Hardly. In the days when cassette-tape software was common, cassette-tape software-and-music was also common.:) For example, the C64 tape version of Out Run had the game's music on side two of the cassette -- best part of the whole game if you ask me. The C64 port was generally horrid.
The Pac-Man ghosts first appeared in one of the secret floors of Wolfenstein-3D proper (I forget which episode -- #3?). The map in question is an exact duplicate of the original Pac-Man maze, with all four ghosts (likewise invincible), golden goblets subbing for the dots, and a marvellously demented arrangement of Pac-Man's "Get Ready!" and intermission music by the maestro himself, Robert C. Prince III. Very, very trippy. The self-referential Wolfie/Keen maps of Doom II and "The Dopefish lives!" message of Quake utterly pale by comparison, I assure you.
I have the C64 disk of it. Unfortunately, my disk drive is kaput so I can't play it. Oh well -- both the Apple II and C64 versions are easy to find as emulator disk images.
A new pinball-building program would be keen. Something I'd like to see, of course, would be more flexibility in individual items on the board -- one of the faults of PCS, disregarding advances in pin design since 1983, is that each bumper kicks with the exact same strength, each flipper sets at the exact same angle and pushes the ball away with the exact same strength, and so forth.
MPEG 1 or 2, or maybe even 1.5 depending on the encoder you're using, but who gives a fuck?
In any case, "MP4" is incorrect, but will be used anyway because, remember, half the human race have below-average intelligence. (George Carlin said that, no?)
Duke Nukem 3D, Blood, and Shadow Warrior all use Ken Silverman's Build engine. Personally I think Silverman's greatest achievement is still Ken's Labyrinth (Wolfie clone that pre-dates all three and is sold by Epic). Unplayable, but at least unlike DN3D and company it's amusingly unplayable instead of aggravatingly unplayable.
This is mentioned in the NPR story (part of All Things Considered's "Lost and Found Sound" series, by the way) to which the write-up refers. It's implied, though not outright stated, that some portion of the Spanish-language stations share facilities with, or are the work of, Radio Havana in Cuba.
Permanent page is http://www.npr.org/programs/lnfsound/stories/000526.stories.html. Unfortunately, listening to the story requires Real Player and ordering a transcript costs money... this is what you get for cutting NPR funding, you government spooks reading this page!
"Interpol and Deutschebank, FBI and Scotland Yard" is from the title track of Computerworld, not from "Numbers". Same album so I can understand the confusion.
As for numbers stations, well... one of the many problems with trying to decode these buggers is that there are so many what-ifs to think about that one can feel paralyzed trying to come at it from every possible angle. One of the points raised by the NPR story is that the stations don't broadcast just the numbers, but also all manner of squeaks, buzzes, and electronic jingles.
Stations like these have been in existence for the past twenty years at least. Signals get tracked and rogue transmitters get busted -- yet on almost any night you can still take a whirl across the shortwave dial and hear those familiar monotonous spliced recordings droning away. The first person to decode one of these broadcasts will be a hero to cryptographers the world over, I'm sure.
<nitpick> The Infocom implementors did not use Inform. The only 'Infocom' game I know of that was coded with Inform is Zork: The Undiscovered Underground, and that's post-Mediagenic-assimilation so it doesn't count.:)
Rather, the Infocom implementors used an internal compiler (which, as far as I know, has been lost to the four winds) which generated bytecode for a virtual machine (the Z-Machine, it's called) which every Infocom interpreter 'emulates'. Inform is an independently-developed compiler which also generates Z-Machine bytecode. </nitpick>
Ever tried running multiple X servers with different bit-depths? Like so:
X:display number -bpp bit depth
X:0 -bpp 8
X:1 -bpp 32
If you use a script to start X, you may have to read the documentation to find out how to force the script to pass options onto the X server itself. With Red Hat's 'startx' script for instance, you have startx's options, then two hyphens, then X server options, like so:
Flanders? Oh, please. His Web Pages that Suck site used to be a fairly blatant Mirsky/Stev0 rip-off that gave pointers on designing slick sites that shill whatever you're selling, and now it is a fairly blatant shill for the book he's selling. I love capitalism — bleah.
