During the heady days of Amiga BBSing I was involved with several individuals on the 'scene'. One such individual was a good friend of mine called TANGo. He was (is?) a decorated ASCII artist well respected in the scene. He has recently placed all of his ASCII work online for your delectation. You can see it all here:
He won several accolades at demo competitions, and was involved with some famous names on the scene at the time. You'll need some sort of.lzx decompressor..
Anyone tried buying a Powerbook or iMac without MacOS installed on it? I have. Tried to pick up an iMac at my local Apple Store. The sales person was reasonably helpful, going to the trouble of calling the head office to find out if such a thing was possible. This broke down when the best answer he could give me was 'We can't do it because we wouldn't know how much of a discount to give'; 'Surely you just deduct the number on that OSX box over there' I said. 'The retail and bundled versions are slightly different, and the pricing would be also, but we don't know what the bundled version costs' he replied. I shook my head and left the shop.
Development studios fail when they are poorly run, not because of the quality of their games. Have you played Harry Potter? Derivative piece of crap. You don't see Argonaut going bust though do you? There's a lot of companies churning out crap on the strength of an expensive movie license, and we the decisive games buying public lap it up. Developers (usually) get the smallest percentage of the sales income, with the Retailers and Publishers/Distributors taking the most. Residuals and royalties tend to be between 1-3% per sale, and only after development advances have been recouped and usually then only after sales over 500,000 - 750,000 copies have been reached. The publisher and retailer on the other hand take a slice of EVERY sale. The point here is the developer seems to have the least potential to make money from something that has been mainly their effort..
Coming soon, to a next generation console near you:
Simon Says 3D!
During the heady days of Amiga BBSing I was involved with several individuals on the 'scene'. One such individual was a good friend of mine called TANGo. He was (is?) a decorated ASCII artist well respected in the scene. He has recently placed all of his ASCII work online for your delectation. You can see it all here:
.lzx decompressor..
Link
He won several accolades at demo competitions, and was involved with some famous names on the scene at the time. You'll need some sort of
C'mon, it's been out there for 30 years;
It must have bumped into the big black wall with starts painted on it by now.
Anyone tried buying a Powerbook or iMac without MacOS installed on it? I have. Tried to pick up an iMac at my local Apple Store. The sales person was reasonably helpful, going to the trouble of calling the head office to find out if such a thing was possible. This broke down when the best answer he could give me was 'We can't do it because we wouldn't know how much of a discount to give'; 'Surely you just deduct the number on that OSX box over there' I said. 'The retail and bundled versions are slightly different, and the pricing would be also, but we don't know what the bundled version costs' he replied. I shook my head and left the shop.
Development studios fail when they are poorly run, not because of the quality of their games. Have you played Harry Potter? Derivative piece of crap. You don't see Argonaut going bust though do you? There's a lot of companies churning out crap on the strength of an expensive movie license, and we the decisive games buying public lap it up. Developers (usually) get the smallest percentage of the sales income, with the Retailers and Publishers/Distributors taking the most. Residuals and royalties tend to be between 1-3% per sale, and only after development advances have been recouped and usually then only after sales over 500,000 - 750,000 copies have been reached. The publisher and retailer on the other hand take a slice of EVERY sale. The point here is the developer seems to have the least potential to make money from something that has been mainly their effort..