I'm just a little winey baby. Open source software is dangerous, can you not see this? It means that I can't make a Billion dolars a minuite anymore and worse, there software will probably work better and be more reliable.
.....
here are the pictures from the page
123456 Pitfall Perfection
Classic video games and the Atari 2600, they just go together. Like Pac-Man and The Ghosts, Donkey Kong and Mario, Pitfall and Harry.
Picture this! You are deep in the recesses of a forbidden jungle-an unforgiving place few explorers ever survive. But you've got courage, because you're with Pitfall Harry, the world famous jungle explorer and fortune hunter extraordinaire. The lure of hidden treasure draws you and Harry deeper and deeper into the bush. But, being a great explorer, you wouldn't think of starting such a difficult journey without reading this manual first--very carefully. So opens the Pitfall manual.
Released in 1982 by Activision, Pitfall, for the Atari 2600, was expected to enjoy the usual game marketing cycle: a few months of success, and then retirement on dusty back shelves and bargain bins. Pitfall however, did not follow expected norms.
Pitfall proved to be the best selling video game cartridge of its time in the U.S. and Canada. Holding fast to Billboard magazine's number one video game spot for an astonishing 64 weeks, Pitfall was second only to everyone's favorite dot-chomping yellow circle. Pitfall gained acclaim, and a place in gaming history. With the recent release of Pitfall 3D, it became one of the few games that have enjoyed successive sequels across three decades.
"I knew that there was great potential in 'run, jump, and climb' adventure games, but the result was beyond any expectations. It sold millions of copies, established a new genre of adventure games and spawned hundreds of similar products," said David Crane, Pitfall's creator.
Even at its height in the eighties, few Activision executives imagined that nearly twenty years later gamers around the world would be vying for the prestige of scoring Pitfall's first perfect score. These execs obviously had never heard of Alan Hewston.
Back then he was an avid gamer aspiring to Pitfall greatness. Now, Hewston, 35, is an aerospace engineer working at NASA's John H. Glenn Research Center in Cleveland. As of midnight December 1, 2000, he's also the Pitfall world champion.
As the worldwide authority on player rankings and gaming statistics, Twin Galaxies is charged with the task of verifying all record setting scores. Every score for the Atari, Colecovision, and the consoles that followed, must receive the Twin Galaxies seal of authenticity, before a champion can be enshrined in the gaming Hall of Fame. Ron Corcoran, Twin Galaxies' Worldwide Editor for the Atari and Intellivision systems, is responsible for certifying scores for the upcoming edition of Twin Galaxies' book of gaming world records, "The Official Video Game & Pinball Book Of World Records". Corcoran has authenticated Hewston's perfect score.
The Pitfall record will be honored in Alan's hometown of Parma Heights, Ohio. Mayor Martin Zanotti has been asked to present Alan an award on behalf of Twin Galaxies.
To generate even more excitement around Activision's classic hit, Twin Galaxies has established the "Pitfall Prize," a $150 cash prize, to go to the player who can achieve a perfect game in the fastest time, before the August 31st, 2001 publishing deadline, for the upcoming record book.
But what is a perfect game?
A perfect game, according to Corcoran, occurs when you collect all 32 treasures and score 114,000 points--the maximum points allowed by the game. "It is a very difficult feat to accomplish," explains Corcoran, "since there are over 400 obstacles to overcome, and if any one of them is missed, the game is no longer perfect. Corcoran continued to state that, "it is believed that even game designer David Crane himself, has never accomplished this feat."
Video game historians agree that Crane, did an excellent job of creating and playtesting the game to ensure that a perfect game was possible, but far from probable. So, how did native of Greensburg, Pennsylvania, employed as a rocket scientist, develop the skills that made him the world's best Pitfall player?
Corcoran believes it is due to the enduring charm of the Atari 2600 game system, "Though Atari 2600 gaming has developed into a major hobby over the last two years, Pitfall didn't get its curtain call until last summer, during the Twin Galaxies Atari-Coleco Decathlon. The event challenged players to submit their best scores on ten different games, and brought some of the best in the world to the joystick. Though Pitfall was among the ten games chosen for the August 15-October 15 tilt, no one expected it to be the competition's biggest hit."
