions and fierce competition. The early part of this period witnessed a heightened rivalry between Nintendo and SEGA, underscored by the surprise challenge from SEGA's Genesis and Nintendo's subsequent launch of the Super Nintendo Entertainment System. SEGA's calculated introduction of Sonic the Hedgehog, designed not just to challenge Mario but to symbolize SEGA's essence, added a new dimension to the console wars. By 1992, the narrative shifted from the charm of mascots to the raw technological might, as the industry, now with Sony entering the scene, was abuzz with innovation. This era, enriched by game design legends and a focus on advanced graphics and gameplay, showcased the industry's rapid evolution and potential trajectories influenced by intense rivalries.Featured Games:Super Mario Bros 3, The Secret of Monkey Island, Mega Man 3, Wing Commander, Alex Kidd in Shinobi World, Super Mario World, Street Fighter 2, Sonic the Hedgehog, Lemmings, Final Fantasy IV, Super Castlevania IV, The Legend of Zelda: A Link to the Past, Wolfenstein 3D, Mortal Kombat, Super Mario Kart, Alone in the Dark, and Kirby's Dream Land. ★ Support this podcast on Patreon ★ Thanks to our monthly supporters FS Tabreez Siddique Mynx Mopman43 Ritsu William Kage Studio Devil Dallay_g Razu John H The Golden Bolt MykonosFan ErbBetaPatched Vornak Killer Space Serra Mr. Lindsay Autocharth History With Kayleigh Benjamin Steele Nick Makris minimme
Welcome to Dev Game Club, where this week we complete our series on Eye of the Beholder. We talk more about D&D adaptation, spend some time with a sequel, and get to our takeaways before emptying the mailbag. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Issues covered: which levels count in the sequel, killing lots of beholders, whether you could have killed Xanathar in the original, striation of hit point values, scaling for sense of power, paying off on the quests, finding all the beholders, beholder physiology, having more fun with beholders as designers, bulettes and basilisks, "just keep going," being trained for level navigation, designing towards the player understanding, wanting coordinates, using simple concepts well, modular repeatable and combinable concepts, leaning into the limitations, an onion layer level, "mapping matters," loving drawing maps, sanding off of friction (various ways of telling the player how to get there), being more embodied in the dungeon, the more you take out the less the experience becomes, allowing for abstraction and having to draw you in other ways, translating D&D, why simulate the math, a bad game to simulate, "what is a saving throw?," using video games to inform the evolution of your tabletop game, emphasizing the human, a more elegant system, dice variance, a useless party experience, usability issues, bad games that were influential on us, remembering movie moments but not the gameplay, even bad actors are better than what we could do at the time, digging into all the RPGs, not knowing what to do in SimCity, DOS vs Mac music and early audio, a craftman's respect for audio, warm analog music, hearing multiple versions of the same soundtrack, not playing a lot of real-world games, physics in games and pitting against fun, wanting to get to specific rides vs how you build a park, Tim gets turned off on the CRPG book, building on foundations and the legacies they carry, business concerns, shipping code passing cert, climbing uphill to make changes, maintaining the feel. Games, people, and influences mentioned or discussed: Eye of the Beholder II, Winnie the Pooh, The Dungeon Run, Metal Gear Solid (obliquely), Wolfenstein 3D, DOOM (1993), Gary Gygax, PS5, Xbox Series X, Dark Souls, Temple of Elemental Evil, Indiana Jones (series), Far Cry 2, Starfighter, Jurassic Park, Ultima Underworld, God of War, Baldur's Gate (series), World of Warcraft, William Shatner, Vampire: the Masquerade, Call of Cthulhu, Mechwarrior, Mechassault, Warhammer, Morrowind, Fallout, Diablo, Westwood, Ashton Herrmann, Kyrandia (series), Lands of Lore, Trespasser, Clint Hocking, Assassin's Creed (series), Darkstone, Neverwinter Nights, Kingdom Hearts, Twisted Metal Black, Warcraft II, Quake, MYST, Grim Fandango, The 7th Guest, NextGen, Sam Thomas, The CRPG Book, Skyrim, The Bard's Tale, Disco Elysium, Rogue, Betrayal at Krondor, Cobra Mission: Panic in Cobra City, Andrew, SimCity 2000, GameBoy, MegaMan, NES/SNES/N64, Grant Kirkhope, GoldenEye 007, Metroid (series), Half-Life (series), Rollercoaster Tycoon, The Matrix, Disneyworld, Great Adventure, Canobie Lake Park, Dungeon Master, Chris, Populous (series), Dungeon Master, Fallout 3, mysterydip, Commander Keen, Dwarf Fortress, Metroid Prime, Bethesda Game Studios, Halo (series), Bungie Studios, Tomb Raider, Galleon, Toby Gard, Redguard, Reed Knight, Todd Howard, Starfighter, Grand Theft Auto (series), Starfield, Unreal (series), Gears of War, Republic Commando, Jack Mathews, Mark Haigh-Hutchinson, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: Our next game? Links: The CRPG Book Dungeon Master Encyclopedia and video Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub Discord DevGameClub@gmail.com
Video game legend John Romero opens up about his tumultuous upbringing and how he went on to make his mark on the video game industry by pioneering the first-person shooter genre through games like Wolfenstein 3D, Doom and Quake. He joins Rebecca Zandbergen to talk about his new memoir, Doom Guy: Life in First Person, and how the video game industry has changed and shaped culture at large — from the relationship between fictional and real-world violence, to the conception of video games as an art.
