For nearly two decades, computer-based Bulletin Board Systems were the primary method of communication between computer users. As suddenly as they gained popularity, they were made obsolete by the next big thing - a newfangled system called the Internet.Commodork: Sordid Tales from a BBS Junkie takes its readers on an exciting journey through the BBS era. Through the author's personal tales and adventures, readers will discover more about these amazing times and what it was like to grow up online. With tales of copyfests, BBS parties and random acts of online debauchery, those who were there will find themselves reminiscing, while those who weren't will enjoy learning about life ""before the 'net.""You know, back when we used to modem uphill, both ways in the snow.
A tale of the personal computing, gaming, and online adventures of a child who grew up as part of the first computer-native generation, this account brings to life late nights swapping software, hacking the school computer, causing trouble on college radio, a stint as AOL's Internet AnswerMan, and hosting a team of Microsoft suits in a small-town home office.
Author: Deborah Chester
Publisher: Oxford University Press
Release Date: 2016-01-01
Genre: Language Arts & Disciplines
There's more to writing a successful fantasy story than building a unique world or inventing new magic. How exactly is a plot put together? How do you know if your idea will support an entire novel? How do you grab reader attention and keep it? How do you create dynamic, multi-dimensional characters? What is viewpoint and do you handle it differently in urban fantasy than in traditional epics? What should you do if you're lost in the middle? How do you make your plot end up where you intend it to go? From the writing of strong, action-packed scenes to the handling of emotions, let award-winning fantasy author Deborah Chester guide you through the process of putting a book together. Convinced there's no need to shroud the writing process under a veil of mystery, Chester supplies tips that are both practical and proven. They are exactly what she uses in writing her own novels and what she teaches in her writing courses at the University of Oklahoma. Along with explaining story construction step-by-step, Chester illustrates each technique with examples drawn from both traditional and urban fantasy. The technique chapters include exercises to assist novices in mastering the craft of writing fantasy as well as suggestions for avoiding or solving plot problems. More experienced writers will find tips for taking their work to the next level. With an introduction by author Jim Butcher, The fantasy fiction formula provides the information you need to gain skill and proficiency in writing fantasy like a pro.
"This reference work provides a guide to popular video games of the 1970s and early 1980s. Each chapter includes a brief history and description of the game system, followed by a complete listing of video games released for that console. Glossary provides a helpful guide to the classic video game genres and terms referenced throughout the work"--Provided by publisher.
Author: Jimmy Maher
Publisher: MIT Press
Release Date: 2012-04-13
Long ago, in 1985, personal computers came in two general categories: the friendly, childish game machine used for fun (exemplified by Atari and Commodore products); and the boring, beige adult box used for business (exemplified by products from IBM). The game machines became fascinating technical and artistic platforms that were of limited real-world utility. The IBM products were all utility, with little emphasis on aesthetics and no emphasis on fun. Into this bifurcated computing environment came the Commodore Amiga 1000. This personal computer featured a palette of 4,096 colors, unprecedented animation capabilities, four-channel stereo sound, the capacity to run multiple applications simultaneously, a graphical user interface, and powerful processing potential. It was, Jimmy Maher writes in The Future Was Here, the world's first true multimedia personal computer. Maher argues that the Amiga's capacity to store and display color photographs, manipulate video (giving amateurs access to professional tools), and use recordings of real-world sound were the seeds of the digital media future: digital cameras, Photoshop, MP3 players, and even YouTube, Flickr, and the blogosphere. He examines different facets of the platform -- from Deluxe Paint to AmigaOS to Cinemaware -- in each chapter, creating a portrait of the platform and the communities of practice that surrounded it. Of course, Maher acknowledges, the Amiga was not perfect: the DOS component of the operating systems was clunky and ill-matched, for example, and crashes often accompanied multitasking attempts. And Commodore went bankrupt in 1994. But for a few years, the Amiga's technical qualities were harnessed by engineers, programmers, artists, and others to push back boundaries and transform the culture of computing.
Author: Chris Kohler
Publisher: "O'Reilly Media, Inc."
Release Date: 2005-10-12
Maybe it was the recent Atari 2600 milestone anniversary that fueled nostalgia for the golden days of computer and console gaming. Every Game Boy must ponder his roots from time to time. But whatever is driving the current retro gaming craze, one thing is certain: classic games are back for a big second act, and they're being played in both old and new ways. Whether you've just been attacked by Space Invaders for the first time or you've been a Pong junkie since puberty, Chris Kohler's Retro Gaming Hacks is the indispensable new guide to playing and hacking classic games. Kohler has complied tons of how-to information on retro gaming that used to take days or weeks of web surfing to track down and sort through, and he presents it in the popular and highly readable Hacks style. Retro Gaming Hacks serves up 85 hard-nosed hacks for reviving the classic games. Want to game on an original system? Kohler shows you how to hack ancient hardware, and includes a primer for home-brewing classic software. Rather adapt today's equipment to run retro games? Kohler provides emulation techniques, complete with instructions for hacking a classic joystick that's compatible with a contemporary computer. This book also teaches readers to revive old machines for the original gaming experience: hook up an Apple II or a Commodore 64, for example, and play it like you played before. A video game journalist and author of Power Up: How Japanese Video Games Gave the World an Extra Life, Kohler has taught the history of video games at Tufts University. In Retro Gaming Hacks, he locates the convergence of classic games and contemporary software, revealing not only how to retrofit classic games for today's systems, but how to find the golden oldies hidden in contemporary programs as well. Whether you're looking to recreate the magic of a Robotron marathon or simply crave a little handheld Donkey Kong, Retro Gaming Hacks shows you how to set the way-back dial.