"Who's going to get the first perfect score," Was the challenge issued by Robert Mruczek, a contestant in the heralded Deca2000 competition. Pitfall's challenging gameplay sparked the interest of the players and a pennant race was born. Suddenly, Pitfall was the topic of discussion on many Internet sites devoted to classic gaming, and it was almost an absolute necessity that perfection be achieved. By the time the Deca2000 was over, an intense support community for Pitfall fans seemed to develop. The record hung in the balance.
"Initially," said Alan, "there were about five of us going neck and neck, including Ron Corcoran, Robert Macauley, Robert Mruczek, Stephen Knox and myself. Mruczek, who is a far better player than most of the rest of us, should have won. But then I found a sequence of jumps that allowed me to save 10 seconds at the start of the game, a bit of knowledge that enabled me to finish the game ten seconds earlier than my previous record, which I was able to turn into a winning strategy."
The Deca2000 competition ended without anyone scoring a perfect game, even though collecting all but one of the treasures gave Alan a new world record. A week later, Macauley jumped out in front, becoming the first player in history, with the possible exception of David Crane himself, to get all 32 treasures. Unfortunately for Macauley, the new world record of 113,805 points he attained at that time fell just short of a perfect score. Then, right after the Deca2000 was over, Mruczek, coming very close to a perfect game several times, got all 32 treasures but kept making one mistake, resulting in his best score coming in at 113,995 points; a mere 5 points shy of the perfect score.
At the same time, Alan was also busy treasure hunting. He collected all 32, but nicked a log, thereby finishing with an almost-perfect score of 113,998 points. With that score, the 10 seconds he saved at the beginning of the game translated into a finish time that allowed 38 seconds spared, becoming a new world record - the fastest time, in a single game of Pitfall.
The competition continued fiercely, and perfection became the obsession. The desire reached its pinnacle when top players would actually quit the game and start again if they happened to make a mistake. "It was pointless to continue onward, since anything less than a perfect score was meaningless," said Corcoran.
Noting the intensity of the Deca2000 contest and the determination of the players, Mruczek stated, "as you can see, each player's performance caused the other players to rise to the occasion. Without Robert Macauley getting the ball rolling with his score of 111,000, none of us would have reached our full potential."
Alan recalls the difficulties encountered during the contest, "All of us became very frustrated, vying for this perfect game. But we knew that it was indeed possible. We all wanted to be the first to record a perfect game, but we also hoped that someone would do it soon. I had given up for a while, until I discussed game strategies with Tim Roach, a friend at work. Tim's encouragement provided a fresh look, and a chance to see if a proposed set of jumps may be possible. It was extremely difficult, and even when I proved that it could be done, it still took me over a dozen games to get it right. Knowing that I had saved 10 precious seconds, I just had to try again."
The discovery of the winning trick came to Alan, while watching videotapes of his gaming. "At Mruczek's advice, I began connecting the game to my VCR, recording and watching my game film so I could spot mistakes. "I still think Robert should have won. But the new trick saved me an additional ten seconds. Ten seconds that added up to the win."
It took only a few more tries, before Alan got his perfect game. "I would play the first 10 minutes aggressively," he reveals, "and then, if the game is still flawless, relax and take my time for the rest of the game. Knowing that I had 38 seconds remaining in my previous best effort, I knew that I had perfection in my sights."
Twin Galaxies caught up with Alan at his NASA office, and picked his Pitfall brain.
Twin Galaxies: Is the Atari 2600 the only game system you play?
Alan: Though I own 20 game systems, 10 of them classic, I focus mainly on the Commodore 64 and Atari 2600. My devotion to classic gaming goes back many years. In fact, it was the only thing that allowed me to keep my sanity during my college years. Whenever my academic workload became overwhelming, my Commodore 64 and Atari 2600 provided a refreshing sanctuary far away from the worries of the day.
Even today my fascination for the Atari 2600 continues to permeate my daily life, as evidenced by the writing assignments I have received from the monthly on-line magazine, The Retrogaming Times, which focuses on the classic game systems of the early 1980s.