We get into our first Backlog Attack games: D.J. witnesses the invention of shooting in Wolfenstein 3D, while Randy's explores the world's grossest house in Resident Evil 7: Biohazard. Also: Finally cooking some Indian food in Venba. Episode Timeline (0:00) - Intro (4:15) - Venba (20:23) - Wolfenstein 3D (38:53) - Resident Evil 7: Biohazard (1:06:54) - Outro
Step into the world of legendary gaming as James Altucher sits down with none other than John Romero, the brilliant mind behind the groundbreaking first-person shooter, DOOM. Join us on this captivating episode of The James Altucher Show, as we delve into the fascinating journey of a visionary video game developer who revolutionized the gaming industry.For over three decades, FPS games have enthralled gamers worldwide, and DOOM stands tall as one of the pioneers that defined the genre. In this candid conversation, James reminisces about his exhilarating experiences with DOOM, which captured the hearts of millions with its unparalleled 3D graphics and immersive gameplay.John Romero takes us back to the inception of DOOM, sharing the challenges and triumphs he faced while creating this iconic masterpiece. Discover the secrets behind what makes a great game, as he imparts invaluable insights into the gaming business and industry, making this episode a must-listen for aspiring game developers.As a special treat, John Romero talks about his compelling book, Doom Guy: Life in First Person, offering a glimpse into the life of a gaming genius and the creative process that spawned a cultural phenomenon.Tune in to witness an engaging conversation filled with nostalgia, wisdom, and passion that continues to drive John Romero's indelible impact on the gaming world. Whether you're a seasoned gamer or simply curious about the magic behind the pixels, this episode will surely leave you inspired and entertained. Don't miss this rare opportunity to hear from the visionary mind behind DOOM, only on The James Altucher Show.-----------What to write and publish a book in 30 days? Go to JamesAltucherShow.com/writing to join James' writing intensive!What do YOU think of the show? Head to JamesAltucherShow.com/listeners and fill out a short survey that will help us better tailor the podcast to our audience!Are you interested in getting direct answers from James about your question on a podcast? Go to JamesAltucherShow.com/AskAltucher and send in your questions to be answered on the air!------------Visit Notepd.com to read our idea lists & sign up to create your own!My new book Skip the Line is out! Make sure you get a copy wherever books are sold!Join the You Should Run for President 2.0 Facebook Group, where we discuss why you should run for President.I write about all my podcasts! Check out the full post and learn what I learned at jamesaltucher.com/podcast.------------Thank you so much for listening! If you like this episode, please rate, review, and subscribe to “The James Altucher Show” wherever you get your podcasts: Apple PodcastsStitcheriHeart RadioSpotifyFollow me on Social Media:YouTubeTwitterFacebook
John Romero is an award-winning game designer, level designer and programmer whose work spans over 130 games, 107 of which have been published commercially, including the iconic works Wolfenstein 3D, DOOM and Quake. He has worked in the mobile, hardcore, mid-core, casual and MMO space. John has co-founded eight successful game companies including the likes of id Software, Gazillion Entertainment and, most recently, Romero Games which celebrated its 7th anniversary in 2022. He is considered to be among the world's top game designers, and his games have won well over 100 awards. One of the earliest indie developers, John began working in the game space in 1979 on mainframes before moving to the Apple II in 1982. He is a completely self-taught programmer, designer and artist, having drawn his inspirations from early Apple II