From andrew at aarmstrong.org Mon May 5 14:04:12 2008 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Mon, 05 May 2008 19:04:12 +0100 Subject: [game_preservation] Preservation blog being updated even more now Message-ID: <481F4C1C.8060900@aarmstrong.org> Now we've got Julia updating the blog with even more stuff, I want to remind everyone; feel free to send in any links (either post them on the mailing list or send them to us) to put up for people to see: http://www.igda.org/preservation/ While it's an informal practice at the moment, the blog does serve to have a local repository for a wide collection of "preservation" themed articles from across the web. This will help once we get a database up to put them all in so it's worth just noting the existence of important articles to view :-) And hopefully, if/when the IGDA site is updated or we get an opportunity to move away from Moveable Type, it'll look more snazzy and attractive, yay! Thanks all! Andrew From andrew at aarmstrong.org Sun May 11 10:50:34 2008 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Sun, 11 May 2008 15:50:34 +0100 Subject: [game_preservation] Problematic installation DRM; thoughts? Message-ID: <482707BA.1010601@aarmstrong.org> So, I am sure most of us on this list know of EA's plans for DRM on Mass Effect and Spore. It's basically now (since it changed a bit) like this: * Installation requires an internet connection to validate the CD key (bad enough in itself) * Installation will work a maximum of 3 times, although I am unsure if uninstalling will allow it to "reuse" installations it won't help with people owning more then 3 computers/laptops/VM's, or if one fails with an installation on it Now there are some serious problems to archivists or historians with this, right? We have these problems I thought of, for a valid copy of the game: * What if the activation server goes down? (and frankly, EA isn't known for keeping up multiplayer servers after a time, or new game release...) * What if EA itself implodes? The servers will go down obviously, but more so there will be no support to then get it sorted (eg; via a patch...) * Since it does a internet check at installation time, no patch will be able to remove this requirement easily. I suppose a new installation exe would work, which didn't have the check in it. The question remains if there would ever be this kind of patch however, especially when it comes down to internal EA studios' work which in some cases are poorly patched (or not patched at all). This isn't including consumer rights, which are not really part of this groups aims :) So I at least wanted to have a record of this event, since once the first whitepaper is done, the second might well have to deal with DRM as part of it's "best practices" to archival work. The main question is "what if the ability to install the game is removed?", would it be actually a good idea to use the same methods the DRM-crackers do to retain access to the game for archival copies? Legally, I am sure it's a bit tough to answer. Anyone got any other forebodings over this kind of DRM? (I fully expect consoles will go a similar route over time, making them require internet connections and whatnot, and I don't see it helping anyone play games much). Andrew From evilcowclone at gmail.com Sun May 11 11:34:09 2008 From: evilcowclone at gmail.com (Captain Commando) Date: Sun, 11 May 2008 09:34:09 -0600 Subject: [game_preservation] Problematic installation DRM; thoughts? In-Reply-To: <482707BA.1010601@aarmstrong.org> References: <482707BA.1010601@aarmstrong.org> Message-ID: This sounds like the dongle problem all over again. Unless companies like EA wise up to archival (or we find out what they themselves will be doing to preserve the game in their personal archive) we'll have to get permission to DRM crack when the time comes. At least the console versions of the game are likely to not have this sort of protection (just the PC). Personally, I never liked the idea of only being able to install the game three times. ESPECIALLY if you consider how many times Windoze crashes on you. I don't think it's fair to ask someone to have an internet connection to install a