I have become a regular on The Retrogaming Times staff and this coming month I'm writing an article titled "The Many Faces of River Raid." There's no better way to master a game than to write about it. And, with a collection of 1400 game cartridges to choose from, I have a never-ending variety of potential topics.
TG: Do you think there will be any new discoveries by future Pitfall players that will allow the best-time to be improved?
Alan: No, the game is now completely researched and exploited. Now, it's just a question of going as fast as possible without mistakes. There are only 255 rooms (also called jungle scenes) in the game and players have already mapped the best possible route through the game to get a perfect score with all 32 treasures collected. My path is the most efficient path. Going left takes me through only 198 of the rooms, giving me the fastest time possible. Now it's just a question of executing perfectly without bumping into things. If anything hits you, you lose points.
Pitfall is a dodge-'em game, a one-dimensional odyssey that takes, Pitfall Harry, through an aboveground maze and a complicated system of underground tunnels, all the while avoiding obstacles that can slow you down, and detract from the final score.
There's a rhythm to the game, too. Though some of the obstacles are permanently placed throughout the game, others appear to be synched up to your progress through the maze or to the game timer. If you get out of sync, you lose time. You have to stay in rhythm to get a perfect game.
TG: Do all the players use the same strategies?
Alan: Essentially, all the players use the same strategies, but we're just going in opposite directions as the jungle wraps around, from one end to the other. Except for the first tunnel, we all use nearly the same tunnel route, because it is known which lead to the treasures. However, I go left and Robert and Ron go right.
Many tunnels terminate in dead ends so you have to find which ones you should use. Long ago, Pitfall players discovered which path was the best to take, and, once the correct route was established, top players seldom deviated from this path. You have to map out all 255 rooms to know which way to go. I have my map laid out on a spreadsheet, even though I cannot afford to look at it while playing. I recommend that players either memorize their path, like the top players do, or write done a few notes to remind them which tunnel to take. I taped a set of brief instructions to my TV to consult while playing. However, I can only afford to take a quick glance. It's like driving with white knuckles for 20 minutes.
Gameplay is only one-dimensional, allowing movement to the right or left. Robert takes the more challenging route by going to the right, which may yield a quicker time. I, on the other hand, choose the left direction since the obstacles are a bit easier to overcome. The chosen path is the same for both of us even though we are going in opposite directions.
TG: Could your skills make you a champion in the ferocious world of 64-bit systems?
Who knows," he responded. "Actually, I don't dislike the new systems, but I like the simplicity of the older games much better. The new consoles have too many buttons, taking too much time to learn, plus many of the games require many, many hours to play.
TG: What's the next chapter in Pitfall's amazing history?
Alan: Everybody's excited about the new Twin Galaxies award promised to the player who achieves a perfect game in the fastest time. However, in addition to focusing on the Twin Galaxies contest, a perfect score on Pitfall 2 comes next. All the players are vying to be the first perfect champion on that game, too. Interestingly, Pitfall 1 and Pitfall 2 are now on nearly all major classic video game systems and, recently, Pitfall was revised and re-released for the current generation of game platforms, including the PC.
TG: What happens now, after your amazing accomplishment?
Alan: By the final week of the Deca2000, all the contestants were in their own universes, focusing on the ten games, trying to win. I finished in fourth place, behind Ron, Robert and Steve. But when the contest was over, I got my family back. Or, I should say they got me back. My wife told me she was glad to have me back home again.
I rember "back in the day" I used to play a lot of NES games. I even at one time kept a record of all the games I had beaten. It was roughly around ~120 games. Most of which were games I rented for two days and then beat before they had to be returned.
This was around the time "Nintendo Power" was the coolest magizine. I still remember the code to play Mike Tyson!
Me too, me too!!! My mama told me I could be a GangBanger too when I grow up! I just love shooting people for the fun of of it. I works much better than common Sence
Though they are only picking a few machines to run this test you should still - Sign up anyway - , it dosent hurt. Just think if this really takes off, you could leave your machine(s) running all day and possibly make just enough money each month to cover the electricity bill you ran up!
Of course, the people didn't put in real information probably because it was fun, rather than because they were worried about privacy...
well, I guess thats probably also true. Guess I was just the neieve kid in elementry school, I've learned my lesson now though.