programmers. He co-owns Romero Games. John's autobiography DOOM Guy: Life in First Person is getting released in July 2023. Industry-redefining breakthroughs in design and tech during his time at id Software made DOOM and Quake cultural phenomena, and this thrilling story recounts every step of the process, from collaborative, heavy metal–fueled days spent crafting the industry's most revolutionary and cutting-edge games to a high-profile falling-out with id cofounder John Carmack. After years in the gaming spotlight, Romero is now telling his story—the whole story—shedding new light on the development of his games and his business partnerships, from the highest highs to the lowest lows, sharing insights about design, code, the industry, and his career right up to today. Sharing gratitude for a lifetime in games, Romero reveals the twists and turns that led him, ultimately, to be called DOOM Guy. A copy of the book can be purchased here: https://www.amazon.com/Doom-Guy-Life-First-Person/dp/141975811X. In this Podcast, Allan McKay interviews John Romero, the legendary Creator of DOOM and Co-Creator of id Software, about his start as a programmer, overcoming life struggles, getting his start as a programmer, launching id Software and the success of Commander Keen, the cultural impact of DOOM, transitioning to 3D – and the release of his first autobiography DOOM GUY: LIFE IN FIRST PERSON. For more show notes, visit www.allanmckay.com/412.
Boltgun is the latest game in the Warhammer 40k universe. But good news: you don't need to know a single thing about Warhammer to enjoy this little surprise. In fact, this new shooter will more likely click with fans of Doom, Quake, and Duke Nukem. We dig into the latest "boomer shooter," and then reminisce about the early days of the FPS. Was Plante accidentally buying pirated games? Can Frush explain shareware? Learn the answers to those questions and more on this week's episode of The Resties.Discussed on the show: Boltgun, Wolfenstein 3D, Rise of the Triad, Doom, Hexen, Toy Story, Chex Quest, Super Mega Baseball 4, and the NYXI Wizard Wireless Joypad for Switch.
John Romero es conocido como uno de los padres de los shooters en primera persona. Él es una de las personas más reconocidas en la industria de los videojuegos, especialmente por diseñar títulos como Wolfenstein 3D (1992), Doom (1993) o Quake (1996), entre otros.This show is part of the Spreaker Prime Network, if you are interested in advertising on this podcast, contact us at https://www.spreaker.com/show/4129325/advertisement
Join the HG101 gang as they discuss and rank Id's still-quite-playable early FPS. This weekend's Patreon Bonus Get episode will be GLIDER PRO! Donate at Patreon to get this bonus content and much, much more! Follow the show on Twitter to get the latest and straightest dope. Check out what games we've already ranked on the The Big Damn List, then nominate a game of your own via five-star review on Apple Podcasts! Take a screenshot and show it to us on our Discord server! Intro music by NORM. 2023 © Hardcore Gaming 101
We are sitting down with The Thing About Us Podcast, who is doing his 104 video games tournament. Check out this episode to see what he thinks is the best video game ever. If you want to do your tournament, please get in touch with us, and we will set it up. Here are all the video games in the tournament: Grand Theft Auto: Vice City (2002) Silent Hill (1999)Galaga (1981) Bioshock Infinite (2013) Persona 5 (2016) Super Mario Bros. (1985) Castlevania (1986) The Legend of Zelda: Ocarina of Time (1998) Contra (1987)Tetris (1984) Tony Hawk's Pro Skater 2 (2000) Super Mario 64 (1996) Metal Gear Solid 2: Sons of Liberty (2001) Final Fantasy VII (1997) Resident Evil 2 (1998) Minecraft (2011) Metal Gear Solid 3: Snake Eater (2004) Pac-Man (1980) Bloodborne (2015) Doom (1993)Halo 2 (2004) Street Fighter II (1991) System Shock 2 (1999) Super