game, either. Why not just make it account-based rather than instance-based? The other thing we have to remember is that the developers and publishers don't really care about long-term - nobody is thinking in that fashion as far as I can tell (possible exception being Nintendo). The industry is very much about what's hot now due to technological obsolescence (planned and otherwise) and the blockbuster-of-the-now mentality (basically, that something is only hot for a short period of time before somebody else makes another hit - this and the fact that a game's aesthetics do not age well, even if we can't imagine games looking much prettier than something like Gears of War). As a result, the developer doesn't have to care about the long tail because they don't expect the game to sell much outside six months (unless it's a big title). Which makes it pretty darn impossible to find something you're looking for sometimes even a few months after its release - a dilemma you would rarely find in the film industry (it took them over 10 years to re-release Blues Brothers on DVD, for instance). This might change with online distribution, but even then I think developers are going to be stuck in the blockbuster-of-the-now paradigm that is yet another of the industry's holdovers from the arcade era. -DM On Sun, May 11, 2008 at 8:50 AM, Andrew Armstrong wrote: > So, I am sure most of us on this list know of EA's plans for DRM on Mass > Effect and Spore. It's basically now (since it changed a bit) like this: > > * Installation requires an internet connection to validate the CD key (bad > enough in itself) > * Installation will work a maximum of 3 times, although I am unsure if > uninstalling will allow it to "reuse" installations it won't help with > people owning more then 3 computers/laptops/VM's, or if one fails with an > installation on it > > Now there are some serious problems to archivists or historians with this, > right? We have these problems I thought of, for a valid copy of the game: > > * What if the activation server goes down? (and frankly, EA isn't known > for keeping up multiplayer servers after a time, or new game release...) > * What if EA itself implodes? The servers will go down obviously, but more > so there will be no support to then get it sorted (eg; via a patch...) > * Since it does a internet check at installation time, no patch will be > able to remove this requirement easily. I suppose a new installation exe > would work, which didn't have the check in it. The question remains if there > would ever be this kind of patch however, especially when it comes down to > internal EA studios' work which in some cases are poorly patched (or not > patched at all). > > This isn't including consumer rights, which are not really part of this > groups aims :) > > So I at least wanted to have a record of this event, since once the first > whitepaper is done, the second might well have to deal with DRM as part of > it's "best practices" to archival work. The main question is "what if the > ability to install the game is removed?", would it be actually a good idea > to use the same methods the DRM-crackers do to retain access to the game for > archival copies? Legally, I am sure it's a bit tough to answer. > > Anyone got any other forebodings over this kind of DRM? (I fully expect > consoles will go a similar route over time, making them require internet > connections and whatnot, and I don't see it helping anyone play games much). > > Andrew > _______________________________________________ > game_preservation mailing list > game_preservation at igda.org > http://six.pairlist.net/mailman/listinfo/game_preservation > -- The sleep of Reason produces monsters. "Until next time..." Captain Commando -------------- next part -------------- An HTML attachment was scrubbed... URL: From info at fadresearch.com Sun May 11 15:05:06 2008 From: info at fadresearch.com (Info) Date: Sun, 11 May 2008 15:05:06 -0400 Subject: [game_preservation] Problematic installation DRM; thoughts? In-Reply-To: References: <482707BA.1010601@aarmstrong.org> Message-ID: <6.2.3.4.2.20080511142032.08ec6230@fadresearch.com> An HTML attachment was scrubbed... URL: From trixter at