---------------------- Email me
This shure does explain a lot things I saw! Just recently my company was contacted to go and service some of zapMe's school sites here in LA, and guess what I saw? To start with, they had these cheesy Toshiba servers on a cable modem networked to a few toshiba desktops. Their app is this horribly dislexic looking mock of IE (their "custom" browser), which upon running makes you sign in or start a new account with all you "secret info". And knowing most kids, they probably filled 'em all in. They then proceed to run these fast moving ads at the bottom of the screen... I had to Laugh, you could barely follow them. The whole setup gave me a bad feeling. Why such a beefy server? Why the very personal info?
Something on the side - I heard through them that most of their sites were experiencing (various) PC problems (mostly on the servers), and their fix was to reimage, sounds good except they had no image CD's left (sounding like this happened often), and had been out for a few MONTHS.
Close to the top of the page is thisQ: Who "runs" UDDI?
A: The UDDI project is not being "run" by any one company. Nor is it a standards body or a new company. Rather, UDDI is currently being guided by a group of industry leaders that are spearheading the early creation and design efforts. Over the next twelve to eighteen months, the UDDI specifications will be turned over to a standards organization, with the continued commitment of the cross industry team that initiated UDDI. We encourage other companies to join the UDDI project.
Kinda strange, the companies they are talking about are Micro$oft IBM and [Ariba ?]. I dont really know what this means. I also think someone else has implemented something like this.
Sadly, I do agree with you. File sharing (peer to peer) will not survive very long if people only use it when they want something. Some X girlfriends out there might also agree with this logic.
Basically this technology will only survive if people stop being greedy and start distributing. But then there is human nature:(
I think people are only concerning themselves with
finding and taking what they need and them quickly logging off. Concequently, the files they had set to share are only avaliable for a short time... I do this my self.
I'm just a little winey baby. Open source software is dangerous, can you not see this? It means that I can't make a Billion dolars a minuite anymore and worse, there software will probably work better and be more reliable.
So... If you shoot 'em while their jumiping (in mid air), would they stay there?
Or is it actually Luser??
This is the entire article ripped from the link
.....
here are the pictures from the page
1 2 3 4 5 6
Pitfall Perfection
Classic video games and the Atari 2600, they just go together. Like Pac-Man and The Ghosts, Donkey Kong and Mario, Pitfall and Harry.
Picture this! You are deep in the recesses of a forbidden jungle-an unforgiving place few explorers ever survive. But you've got courage, because you're with Pitfall Harry, the world famous jungle explorer and fortune hunter extraordinaire. The lure of hidden treasure draws you and Harry deeper and deeper into the bush. But, being a great explorer, you wouldn't think of starting such a difficult journey without reading this manual first--very carefully. So opens the Pitfall manual.
Released in 1982 by Activision, Pitfall, for the Atari 2600, was expected to enjoy the usual game marketing cycle: a few months of success, and then retirement on dusty back shelves and bargain bins. Pitfall however, did not follow expected norms.
Pitfall proved to be the best selling video game cartridge of its time in the U.S. and Canada. Holding fast to Billboard magazine's number one video game spot for an astonishing 64 weeks, Pitfall was second only to everyone's favorite dot-chomping yellow circle. Pitfall gained acclaim, and a place in gaming history. With the recent release of Pitfall 3D, it became one of the few games that have enjoyed successive sequels across three decades.
"I knew that there was great potential in 'run, jump, and climb' adventure games, but the result was beyond any expectations. It sold millions of copies, established a new genre of adventure games and spawned hundreds of similar products," said David Crane, Pitfall's creator.
Even at its height in the eighties, few Activision executives imagined that nearly twenty years later gamers around the world would be vying for the prestige of scoring Pitfall's first perfect score. These execs obviously had never heard of Alan Hewston.
Back then he was an avid gamer aspiring to Pitfall greatness. Now, Hewston, 35, is an aerospace engineer working at NASA's John H. Glenn Research Center in Cleveland. As of midnight December 1, 2000, he's also the Pitfall world champion.