Bump-mapping, yeah -- indications of embossings and depressions in a surface, so environments look somewhat more like real objects instead of like painted plastic as in Doom and the Quakes -- but how do you mean, "proper"?
Epic Megagames have released some gems, although sadly it seems like those days are behind them now...
Jazz Jackrabbit - fast-paced platformer with a goony sense of humor and nice animation
Epic Pinball - nice if you're jonesing for a pin fix, although the usual limitations of simulated pin ball are all included
Brix - nerve-wracking puzzler
Epic have never seemed to find a groove with 3D games, though. There was a simply awful Wolfenstein 3D clone called Ken's Labyrinth (and wasn't this Ken the same Ken Silverman who developed Apogee's Build engine?), and since then they've been scrambling to catch up with Id.
Not very helpful, Icebalm. What format is the archive? What's the general procedure for extracting files from this format of archive that doesn't involve using some particular (closed-source, bloated, crappy) program that's only available for one particular (closed-source, bloated, crappy) operating system?
From poking at the executable, I find the answer to the first question seems to be "It's a.CAB". As for the second, I'm genuinely curious, and haven't (yet) found an answer.
-- Oh, wait, I forget... the only people who read slashdot anymore are corporate zonks who slave away the hours under MS-Windows by day, run Linux and pretend to be revolutionaries by night. "News for nerds", indeed. Bleargh. When this site went down last night, it should've stayed down.
You're not crazy. The American Super Mario Bros 2 is a port of the Japanese game Doki Doki Panic, which is out there on the web, although you need an NES/Famicom emulator that can handle disk images. The "original" Super Mario Bros 2 made it into the SNES Super Mario All-Stars as the so-called "Lost Levels".
Hardly. In the days when cassette-tape software was common, cassette-tape software-and-music was also common. :) For example, the C64 tape version of Out Run had the game's music on side two of the cassette -- best part of the whole game if you ask me. The C64 port was generally horrid.
The Pac-Man ghosts first appeared in one of the secret floors of Wolfenstein-3D proper (I forget which episode -- #3?). The map in question is an exact duplicate of the original Pac-Man maze, with all four ghosts (likewise invincible), golden goblets subbing for the dots, and a marvellously demented arrangement of Pac-Man's "Get Ready!" and intermission music by the maestro himself, Robert C. Prince III. Very, very trippy. The self-referential Wolfie/Keen maps of Doom II and "The Dopefish lives!" message of Quake utterly pale by comparison, I assure you.
That's Death Star, you silly Sonic veteran, Death Star.
I do, I do!
I have the C64 disk of it. Unfortunately, my disk drive is kaput so I can't play it. Oh well -- both the Apple II and C64 versions are easy to find as emulator disk images.
A new pinball-building program would be keen. Something I'd like to see, of course, would be more flexibility in individual items on the board -- one of the faults of PCS, disregarding advances in pin design since 1983, is that each bumper kicks with the exact same strength, each flipper sets at the exact same angle and pushes the ball away with the exact same strength, and so forth.
Yet another post
From the haiku maniac --
But not OGG, at least!
MPEG 1 or 2, or maybe even 1.5 depending on the encoder you're using, but who gives a fuck?
In any case, "MP4" is incorrect, but will be used anyway because, remember, half the human race have below-average intelligence. (George Carlin said that, no?)
What's new with the keyboard, other than it's "new, and much improved" (yeah, uh huh)? They don't have any details about that. Bad omen, I say.
Duke Nukem 3D, Blood, and Shadow Warrior all use Ken Silverman's Build engine. Personally I think Silverman's greatest achievement is still Ken's Labyrinth (Wolfie clone that pre-dates all three and is sold by Epic). Unplayable, but at least unlike DN3D and company it's amusingly unplayable instead of aggravatingly unplayable.
Well, at least it's not a goatse.cx link for a change.
This is mentioned in the NPR story (part of All Things Considered's "Lost and Found Sound" series, by the way) to which the write-up refers. It's implied, though not outright stated, that some portion of the Spanish-language stations share facilities with, or are the work of, Radio Havana in Cuba.