oldskool.org Sun May 11 23:20:49 2008 From: trixter at oldskool.org (Jim Leonard) Date: Sun, 11 May 2008 22:20:49 -0500 Subject: [game_preservation] Problematic installation DRM; thoughts? In-Reply-To: <482707BA.1010601@aarmstrong.org> References: <482707BA.1010601@aarmstrong.org> Message-ID: <4827B791.6020405@oldskool.org> Andrew Armstrong wrote: > * Installation requires an internet connection to validate the CD key > (bad enough in itself) This is the future, unfortunately. It's the only way to significantly hurt pirates, because there's no way to write a keygen because the verification code is on the server and not in the program. So this problem (for archivists) will never go away... -- Jim Leonard (trixter at oldskool.org) http://www.oldskool.org/ Help our electronic games project: http://www.mobygames.com/ Or check out some trippy MindCandy at http://www.mindcandydvd.com/ A child borne of the home computer wars: http://trixter.wordpress.com/ From trixter at oldskool.org Sun May 11 23:24:28 2008 From: trixter at oldskool.org (Jim Leonard) Date: Sun, 11 May 2008 22:24:28 -0500 Subject: [game_preservation] Problematic installation DRM; thoughts? In-Reply-To: References: <482707BA.1010601@aarmstrong.org> Message-ID: <4827B86C.6090900@oldskool.org> Captain Commando wrote: > This sounds like the dongle problem all over again. Dongles are easier to crack because you can intercept the communication between the dongle and the software, and/or simply snapshot a copy of the software as it is running (ie. already decrypted). Verifying a key on a server you no longer have access to, however... Now, it's possible to fake a response to the program such that it will install. But if you need to verify a key to play online, well, that's the bigger problem. -- Jim Leonard (trixter at oldskool.org) http://www.oldskool.org/ Help our electronic games project: http://www.mobygames.com/ Or check out some trippy MindCandy at http://www.mindcandydvd.com/ A child borne of the home computer wars: http://trixter.wordpress.com/ From andrew at aarmstrong.org Mon May 12 08:08:52 2008 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Mon, 12 May 2008 13:08:52 +0100 Subject: [game_preservation] Problematic installation DRM; thoughts? In-Reply-To: <4827B791.6020405@oldskool.org> References: <482707BA.1010601@aarmstrong.org> <4827B791.6020405@oldskool.org> Message-ID: <48283354.5060504@aarmstrong.org> We'll see if this proves successful once the game is released, but didn't Bioshock get cracked and it had /exactly/ the same method of authentication? :-/ Good thoughts all, it's a realised problem, something will have to be sorted out (if not by us, by physical media archives for their collections), and no doubt customers, not the pirates, are the most inconvenienced, and we perhaps are the worst inconvenienced 20, 30 or 100 years down the line. Hopefully they will become more long sighted regarding sales, like films are, once the games are perceived at hitting the peak of graphical quality. Andrew Jim Leonard wrote: > Andrew Armstrong wrote: >> * Installation requires an internet connection to validate the CD key >> (bad enough in itself) > > This is the future, unfortunately. It's the only way to significantly > hurt pirates, because there's no way to write a keygen because the > verification code is on the server and not in the program. So this > problem (for archivists) will never go away... -------------- next part -------------- An HTML attachment was scrubbed... URL: From trixter at oldskool.org Mon May 12 11:03:34 2008 From: trixter at oldskool.org (Jim Leonard) Date: Mon, 12 May 2008 10:03:34 -0500 Subject: [game_preservation] Problematic installation DRM; thoughts? In-Reply-To: <48283354.5060504@aarmstrong.org> References: <482707BA.1010601@aarmstrong.org> <4827B791.6020405@oldskool.org> <48283354.5060504@aarmstrong.org> Message-ID: <48285C46.50706@oldskool.org> Andrew Armstrong wrote: > We'll see if this proves successful once the game is released, but > didn't Bioshock get cracked and it had /exactly/ the same method of > authentication? :-/ Bioshock is not MMO like Spore is; it's a single-user game. So the key was just to hinder installation. For