As the worldwide authority on player rankings and gaming statistics, Twin Galaxies is charged with the task of verifying all record setting scores. Every score for the Atari, Colecovision, and the consoles that followed, must receive the Twin Galaxies seal of authenticity, before a champion can be enshrined in the gaming Hall of Fame. Ron Corcoran, Twin Galaxies' Worldwide Editor for the Atari and Intellivision systems, is responsible for certifying scores for the upcoming edition of Twin Galaxies' book of gaming world records, "The Official Video Game & Pinball Book Of World Records". Corcoran has authenticated Hewston's perfect score.
The Pitfall record will be honored in Alan's hometown of Parma Heights, Ohio. Mayor Martin Zanotti has been asked to present Alan an award on behalf of Twin Galaxies.
To generate even more excitement around Activision's classic hit, Twin Galaxies has established the "Pitfall Prize," a $150 cash prize, to go to the player who can achieve a perfect game in the fastest time, before the August 31st, 2001 publishing deadline, for the upcoming record book.
But what is a perfect game?
A perfect game, according to Corcoran, occurs when you collect all 32 treasures and score 114,000 points--the maximum points allowed by the game. "It is a very difficult feat to accomplish," explains Corcoran, "since there are over 400 obstacles to overcome, and if any one of them is missed, the game is no longer perfect. Corcoran continued to state that, "it is believed that even game designer David Crane himself, has never accomplished this feat."
Video game historians agree that Crane, did an excellent job of creating and playtesting the game to ensure that a perfect game was possible, but far from probable. So, how did native of Greensburg, Pennsylvania, employed as a rocket scientist, develop the skills that made him the world's best Pitfall player?
Corcoran believes it is due to the enduring charm of the Atari 2600 game system, "Though Atari 2600 gaming has developed into a major hobby over the last two years, Pitfall didn't get its curtain call until last summer, during the Twin Galaxies Atari-Coleco Decathlon. The event challenged players to submit their best scores on ten different games, and brought some of the best in the world to the joystick. Though Pitfall was among the ten games chosen for the August 15-October 15 tilt, no one expected it to be the competition's biggest hit."
"Who's going to get the first perfect score," Was the challenge issued by Robert Mruczek, a contestant in the heralded Deca2000 competition. Pitfall's challenging gameplay sparked the interest of the players and a pennant race was born. Suddenly, Pitfall was the topic of discussion on many Internet sites devoted to classic gaming, and it was almost an absolute necessity that perfection be achieved. By the time the Deca2000 was over, an intense support community for Pitfall fans seemed to develop. The record hung in the balance.
"Initially," said Alan, "there were about five of us going neck and neck, including Ron Corcoran, Robert Macauley, Robert Mruczek, Stephen Knox and myself. Mruczek, who is a far better player than most of the rest of us, should have won. But then I found a sequence of jumps that allowed me to save 10 seconds at the start of the game, a bit of knowledge that enabled me to finish the game ten seconds earlier than my previous record, which I was able to turn into a winning strategy."
The Deca2000 competition ended without anyone scoring a perfect game, even though collecting all but one of the treasures gave Alan a new world record. A week later, Macauley jumped out in front, becoming the first player in history, with the possible exception of David Crane himself, to get all 32 treasures. Unfortunately for Macauley, the new world record of 113,805 points he attained at that time fell just short of a perfect score. Then, right after the Deca2000 was over, Mruczek, coming very close to a perfect game several times, got all 32 treasures but kept making one mistake, resulting in his best score coming in at 113,995 points; a mere 5 points shy of the perfect score.
At the same time, Alan was also busy treasure hunting. He collected all 32, but nicked a log, thereby finishing with an almost-perfect score of 113,998 points. With that score, the 10 seconds he saved at the beginning of the game translated into a finish time that allowed 38 seconds spared, becoming a new world record - the fastest time, in a single game of Pitfall.
The competition continued fiercely, and perfection became the obsession. The desire reached its pinnacle when top players would actually quit the game and start again if they happened to make a mistake. "It was pointless to continue onward, since anything less than a perfect score was meaningless," said Corcoran.
Noting the intensity of the Deca2000 contest and the determination of the players, Mruczek stated, "as you can see, each player's performance caused the other players to rise to the occasion. Without Robert Macauley getting the ball rolling with his score of 111,000, none of us would have reached our full potential."