Permanent page is http://www.npr.org /programs/lnfsound/stories/000526.stories.html. Unfortunately, listening to the story requires Real Player and ordering a transcript costs money ... this is what you get for cutting NPR funding, you government spooks reading this page!
"Interpol and Deutschebank, FBI and Scotland Yard" is from the title track of Computerworld, not from "Numbers". Same album so I can understand the confusion.
As for numbers stations, well ... one of the many problems with trying to decode these buggers is that there are so many what-ifs to think about that one can feel paralyzed trying to come at it from every possible angle. One of the points raised by the NPR story is that the stations don't broadcast just the numbers, but also all manner of squeaks, buzzes, and electronic jingles.
Stations like these have been in existence for the past twenty years at least. Signals get tracked and rogue transmitters get busted -- yet on almost any night you can still take a whirl across the shortwave dial and hear those familiar monotonous spliced recordings droning away. The first person to decode one of these broadcasts will be a hero to cryptographers the world over, I'm sure.
Why? There's already the user option not to see any signatures at all, which is the preferable choice in all cases.
<nitpick> :)
The Infocom implementors did not use Inform. The only 'Infocom' game I know of that was coded with Inform is Zork: The Undiscovered Underground, and that's post-Mediagenic-assimilation so it doesn't count.
Rather, the Infocom implementors used an internal compiler (which, as far as I know, has been lost to the four winds) which generated bytecode for a virtual machine (the Z-Machine, it's called) which every Infocom interpreter 'emulates'. Inform is an independently-developed compiler which also generates Z-Machine bytecode.
</nitpick>
... L. Ronald McDonald?
mr-t.vs.god
Ever tried running multiple X servers with different bit-depths? Like so:
X :display number -bpp bit depth
X :0 -bpp 8
X :1 -bpp 32
If you use a script to start X, you may have to read the documentation to find out how to force the script to pass options onto the X server itself. With Red Hat's 'startx' script for instance, you have startx's options, then two hyphens, then X server options, like so:
startx -- :0 -bpp 16
(Thanks John) :)
You might be confused because the article mentions a John Hall and stresses that our hero is a different person. Jon, not John.
Or even better, write Motif apps for Mac OS and drive Cardinal Toolbox's followers absolutely balmy.
Flanders? Oh, please. His Web Pages that Suck site used to be a fairly blatant Mirsky/Stev0 rip-off that gave pointers on designing slick sites that shill whatever you're selling, and now it is a fairly blatant shill for the book he's selling. I love capitalism — bleah.
Well, the headline calls him a "web design luminary", right? That's among the most luminous pages I've ever seen.
Try going to the Older Stuff/search page. The default display is all topics by all authors in all sections.
Bump-mapping, yeah -- indications of embossings and depressions in a surface, so environments look somewhat more like real objects instead of like painted plastic as in Doom and the Quakes -- but how do you mean, "proper"?
Epic Megagames have released some gems, although sadly it seems like those days are behind them now...
Epic have never seemed to find a groove with 3D games, though. There was a simply awful Wolfenstein 3D clone called Ken's Labyrinth (and wasn't this Ken the same Ken Silverman who developed Apogee's Build engine?), and since then they've been scrambling to catch up with Id.
Not very helpful, Icebalm. What format is the archive? What's the general procedure for extracting files from this format of archive that doesn't involve using some particular (closed-source, bloated, crappy) program that's only available for one particular (closed-source, bloated, crappy) operating system?
From poking at the executable, I find the answer to the first question seems to be "It's a .CAB". As for the second, I'm genuinely curious, and haven't (yet) found an answer.
-- Oh, wait, I forget ... the only people who read slashdot anymore are corporate zonks who slave away the hours under MS-Windows by day, run Linux and pretend to be revolutionaries by night. "News for nerds", indeed. Bleargh. When this site went down last night, it should've stayed down.
You're not crazy. The American Super Mario Bros 2 is a port of the Japanese game Doki Doki Panic, which is out there on the web, although you need an NES/Famicom emulator that can handle disk images. The "original" Super Mario Bros 2 made it into the SNES Super Mario All-Stars as the so-called "Lost Levels".