Spore, you will need a valid key to play online, which is the whole draw of the program. -- Jim Leonard (trixter at oldskool.org) http://www.oldskool.org/ Help our electronic games project: http://www.mobygames.com/ Or check out some trippy MindCandy at http://www.mindcandydvd.com/ A child borne of the home computer wars: http://trixter.wordpress.com/ From andrew at aarmstrong.org Mon May 12 11:30:56 2008 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Mon, 12 May 2008 16:30:56 +0100 Subject: [game_preservation] Problematic installation DRM; thoughts? In-Reply-To: <48285C46.50706@oldskool.org> References: <482707BA.1010601@aarmstrong.org> <4827B791.6020405@oldskool.org> <48283354.5060504@aarmstrong.org> <48285C46.50706@oldskool.org> Message-ID: <482862B0.9030101@aarmstrong.org> Good point that it is partially an MMO (although not pay per month right? that usually is the main way to stop the piracy of MMO's), although I am sure Spore allows entirely offline play from it's descriptions. Mass Effect is purely singleplayer however. You're right that the CD key generation would be hampered, but I've no idea how they do it so it's unlikely to do much to stop it. Andrew From trixter at oldskool.org Mon May 12 12:13:06 2008 From: trixter at oldskool.org (Jim Leonard) Date: Mon, 12 May 2008 11:13:06 -0500 Subject: [game_preservation] Problematic installation DRM; thoughts? In-Reply-To: <482862B0.9030101@aarmstrong.org> References: <482707BA.1010601@aarmstrong.org> <4827B791.6020405@oldskool.org> <48283354.5060504@aarmstrong.org> <48285C46.50706@oldskool.org> <482862B0.9030101@aarmstrong.org> Message-ID: <48286C92.7050009@oldskool.org> Andrew Armstrong wrote: > Good point that it is partially an MMO (although not pay per month > right? that usually is the main way to stop the piracy of MMO's), > although I am sure Spore allows entirely offline play from it's > descriptions. Mass Effect is purely singleplayer however. You're right > that the CD key generation would be hampered, but I've no idea how they > do it so it's unlikely to do much to stop it. My overall point is that the problem will never go away and eventually become the industry standard. To be honest, I'm astonished most companies haven't gone to public-key encryption verification yet. It's free, it's unbreakable, and it would almost completely eliminate piracy if portions of the gaming experience were located on corporate servers and access to those servers was required for gameplay. Stand-alone games will always have the opportunity to be cracked, as they can be cracked after installation. No surprise, then, that many companies won't produce games without online components. The *real* thing you should be worried about is a decade from now, when all electronic content offerings are online and no information resides on the local hardware except maybe as a cache. The success of xbox live and the Wii marketplace is the first tiny bit of writing on the wall. In a decade I would expect all electronic gaming platforms, both console and PC, to be 100% network devices without the ability to accept local media to start the experience. At that time, historical/archival efforts *must* be performed at the then-present time, because they will have a very short life (ie. four years later when nobody plays the game, the company will cease to offer the content). Just your friendly doom and gloom for the week... -- Jim Leonard (trixter at oldskool.org) http://www.oldskool.org/ Help our electronic games project: http://www.mobygames.com/ Or check out some trippy MindCandy at http://www.mindcandydvd.com/ A child borne of the home computer wars: http://trixter.wordpress.com/ From aau at alum.mit.edu Mon May 12 14:01:22 2008 From: aau at alum.mit.edu (Alan Au) Date: Mon, 12 May 2008 14:01:22 -0400 (EDT) Subject: [game_preservation] Problematic installation DRM; thoughts? Message-ID: <15732388.12681210615282856.JavaMail.gbourne@brunch.mit.edu> This has been talked about quite a bit among my game industry friends lately, and the general consensus that I'm hearing is that DRM seems to help (publishers) the most in the first few weeks following a title's release, when hype is at its peak and newer