Mario Bros. 3 (1988) God of War (2018) Space Invaders (1978) The Secret of Monkey Island (1990) The Legend of Zelda: A Link to the Past (1991) Batman: Arkham City (2011) Grand Theft Auto III (2001) Duck Hunt (1984) Metal Gear Solid (1998) Fallout 3 (2008)Pong (1972) Spacewar! (1962) Pokémon Red and Blue (1996) Donkey Kong Country (1994) The Sims (2000) Super Mario Galaxy 2 (2010) World of Warcraft (2004) Silent Hill 2 (2001) Grand Theft Auto V (2013) Super Smash Bros. Melee (2001) Half-Life 2 (2004) Star Wars: Knights of the Old Republic (2003) GoldenEye 007 (1997) Colossal Cave Adventure (1976) Super Mario World (1990) Gran Turismo (1997) Resident Evil 4 (2005) Mike Tyson's Punch-Out!! (1987) The Legend of Zelda: Breath of the Wild (2017) Animal Crossing: New Horizons (2020) Halo: Combat Evolved (2001) Myst (1993) Half-Life (1998) Sonic the Hedgehog 2 (1992) StarCraft (1998)Portal (2007) The Legend of Zelda (1986) Mass Effect 2 (2010) Final Fantasy VI (1994) Wii Sports (2006) Super Metroid (1994) Red Dead Redemption (2010) Elite (1984) The Oregon Trail (1971) Chrono Trigger (1995) Metroid Prime (2002) Call of Duty 4: Modern Warfare (2007) Earthbound (1994) Sonic the Hedgehog (1991) Bioshock (2007) Donkey Kong (1981) Grand Theft Auto IV (2008) Red Dead Redemption 2 (2018) Super Mario Odyssey (2017) The Last of Us (2013) Counter-Strike (2000 Sid Meier's Civilization (1991) Wolfenstein 3D (1992) Castlevania: Symphony of the Night (1997) Super Mario Kart (1992) Metroid (1986) Undertale (2015) The Elder Scrolls V: Skyrim (2011) Mortal Kombat (1992) Quake (1996)SimCity (1989) Soulcalibur (1998) Uncharted 2: Among Thieves (2009) Ms. Pac-Man (1982) Tomb Raider (1996) Asteroids (1979) Resident Evil (1996) The Witcher 3: Wild Hunt (2015) Grand Theft Auto: San Andreas (2004) Deus Ex (2000) Shadow of the Colossus (2005) Portal 2 (2011) Sid Meier's Civilization II (1996) Super Mario Galaxy (2007) Mega Man 2 (1988) Dark Souls (2011) --- Send in a voice message: https://podcasters.spotify.com/pod/show/mass-debaters/message Support this podcast: https://podcasters.spotify.com/pod/show/mass-debaters/support
In today's episode, our host, Head of RL, and Meta CTO Andrew “Boz” Bosworth is joined by John Carmack, former Reality Labs Consulting CTO who is currently heading up AGI at Keen Technologies. John Carmack is one of the most influential technologists of our time, and his work has shaped multiple generations of software and platforms. As a co-founder of video game company id Software, Carmack developed titles including Wolfenstein 3D, Doom and Quake, which pioneered new approaches to technologies like 3D graphics and online multiplayer gaming.But Carmack's impact goes well beyond gaming. In 2013 Carmack left id Software to become the CTO of Oculus VR, where he helped the company pioneer a new era of virtual reality devices. In 2014 Oculus VR was acquired by Meta and Carmack played a key role in the development of the VR technologies that Meta has developed ever since, which formed the foundation for its long term vision to build for the metaverse. In short, if you've ever played a video game or worn a VR headset, you've experienced John Carmack's legacy. And now, after stepping down from his role at Meta at the end of 2022, Carmack is setting off on a new phase of his career, founding Keen Technologies to work on the pursuit of artificial general intelligence. There's plenty for Carmack and Boz to talk about, and they cover it all this week, from the incredible new era of AI that's emerging today to his philosophy on programming, building great software and making users happy. And as a bonus, Carmack's recommended reading list for the best sci-fi to understand today's AI boom, and thoughts on The Last of Us and turning games into TV shows. For feedback and suggestions, drop Boz a message @boztank on Instagram or Twitter. Follow John Carmack on Twitter, @id_AA_Carmack.