Alan recalls the difficulties encountered during the contest, "All of us became very frustrated, vying for this perfect game. But we knew that it was indeed possible. We all wanted to be the first to record a perfect game, but we also hoped that someone would do it soon. I had given up for a while, until I discussed game strategies with Tim Roach, a friend at work. Tim's encouragement provided a fresh look, and a chance to see if a proposed set of jumps may be possible. It was extremely difficult, and even when I proved that it could be done, it still took me over a dozen games to get it right. Knowing that I had saved 10 precious seconds, I just had to try again."
The discovery of the winning trick came to Alan, while watching videotapes of his gaming. "At Mruczek's advice, I began connecting the game to my VCR, recording and watching my game film so I could spot mistakes. "I still think Robert should have won. But the new trick saved me an additional ten seconds. Ten seconds that added up to the win."
It took only a few more tries, before Alan got his perfect game. "I would play the first 10 minutes aggressively," he reveals, "and then, if the game is still flawless, relax and take my time for the rest of the game. Knowing that I had 38 seconds remaining in my previous best effort, I knew that I had perfection in my sights."
Twin Galaxies caught up with Alan at his NASA office, and picked his Pitfall brain.
Twin Galaxies: Is the Atari 2600 the only game system you play?
Alan: Though I own 20 game systems, 10 of them classic, I focus mainly on the Commodore 64 and Atari 2600. My devotion to classic gaming goes back many years. In fact, it was the only thing that allowed me to keep my sanity during my college years. Whenever my academic workload became overwhelming, my Commodore 64 and Atari 2600 provided a refreshing sanctuary far away from the worries of the day.
Even today my fascination for the Atari 2600 continues to permeate my daily life, as evidenced by the writing assignments I have received from the monthly on-line magazine, The Retrogaming Times, which focuses on the classic game systems of the early 1980s.
I have become a regular on The Retrogaming Times staff and this coming month I'm writing an article titled "The Many Faces of River Raid." There's no better way to master a game than to write about it. And, with a collection of 1400 game cartridges to choose from, I have a never-ending variety of potential topics.
TG: Do you think there will be any new discoveries by future Pitfall players that will allow the best-time to be improved?
Alan: No, the game is now completely researched and exploited. Now, it's just a question of going as fast as possible without mistakes. There are only 255 rooms (also called jungle scenes) in the game and players have already mapped the best possible route through the game to get a perfect score with all 32 treasures collected. My path is the most efficient path. Going left takes me through only 198 of the rooms, giving me the fastest time possible. Now it's just a question of executing perfectly without bumping into things. If anything hits you, you lose points.
Pitfall is a dodge-'em game, a one-dimensional odyssey that takes, Pitfall Harry, through an aboveground maze and a complicated system of underground tunnels, all the while avoiding obstacles that can slow you down, and detract from the final score.
There's a rhythm to the game, too. Though some of the obstacles are permanently placed throughout the game, others appear to be synched up to your progress through the maze or to the game timer. If you get out of sync, you lose time. You have to stay in rhythm to get a perfect game.
TG: Do all the players use the same strategies?
Alan: Essentially, all the players use the same strategies, but we're just going in opposite directions as the jungle wraps around, from one end to the other. Except for the first tunnel, we all use nearly the same tunnel route, because it is known which lead to the treasures. However, I go left and Robert and Ron go right.
Many tunnels terminate in dead ends so you have to find which ones you should use. Long ago, Pitfall players discovered which path was the best to take, and, once the correct route was established, top players seldom deviated from this path. You have to map out all 255 rooms to know which way to go. I have my map laid out on a spreadsheet, even though I cannot afford to look at it while playing. I recommend that players either memorize their path, like the top players do, or write done a few notes to remind them which tunnel to take. I taped a set of brief instructions to my TV to consult while playing. However, I can only afford to take a quick glance. It's like driving with white knuckles for 20 minutes.
Gameplay is only one-dimensional, allowing movement to the right or left. Robert takes the more challenging route by going to the right, which may yield a quicker time. I, on the other hand, choose the left direction since the obstacles are a bit easier to overcome. The chosen path is the same for both of us even though we are going in opposite directions.