games haven't yet eclipsed its popularity. The pirate community will almost certainly crack the DRM within weeks, and EA is hoping that the window between release and crack will discourage casual piracy and result in more sales. The complaints about the DRM system being used here (activate, tied to hardware) is that it causes problems in the long-term, after people have had the game for a while and want to activate the game on a new/upgraded machine two years later. This also causes problems for preservation. BioWare has hinted that they would patch out the DRM if activation and/or the installation-limit become problematic later, but naturally they can't make a commitment to do so yet. We're all secretly hoping this will happen, because we understand the desire to put near-term DRM into place, but realize that long-term it's just a hassle for everybody, including EA who has a poor record of supporting "old" games. - Alan From andrew at aarmstrong.org Mon May 12 14:05:38 2008 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Mon, 12 May 2008 19:05:38 +0100 Subject: [game_preservation] Problematic installation DRM; thoughts? In-Reply-To: <48286C92.7050009@oldskool.org> References: <482707BA.1010601@aarmstrong.org> <4827B791.6020405@oldskool.org> <48283354.5060504@aarmstrong.org> <48285C46.50706@oldskool.org> <482862B0.9030101@aarmstrong.org> <48286C92.7050009@oldskool.org> Message-ID: <482886F2.1000800@aarmstrong.org> Perhaps, I'm no futurist, I prefer to not look more then a year in advance since there's a ton of vaporware and wild claims around. I think a decade would be pushing it but we'll see, but yeah, it won't be good for archivists as the Preserving Virtual Worlds project will surely prove. Andrew From andrew at aarmstrong.org Tue May 20 06:16:36 2008 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Tue, 20 May 2008 11:16:36 +0100 Subject: [game_preservation] RetroFusion '08 Event - and any others going on? Message-ID: <4832A504.8020704@aarmstrong.org> I posted a new entry on RetroFusion '08 on the blog: http://www.igda.org/preservation/archives/2008/05/retrofusion_08.html I might attend if it doesn't clash with anything, seems like a good time to play some stuff for the first time in my life! I also realised that, of course, no one has posted any events to us, or the mailing list. :) Anyone know of any going on? I'll create a new page to keep track of them. Events could be anything to do with game history, pinball stuff, arcade stuff, whatever. It'd be good to have a list (and if anyone knows of an existing list I'd love to see it :) ). Thanks all, Andrew From evilcowclone at gmail.com Tue May 20 10:34:12 2008 From: evilcowclone at gmail.com (Captain Commando) Date: Tue, 20 May 2008 08:34:12 -0600 Subject: [game_preservation] RetroFusion '08 Event - and any others going on? In-Reply-To: <4832A504.8020704@aarmstrong.org> References: <4832A504.8020704@aarmstrong.org> Message-ID: Well, I know they have a pinball convention here in the Denver-Metro area, but the person I know who knows about it neglected to tell me until after the convention was over! Frans Mayra is going to a digital archiving conference in Finland, so we should keep an eye on what he has to say. Maybe he can give us an overview regarding what the conference had to say in relation to games preservation? http://www.unet.fi/fransblog/2008/05/16/participating-in-digital-archiving-seminar/ Of course, what I was REALLY looking for at that moment was reports from the Nordic Game Conference in Sweden where Fumito Ueda gave a few talks... -Devin Monnens On Tue, May 20, 2008 at 4:16 AM, Andrew Armstrong wrote: > I posted a new entry on RetroFusion '08 on the blog: > http://www.igda.org/preservation/archives/2008/05/retrofusion_08.html > > I might attend if it doesn't clash with anything, seems like a good time to > play some stuff for the first time in my life! > > I also realised that, of course, no one has posted any events to us, or the > mailing list. :) > > Anyone know of any going on? I'll create a new page to keep track of them. > Events could be anything to do with game history, pinball stuff, arcade > stuff, whatever. It'd be good to have a list (and