Author: Robert L. O'Connell
Publisher: Random House
Release Date: 2010-07-13
NATIONAL BESTSELLER For millennia, Carthage’s triumph over Rome at Cannae in 216 B.C. has inspired reverence and awe. No general since has matched Hannibal’s most unexpected, innovative, and brutal military victory. Now Robert L. O’Connell, one of the most admired names in military history, tells the whole story of Cannae for the first time, giving us a stirring account of this apocalyptic battle, its causes and consequences. O’Connell brilliantly conveys how Rome amassed a giant army to punish Carthage’s masterful commander, how Hannibal outwitted enemies that outnumbered him, and how this disastrous pivot point in Rome’s history ultimately led to the republic’s resurgence and the creation of its empire. Piecing together decayed shreds of ancient reportage, the author paints powerful portraits of the leading players, from Hannibal—resolutely sane and uncannily strategic—to Scipio Africanus, the self-promoting Roman military tribune. Finally, O’Connell reveals how Cannae’s legend has inspired and haunted military leaders ever since, and the lessons it teaches for our own wars.
How did the Commodore 64 conquer the hearts of millions and become a platform people still actively develop for even today? What made it so special? This book will appeal to both those who like tinkering with old technology as a hobby and nostalgic readers who simply want to enjoy a trip down memory lane. It discusses in a concise but rigorous format the different areas of home gaming and personal computing where the C64 managed to innovate and push forward existing boundaries. Starting from Jack Tramiel's vision of designing computers "for the masses, not the classes," the book introduces the 6510, VIC-II and SID chips that made the C64 unique. It briefly discusses its Basic programming language and then proceeds to illustrate not only many of the games that are still so fondly remembered but also the first generation of game engines that made game development more approachable − among other topics that are often neglected but are necessary to provide a comprehensive overview of how far reaching theC64 influence was. Written in a straightforward and accessible style, readers will relive the dawn of modern technology and gain a better understanding of the legacy that was built, bit by bit, in those pioneering days by computers that had only a tiny fraction of the power modern machines have and, yet, were used to create the technological world we are now living in. With a foreword by Michael Tomczyk
Author: Brian Bagnall
Release Date: 2016-08-01
Filled with first-hand accounts of ambition, greed, and inspired engineering, this history of the personal computer revolution takes readers inside the cutthroat world of Commodore. Before Apple, IBM, or Dell, Commodore was the first computer manufacturer to market its machines to the public, selling an estimated 22 million Commodore 64s. Those halcyon days were tumultuous, however, owing to the expectations and unsparing tactics of founder Jack Tramiel. Engineers and managers with the company between 1976 and 1994 share their memories of the groundbreaking moments, soaring business highs, and stunning employee turnover that came with being on top in the early days of the microcomputer industry. This updated third edition includes additional interviews and first-hand material from major Commodore figures like lead engineer Jeff Porter, engineers Bob Welland, Michael Sinz, Hedley Davis and Electronics Arts founder Trip Hawkins.
Join veteran gamer, video game fansite webmaster, and born storyteller, Rob Strangman as he takes you on a tour of some of the most defining moments in video game history as seen through his eyes. From the fall of Atari to the emergence of the Sony PlayStation and beyond, Rob relates tales of the adventures that were had during the golden age of gaming. Rob also discusses his experiences with importing, the ""gamer"" stereotype, and shares his opinions on the current state of gaming. While Rob may have been the original ""Virtual Caveman,"" he certainly wasn't the only one. Included here are many other stories and contributions from gamers both young and old. Also within these pages you will find interviews with many of the gaming industry's veterans: David Crane, Howard Scott Warshaw, Martin Alessi, Yuzo Koshiro, Kouichi ""Isuke"" Yotsui and more.
Explains the difference between hackers and crackers, explores the benefits that hackers provide by notifying system administrators of flaws in the system, and discusses how to better protect a system.
Author: Claude Lalumière
Publisher: EDGE Science Fiction and Fantasy Publishing
Release Date: 2016-04-26
Superheroes! Supervillains! Superpowered antiheroes. Mad scientists. Adventurers into the unknown. Detectives of the dark night. Costumed crimefighters. Steampunk armoured avengers. Brave and bold supergroups. Crusading aliens in a strange land. Secret histories. Pulp action. Tesseracts Nineteen features all of these permutations of the superhero genre and many others besides! Edited by Claude Lalumière and Mark Shainblum, Superhero Universe (Tesseracts Nineteen) features twenty-four stories (and one poem) by some of Canada’s best fantasy and science fiction writers: John Bell, P. E. Bolivar, Kevin Cockle, Evelyn Deshane, Marcelle Dubé, Chadwick Ginther, Patrick T. Goddard, Kim Goldberg, Geoff Hart, Sacha Howells, Arun Jiwa, D. K. Latta, Michael Matheson, Bernard E. Mireault, Luke Murphy, Brent Nichols, David Perlmutter, Mary Pletsch & Dylan Blacquiere, Jennifer Rahn, Corey Redekop, Alex C. Renwick, Jason Sharp, Bevan Thomas, Leigh Wallace, and A. C.Wise. The Tesseracts anthology series is Canada's longest running anthology. It was first edited by the late Judith Merril in 1985, and has published more than 529 original Canadian speculative fiction (Science fiction, fantasy and horror) stories and poems by 315 Canadian authors, editors, translators and special guests. Some of Canada's best known writers have been published within the pages of these volumes - including Margaret Atwood, William Gibson, Robert J. Sawyer, and Spider Robinson (to name a few).