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Don't Miss
| What happened this Week in 8Bit Land |
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Building a ColecoVision in 2021
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Source: https://en.wikipedia.org/wiki/User:Anomie
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Get out the soldering iron and solder. We're building a video game console. We're gonna build a ColecoVision. In 1982, Coleco introduced the device to the North American market. The second-generation console was meant to get closer to arcade video games than the Atari 2600 and 5200. And so the ColecoVision was the first videogame console to bring Nintendo's Donkey Kong into domestic living rooms. Between 1982 and 1984, about 140 games hit the market, but the console disappeared after Coleco withdrew from the console market in 1985. However - A blogger named Leaded Solder hasn't let that stop him from relaunching the console in 2021. In a series of blogposts, we get to look over the colleague's shoulder. The start of the series can be found here at Part 1 and currently we have arrived at Part 4. Honestly, the blog is not a real guide with all the details on how to build the console. But following the author's journey is just fun. At least if you have an interest in hardware tinkering. Have fun. And be careful with the soldering iron. 🚒
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There are developments that are revolutionary and far ahead of their time, but still never see the light of day. One of these developments was Project SPHINX by Russian developer Dmitry Azrikan. Already in 1986 he developed a complex system for home automation, digital entertaining, communication, telecommuting, and even telemedicine at the VNIITE Design Institute in Saint Petersburg, which - from today's point of view corresponds exactly to the multimedia devices we use in our modern life. Especially cool is the idea of WIFI at a time when wired local area networks were still a rarity. Author Riccardo Bianchini sheds light on the details of this development behind the iron curtain. And once again it becomes clear that creativity and inventiveness are not governed by political systems and ideologies. An article worth reading on a piece of design and technology history in a class of its own.
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40 Years ZX Spectrum - The Film
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Source: https://www.kickstarter.com/projects/1195082866/
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We look and evaluate very carefully when it comes to including commercial products or even campaigns in our magazine. But this campaign by Nicola Caulfield & Anthony Caulfield is definitely one of those we don't want to hide from you. For a good reason. Nicolas and Anthonys kickstarter project The Rubber Keyed Wonder - 40 years of the ZX Spectrum aims to produce a film that explores the significance of the Sinclair ZX Spectrum and its role in video game and microcomputing history. And 40 years of Spectrum is - we think - definitely a very good occasion for such a film. 🍿 Nicola and Anthony are neither newcomers nor amateurs when it comes to retrogaming, retrocomputing and corresponding video productions. The campaign has almost reached its goal, so we are looking forward to the film. Maybe something for you, and you might want to support the project. We are very much looking forward to the result!
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Atari XL/XE Prince of Persia
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Source: https://unsplash.com/
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When Prince of Persia was released in 1989, it was one of the first games I personally played on a PC. Apart from the really limited CGA graphics palette, the gameplay of the game was quite attractive and subsequently devoured a lot of life 😑. But success for the game was not long in coming, even outside my parental living room. The game became an all-time favorite of many gamers, and to date a total of 15 different flavors of the series have been released on at least as many systems. But what was painfully missing until now, was a port for the Atari XL/XE. The wait is finally over, and from now on you can calmly turn to the second half of your life after this final event: Prince of Persia for Atari XL/XE. Paolo from https://www.vintageisthenewold.com has taken the game apart from front to back, and prepared it with all relevant information in his short article for Vintage New Old. Besides a video there is information about the developers as well as minimum requirements of the game. At that time it was especially the realistic character animations that made the game so attractive. Today it's hard to understand, but if you play the game, you'll quickly be back at the end of the 80s. Treat yourself to a trip back in time.
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First commercially available video game = PONG. True statement, right? Ha, nope. 😳 Actually, everything - and PONG in particular - started with Computer Space. However, this really first video game, introduced in October 1971, never became a success. However, its history is no less interesting. Especially because Nolan Bushnell and his team left the company after the system's flop, founded ATARI and launched PONG only a year later. But Computer Space had something special. Noah Wardrip-Fruin reviewed the history of the system for The MIT PRESS Reader and summarized everything in a detailed article. Reading a bit outside the mainstream but definitely with historical significance.
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Source: Hartmut Esslinger & frog(design) team
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And another piece of history. And an equally almost unknown one. In 1984, when Apple's market share was just around 15%, the search was on for new concepts that would be innovative on the one hand, but on the other hand could top the profits from the sale of the Macintosh II. The Jonathan Concept is anything but widely known. But the idea of a modular design with support for Apple II, Mac, UNIX and DOS software sounds quite tempting. But as we know from history, such a computer never existed. Nevertheless, the article by author Nicola D'Agostino is absolutely worth reading. At least you can tease some of the current Apple disciples with little known history. (I wonder if in 30 years we will ever write an article about the 'notch' ... 🙄)
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