if anyone knows of an > existing list I'd love to see it :) ). > > Thanks all, > > Andrew > _______________________________________________ > game_preservation mailing list > game_preservation at igda.org > http://six.pairlist.net/mailman/listinfo/game_preservation > -- The sleep of Reason produces monsters. "Until next time..." Captain Commando -------------- next part -------------- An HTML attachment was scrubbed... URL: From evilcowclone at gmail.com Sun May 25 19:35:53 2008 From: evilcowclone at gmail.com (Captain Commando) Date: Sun, 25 May 2008 17:35:53 -0600 Subject: [game_preservation] Capcom reveals lifetime sales numbers Message-ID: Hi all, this you will find VERY interesting: http://wii.qj.net/Capcom-reveals-lifetime-video-game-sales-numbers/pg/49/aid/120505 Capcom's lifetime sales numbers both by series and by title. Amazingly, the most profitable series is NOT Mega Man OR Street Fighter! -- The sleep of Reason produces monsters. "Until next time..." Captain Commando -------------- next part -------------- An HTML attachment was scrubbed... URL: From julianya at gmail.com Sun May 25 23:49:38 2008 From: julianya at gmail.com (Julia Brasil) Date: Sun, 25 May 2008 20:49:38 -0700 Subject: [game_preservation] Capcom reveals lifetime sales numbers In-Reply-To: References: Message-ID: <1ebe09ae0805252049g2c380965k50fda90781b328f4@mail.gmail.com> Wow, I for one am very surprised! Who would have thought that Dino Crisis and Aladdin sold more copies than Resident Evil 4! It is funny to think that, with all the money that goes into game budgets nowadays the market is allot more saturated than it used to be. One thing I don't understand is how Devil May Cry 2 sold more copies than the third installment of the series... oh well, thanks for the link though. It is certainly very interesting. ~Jules On Sun, May 25, 2008 at 4:35 PM, Captain Commando wrote: > Hi all, this you will find VERY interesting: > > > http://wii.qj.net/Capcom-reveals-lifetime-video-game-sales-numbers/pg/49/aid/120505 > > Capcom's lifetime sales numbers both by series and by title. Amazingly, the > most profitable series is NOT Mega Man OR Street Fighter! > > -- > The sleep of Reason produces monsters. > > "Until next time..." > Captain Commando > _______________________________________________ > game_preservation mailing list > game_preservation at igda.org > http://six.pairlist.net/mailman/listinfo/game_preservation > > -------------- next part -------------- An HTML attachment was scrubbed... URL: From evilcowclone at gmail.com Mon May 26 09:51:54 2008 From: evilcowclone at gmail.com (Captain Commando) Date: Mon, 26 May 2008 07:51:54 -0600 Subject: [game_preservation] Capcom reveals lifetime sales numbers In-Reply-To: <1ebe09ae0805252049g2c380965k50fda90781b328f4@mail.gmail.com> References: <1ebe09ae0805252049g2c380965k50fda90781b328f4@mail.gmail.com> Message-ID: I found the source list with system names and release dates. http://ps3.ign.com/articles/876/876329p1.html?RSSwhen2008-05-23_111800&RSSid=876329 Some interesting things about the list: No arcade games are on the list. RE4 sold more on PS2 than on GC or Wii (but not more than those two combined). Code Veronica is the only Dreamcast title on the list. It's also interesting to compare this list with ESA estimates of console penetration and how many systems were sold at the time of release. That will give you a different set of numbers. On Sun, May 25, 2008 at 9:49 PM, Julia Brasil wrote: > Wow, I for one am very surprised! Who would have thought that Dino Crisis > and Aladdin sold more copies than Resident Evil 4! It is funny to think > that, with all the money that goes into game budgets nowadays the market is > allot more saturated than it used to be. > > One thing I don't understand is how Devil May Cry 2 sold more copies than > the third installment of the series... > > oh well, thanks for the link though. It is certainly very interesting. > > ~Jules > > On Sun, May 25, 2008 at 4:35 PM, Captain Commando > wrote: > >> Hi all, this you will find VERY interesting: >> >> >> http://wii.qj.net/Capcom-reveals-lifetime-video-game-sales-numbers/pg/49/aid/120505 >> >> Capcom's lifetime sales numbers both by