On this episode: A24 gives a teenager the keys to the kingdom, and there was DEFINITELY room on that door. PLUS Joseph takes his medicine from Force Five Podcast, and Adam Rosen calls in! Writer and editor of the new book: You're Tearing me Apart Lisa!: The Year's Work on The Room, the Worst Movie Ever MadeIn news: Apple cider vinegar, bird, Super Bowl, Kansas City Chiefs, Philadelphia Eagles, Steelers, Producer Justus, Raiders, The Dark Knight Rises, Bane, The Longest Yard, Friday Night Lights, Black Friday, We Are Marshal, Any Given Sunday, Remember the Titans, The Replacements, The Waterboy, The Blindside, The Backrooms, James Wan, Atomic Monster, creepy pasta, 4chan, 8chan, Q, Wolfenstein 3D, Kane Parsons, Lights Out, Marble Hornets, Robert Patino, DMZ, HBO Max, liminal space, Michael Jordan, Grant Hill, Skinamarink, Titanic, James Cameron, Adam Rosen, The Worst Movie Ever Made, The Room, The Big Lebowski, A Year's Work in The Big Lebowski, The Disaster Artist, Proverbs 29:18, Milhouse Van Houten, Tickled, Video Gum, Miami Connection, New York Ninja, S. Darko, Force Five Podcast, Jason Kleeberg, Patrick Swayze, Drew BarrymoreCheck out The Force Five Podcast w/Jason Kleeberg https://www.forcefivepodcast.com/Pick up Adam M. Rosen's new book...You're Tearing me Apart Lisa!: The Year's Work on The Room, the Worst Movie Ever Madehttps://www.amazon.com/You-Are-Tearing-Apart-Lisa/dp/0253062721http://www.MCFCpodcast.comhttp://www.facebook.com/MCFCpodcasthttp://www.twitter.com/podcastMCFChttp://www.tiktok.com/middleclassfilmclasshttp://www.instagram.com/middleclassfilmclassEmail: MCFCpodcast@gmail.comLeave us a voicemail at (209) 730-6010Merch store - https://middle-class-film-class.creator-spring.com/ Join the Patreon:www.patreon.con/middleclassfilmclassPatrons:Javier Listener Stephen: The Maple Syrup Don Joel Shinneman Linda McCalister Heather Sachs https://twitter.com/DorkOfAllDorks Ryan CorbinJason https://www.forcefivepodcast.com/ Brendan BealChris GeigerJoseph Navarro Pete Abeytaand Tyler Noe Streaming Picks:The Muppets - Disney+ Role Models - Amazon Prime The Happening - Hulu The Hatchet Wielding Hitchhiker - Netflix Inception - Hulu Julie & Julie - Hulu, Netflix The Greatest Beer Run Ever - Apple TV+ Vengeance - Amazon Prime
Anfang der 90er der Vertrieb von Spielen noch kein feststehender Markt, den Versender oder Handelsketten aufgeteilt hätten. Es gab den Einzelhandel, monatlichen Diskettenmagazine und den Underground-Bereich der Shareware. Einem technisch innovativen Team namens id Software war es vorbehalten, kurz den letzteren ins Rampenlicht zu befördern, indem sie mit diesem Geschäftsmodell kurz nacheinander drei Hits landeten: Commander Keen, Wolfenstein 3D, Doom. In dieser Episode geht es um Wolfenstein 3D, das nicht id Softwares erster Ego-Shooter, aber eine maßgebliche technische und spielmechanische Weiterentwicklung zu Hovertank One und Catacomb 3-D, die id nur ein Jahr davor rausbrachte. Wolf3D brachte den Durchbruch für die junge Firma, legte den Grundstein für Doom und war wegweisend für das entstehende Genre der Ego-Shooter. Christian und Gunnar sprechen über Wolfenstein 3D und Spear of Destiny, die Geschichte von id Software und die halboffiziellen Vorgänger, die Wolfenstein-Spiele von Silas Warner. Hinweis: Für Unterstützer auf Steady/Patreon gibt es in Kürze eine spannende „Wusstet ihr eigentlich …?“-Bonusfolge mit Trivia zum Spiel sowie eine exklusive Sonderfolge zur Historie der Shareware-Spiele. Infos zum Spiel: Thema: Wolfenstein 3D, 1992 Plattform: MS-DOS, später Acorn 32-bit, Browser, Game Boy Advance, Jaguar, SNES, iPad, iPhone, Macintosh, PC-98, PlayStation 3, Windows, Xbox 360 Entwickler: id Software Publisher: Apogee Software Genre: Ego-Shooter Designer: John Carmack, John Romero, Adrian Carmack, Tom Hall Musik: Robert Prince Podcast-Credits: Sprecher: Christian Schmidt, Gunnar Lott Audioproduktion: Johannes DuBois, Christian Schmidt Titelgrafik: Paul Schmidt Intro, Outro: Nino Kerl (Ansage); Chris Hülsbeck (Musik) Unterstützen: Die Produktion dieser Folge wurde finanziert durch die Unterstützung unser Hörer auf den Plattformen Steady oder Patreon. Wer uns ebenfalls unterstützen möchte, kann das am Besten durch ein Abo auf einer der Plattformen tun – da gibt es auch massig sensationellen Extra-Content. www.stayforever.de
Rip and tear through the hordes of hell, as we discuss Doom, one of the most influential computer games ever created! Learn how the id Software team evolved from their Wolfenstein 3D roots to deliver an experience that had never been seen before. Is it still worth it to play the Father of the first person shooter genre? There's only one way to find out! Join the discussion on Discord! Want more Classic Gaming Today? Sign up as a patron at Patreon.com/ClassicGamingToday!