TG: Could your skills make you a champion in the ferocious world of 64-bit systems?
Who knows," he responded. "Actually, I don't dislike the new systems, but I like the simplicity of the older games much better. The new consoles have too many buttons, taking too much time to learn, plus many of the games require many, many hours to play.
TG: What's the next chapter in Pitfall's amazing history?
Alan: Everybody's excited about the new Twin Galaxies award promised to the player who achieves a perfect game in the fastest time. However, in addition to focusing on the Twin Galaxies contest, a perfect score on Pitfall 2 comes next. All the players are vying to be the first perfect champion on that game, too. Interestingly, Pitfall 1 and Pitfall 2 are now on nearly all major classic video game systems and, recently, Pitfall was revised and re-released for the current generation of game platforms, including the PC.
TG: What happens now, after your amazing accomplishment?
Alan: By the final week of the Deca2000, all the contestants were in their own universes, focusing on the ten games, trying to win. I finished in fourth place, behind Ron, Robert and Steve. But when the contest was over, I got my family back. Or, I should say they got me back. My wife told me she was glad to have me back home again.
It's goes like this -> up up down down left right left right B A start.
Its a code for "Contra" (NES). Though I don't remember exactly what it does...something like all guns or god mode?
I rember "back in the day" I used to play a lot of NES games. I even at one time kept a record of all the games I had beaten. It was roughly around ~120 games. Most of which were games I rented for two days and then beat before they had to be returned.
This was around the time "Nintendo Power" was the coolest magizine. I still remember the code to play Mike Tyson!
Me too, me too!!! My mama told me I could be a GangBanger too when I grow up! I just love shooting people for the fun of of it. I works much better than common Sence
You silly Poo Poo head
Though they are only picking a few machines to run this test you should still - Sign up anyway - , it dosent hurt. Just think if this really takes off, you could leave your machine(s) running all day and possibly make just enough money each month to cover the electricity bill you ran up!
So, demand mileage when you sign up.
Of course, the people didn't put in real information probably because it was fun, rather than because they were worried about privacy...
well, I guess thats probably also true. Guess I was just the neieve kid in elementry school, I've learned my lesson now though.
----------------------
Email me
This shure does explain a lot things I saw! Just recently my company was contacted to go and service some of zapMe's school sites here in LA, and guess what I saw? To start with, they had these cheesy Toshiba servers on a cable modem networked to a few toshiba desktops. Their app is this horribly dislexic looking mock of IE (their "custom" browser), which upon running makes you sign in or start a new account with all you "secret info". And knowing most kids, they probably filled 'em all in. They then proceed to run these fast moving ads at the bottom of the screen... I had to Laugh, you could barely follow them. The whole setup gave me a bad feeling. Why such a beefy server? Why the very personal info?
./ME :)
Something on the side - I heard through them that most of their sites were experiencing (various) PC problems (mostly on the servers), and their fix was to reimage, sounds good except they had no image CD's left (sounding like this happened often), and had been out for a few MONTHS.
------------------------
------------------------
Close to the top of the page is this Q: Who "runs" UDDI? A: The UDDI project is not being "run" by any one company. Nor is it a standards body or a new company. Rather, UDDI is currently being guided by a group of industry leaders that are spearheading the early creation and design efforts. Over the next twelve to eighteen months, the UDDI specifications will be turned over to a standards organization, with the continued commitment of the cross industry team that initiated UDDI. We encourage other companies to join the UDDI project.
:)
Kinda strange, the companies they are talking about are Micro$oft IBM and [Ariba ?]. I dont really know what this means.
I also think someone else has implemented something like this.
I bet it won't live up to their Hype.
------------------------
slashDot me
------------------------
Sadly, I do agree with you. File sharing (peer to peer) will not survive very long if people only use it when they want something. Some X girlfriends out there might also agree with this logic. Basically this technology will only survive if people stop being greedy and start distributing. But then there is human nature :(
I think people are only concerning themselves with finding and taking what they need and them quickly logging off. Concequently, the files they had set to share are only avaliable for a short time... I do this my self.