Let's close the 2022 book with an awards ceremony for games that almost exclusively weren't released in 2022! It's the AWIY way, folks. That's right, our GOTY awards are focused on games we've covered on the podcast in the last year, which means we were pitting the likes of Elden Ring and Scorn against a weird and wonderful mix that includes games like Wario Land, Diddy Kong Racing and Wolfenstein 3D! Our awards this year are Best Story, Best Gameplay, Most Bullshit, Best Surprise, Worst Game, Outsider Award for Non-pod Game, and Game of the Year. Have a great 2023, everyone!
It's time to revisit ID Software's early years, as we delve into the grandfather of first person shooters, Wolfenstein 3D! Learn how the ID team made the leap from 2D platformers to a pseudo 3D engine, after which we'll talk about whether the game holds up today, or if it's just too elderly to keep up with its descendants. Join the discussion on Discord! Want more Classic Gaming Today? Sign up as a patron at Patreon.com/ClassicGamingToday!
¿Cómo está la industria del videojuego en Europa? ¿Qué pasos podemos dar para fortalecerla e igualar trayectoria y dimensión con otros países como EE.UU y Japón? Gamelab Tenerife se ha celebrado por vez primera estrenando un formato, el del Summit, que en palabras del Consejero de Innovación y Vicepresidente del Cabildo de Tenerife, Enrique Arriaga, aspira a convertirse en “el Davos del videojuego” y que su director, Iván Fernández Lobo, y productor ejecutivo Antonio Cabrera (director de HDG) han apuntalado con unos encuentros con actores de mucho peso en el sector. Entrevistamos a tres de ellos en este programa (aparecerán más en futuras ediciones):Ian Livingstone: fundador junto a Steve Jackson de Games Workshop. Escritor de la saga Fighting Fantasy, y presidente y CEO de Eidos Montreal, donde supervisó grandes proyectos como Deus Ex y Tomb Raider.Eva Gaspar: CEO de Abylight Barcelona en uno de los estudios independientes más grandes de España, que se mantiene ajeno a las grandes corporaciones con un juego reciente, One Military Camp.Y John Romero, cofundador de ID Software y uno de los mejores diseñadores de la historia con juegos como Wolfenstein 3D, DOOM y Quake.Escuchar audio
Much can be said of ID Software and their legacy, this week Press B discusses the birth of the FPS genre and two classic PC games that defined a generation. Mick Gordon's 2022 blog post Marty Stratton's 2020 Reddit post Press B To Cancel now on Youtube! For updates and more episodes please visit our website www.pressbtocancel.com, or find us on Twitter @pressbtocancel and Instagram @pressbtocancel. Special thanks to The Last Ancient on SoundCloud for our podcast theme.
Wolfenstein 3D hat eine USK-Freigabe ab 16 Jahren bekommen. Das zeigt, wie sehr sich die Prioritäten im deutschen Jugendschutz aktuell verschieben.
This time the Old Guys talk about how far away we are from high end gaming (especially via Xbox platform) while on the road. They also dip their toe into the early days of video gaming with Quake, Doom, Wolfenstein 3D after several of us listened to bits of the Lex Fridman podcast with Carmack (believed to be by many, as the Father of video gaming). Ghost Recon Wildlands is on Gamepass. Jason talks about VR gaming with some of the most anticipated VR games coming to the Oculus Quest in the next year. Then the guys bring it home with our favorite Western Movies. Wait, but Jason raised a new game for Game Pass on the PC called Shenzen I/O - and of course, we all think Ken will like this one. --- This episode is sponsored by · Anchor: The easiest way to make a podcast. https://anchor.fm/app
John Carmack is a legendary programmer, co-founder of id Software, and lead programmer of many revolutionary video games including Wolfenstein 3D, Doom, Quake, and the Commander Keen series. He is also the founder of Armadillo Aerospace, and for many years the CTO of Oculus VR. Please support this podcast by checking out our sponsors: – InsideTracker: https://insidetracker.com/lex to get 20% off – Indeed: https://indeed.com/lex to get $75 credit – Blinkist: https://blinkist.com/lex and use code LEX to get 25% off premium – Eight Sleep: https://www.eightsleep.com/lex and use code LEX to get special savings – Athletic Greens: https://athleticgreens.com/lex and use code LEX
Pong, Eternal Darkness, Dragon's Lair and Wolfenstein 3D are just a few of the most original or innovative games that Wes and Matt could think of at the time. Check out the show for our full list and let us know which ones we may have forgotten in the comments. For sponsorship opportunities please email us at: nerdthusiast@gmail.com Intro Art & Graphics by: Bernardo Del Castillo Intro/Outro Music by: 8 Bit Universe Song: Orange Juice Discover more of their music at: youtube.com/8bituniverse Nerdthusiast Content & Social Media Website- nerdthusiast.com Twitter - https://twitter.com/nerdthusiast Facebook - https://facebook.com/nerdthusiast Instagram - https://instagram.com/nerdthusiast TikTok - https://tiktok.com/@nerdthusiast Youtube - https://youtube.com/nerdthusiast Hosts Social Media Contacts: Matt: Twitter - @FromNJ2CA Wes: Instagram - grendel5xbx
A few weeks ago Woody began reminiscing about old computer games he played in middle school and high school. In the 90's computer games evolved from the more simplistic (like Oregon Trail) to the more complex (such as Wolfenstein 3D, Duke Nukem 3D, and DOOM). Even though games had taken a more three dimensional game play - the rise of the "point and click" format took a strong hold. Like most trips down "memory lane" Woody re-discovered a "point and click" game he hadn't thought about since the late nights he spent playing it at his high school buddy's house back in 1996. He remembered it being very creepy, very weird, and super intriguing. It wasn't until he began to dig a little into the game itself that he realized the true story behind the game, and most importantly the game's creator was far more captivating than he had ever known. Join us this week as we discuss DROWNED GOD: CONSPIRACY OF THE AGES. This game covers it all...ancient aliens, conspiracy, the Great Flood, the Library of Alexandria, the Knights Templar, the Philadelphia Experiment and the link to other dimensions...plus, the truth about Human History. Dust of your PC's...get your boot disks ready, and as always BE RAD! -------------------------------------------------------------------------------------------------------- SHOW INFO
Season 4 Episode 7 Episode 118 News: Homebrew, rom hacks & emulation Ys III for Genesis rebalanced Takedown letter pending Modder Recreates Quake 4 in Quake 1 Zelda: Ocarina Of Time Fan-Made PC Port Is Out And Already Spawning Glorious Mods Other odd or interesting thing Romero news: Wolfenstein 3D secrets revealed by John Romero in lengthy post-mortem chat John Romero Corrects the Rumor About the Date That Doom Takes Place Documenting Sony Memory Stick Man Creates Entire Game of Pong Inside a Single Commodore 64 Sprite Sierra founders got 'bored' in lockdown so they're making their first new game in more than 20 years New PlayStation Plus Subscription Launches In June With Three Tiers Topic: Dreamcast VGA Game Club Discussion: Legacy of Ys Chip 'n Dale Rescue Rangers New Game Club Games: Populous (any version) Mappy-Land Game Club Link Tree Bumpers: Inverse Phase, Raftronaut Facebook, Twitter, and Instagram managed by: Zach
John Carmack is a computer programmer, video game developer and engineer. He co-founded id Software and was the lead programmer of its video games Commander Keen, Wolfenstein 3D, Doom, Quake, Rage and their sequels. Currently he is the CTO at Oculus.