series and by title. Amazingly, >> the most profitable series is NOT Mega Man OR Street Fighter! >> >> -- >> The sleep of Reason produces monsters. >> >> "Until next time..." >> Captain Commando >> _______________________________________________ >> game_preservation mailing list >> game_preservation at igda.org >> http://six.pairlist.net/mailman/listinfo/game_preservation >> >> > > _______________________________________________ > game_preservation mailing list > game_preservation at igda.org > http://six.pairlist.net/mailman/listinfo/game_preservation > > -- The sleep of Reason produces monsters. "Until next time..." Captain Commando -------------- next part -------------- An HTML attachment was scrubbed... URL: From andrew at aarmstrong.org Mon May 26 10:21:58 2008 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Mon, 26 May 2008 15:21:58 +0100 Subject: [game_preservation] Capcom reveals lifetime sales numbers In-Reply-To: References: <1ebe09ae0805252049g2c380965k50fda90781b328f4@mail.gmail.com> Message-ID: <483AC786.7090905@aarmstrong.org> Neat list, although I don't know half the Capcom series' anyway, it still is pretty insightful despite missing a lot of info. I wish more companies did it as part of their financial reports :D Andrew Captain Commando wrote: > I found the source list with system names and release dates. > > http://ps3.ign.com/articles/876/876329p1.html?RSSwhen2008-05-23_111800&RSSid=876329 > From evilcowclone at gmail.com Mon May 26 15:28:26 2008 From: evilcowclone at gmail.com (Captain Commando) Date: Mon, 26 May 2008 13:28:26 -0600 Subject: [game_preservation] Problem with Tomoharu Saito obituary Message-ID: I started working on the Tomoharu Saito obituary and ran into a problem. His website is no longer up, and it does not appear that Internet Archive is properly storing Japanese font: http://web.archive.org/web/20060821105421/http://www.ocv.ne.jp/~la-saito/index.html So here we have a memorial for him in Japanese that I could try translating, but our archive service doesnt' support it. This is pretty horrible. Can anyone read this page and take a screen capture so I can attempt to translate it? Or if the page is unreadable, is it possible we might reconstruct what text was originally there? -DM -- The sleep of Reason produces monsters. "Until next time..." Captain Commando -------------- next part -------------- An HTML attachment was scrubbed... URL: From chris at artfulgamer.com Tue May 27 13:01:41 2008 From: chris at artfulgamer.com (Chris Lepine) Date: Tue, 27 May 2008 11:01:41 -0600 Subject: [game_preservation] game_preservation Digest, Vol 27, Issue 8 In-Reply-To: References: Message-ID: <4503B189-E3AC-4D92-9E61-75B68695FB4D@artfulgamer.com> DM, I dumped the page into Google Translate: http://translate.google.com/translate?u=http%3A%2F%2Fweb.archive.org% 2Fweb%2F20060821105421%2Fhttp%3A%2F%2Fwww.ocv.ne.jp%2F%7Ela-saito% 2Findex.html&hl=en&ie=UTF8&sl=ja&sl=es&tl=en&tl=en The japanese->english results weren't great, so I dumped the raw html files into TextWrangler and converted the Japanese encoding from ISO2022-JP to UTF-8 which is much more browser-friendly. They both work for me in Safari (Mac). Cellar.html and profile.html are attached. Hope these work for you. ?? Cheers, - Chris --- The Artful Gamer: In Search of the Lyrical and Poetic in Video Games http://www.artfulgamer.com > > I started working on the Tomoharu Saito obituary and ran into a > problem. His > website is no longer up, and it does not appear that Internet > Archive is > properly storing Japanese font: > > http://web.archive.org/web/20060821105421/http://www.ocv.ne.jp/~la- > saito/index.html > > So here we have a memorial for him in Japanese that I could try > translating, > but our archive service doesnt' support it. This is pretty > horrible. Can > anyone read this page and take a screen capture so I can attempt to > translate it? Or if the page is unreadable, is it possible we might > reconstruct what text was originally there? > > -DM > > -- > The sleep of Reason produces monsters. > > "Until next time..." > Captain Commando > -------------- next part -------------- > An HTML attachment was scrubbed... > URL: attachments/20080526/61adb802/attachment-0001.htm> > > ------------------------------ > > _______________________________________________ > game_preservation mailing list > game_preservation at igda.org > http://six.pairlist.net/mailman/listinfo/game_preservation > > > End of game_preservation Digest, Vol 27, Issue 8 > ************************************************ -------------- next part -------------- An HTML attachment was scrubbed... URL: -------------- next part -------------- An HTML attachment was scrubbed... URL: -------------- next part -------------- An HTML attachment was scrubbed... URL: -------------- next part -------------- An HTML attachment was scrubbed... URL: -------------- next part -------------- An HTML attachment was scrubbed... URL: From evilcowclone at gmail.com Tue May 27 13:55:19 2008 From: evilcowclone at gmail.com (Captain Commando) Date: Tue, 27 May 2008 11:55:19 -0600 Subject: [game_preservation] game_preservation Digest, Vol 27, Issue 8 In-Reply-To: <4503B189-E3AC-4D92-9E61-75B68695FB4D@artfulgamer.com> References: <4503B189-E3AC-4D92-9E61-75B68695FB4D@artfulgamer.com> Message-ID: Thanks, Chris. For some reason, I wasn't getting any Japanese text when i viewed the page. But I should be able to work with this off the Google Translate (which also shows the original text if you highlight it). I'll try and do a better translation job on these over the next few days. -DM 2008/5/27 Chris Lepine : > DM, > > I dumped the page into Google Translate: > > > http://translate.google.com/translate?u=http%3A%2F%2Fweb.archive.org%2Fweb%2F20060821105421%2Fhttp%3A%2F%2Fwww.ocv.ne.jp%2F%7Ela-saito%2Findex.html&hl=en&ie=UTF8&sl=ja&sl=es&tl=en&tl=en > > The japanese->english results weren't great, so I dumped the raw html files > into TextWrangler and converted the Japanese encoding from ISO2022-JP to > UTF-8 which is much more browser-friendly. They both work for me in Safari > (Mac). > > Cellar.html and profile.html are attached. Hope these work for you. > > > Cheers, > - Chris > --- > The Artful Gamer: In Search of the Lyrical and Poetic in Video Games > http://www.artfulgamer.com > > > > I started working on the Tomoharu Saito obituary and ran into a problem. > His > website is no longer up, and it does not appear that Internet Archive is > properly storing Japanese font: > > > http://web.archive.org/web/20060821105421/http://www.ocv.ne.jp/~la-saito/index.html > > So here we have a memorial for him in Japanese that I could try > translating, > but our archive service doesnt' support it. This is pretty horrible. Can > anyone read this page and take a screen capture so I can attempt to > translate it? Or if the page is unreadable, is it possible we might > reconstruct what text was originally there? > > -DM > > -- > The sleep of Reason produces monsters. > > "Until next time..." > Captain Commando > -------------- next part -------------- > An HTML attachment was scrubbed... > URL: < > http://six.pairlist.net/pipermail/game_preservation/attachments/20080526/61adb802/attachment-0001.htm > > > > ------------------------------ > > _______________________________________________ > game_preservation mailing list > game_preservation at igda.org > http://six.pairlist.net/mailman/listinfo/game_preservation > > > End of game_preservation Digest, Vol 27, Issue 8 > ************************************************ > > > > _______________________________________________ > game_preservation mailing list > game_preservation at igda.org > http://six.pairlist.net/mailman/listinfo/game_preservation > > -- The sleep of Reason produces monsters. "Until next time..." Captain Commando -------------- next part -------------- An HTML attachment was scrubbed... URL: From evilcowclone at gmail.com Tue May 27 16:34:26 2008 From: evilcowclone at gmail.com (Captain Commando) Date: Tue, 27 May 2008 14:34:26 -0600 Subject: [game_preservation] Another great resource Message-ID: http://www.dadgum.com/giantlist/list.html Here is a constantly-updated list of programmers from the era of classic gaming. Oh yeah, check out the system by which he cites each game - there will be a quiz on it later. _DM -- The sleep of Reason produces monsters. "Until next time..." Captain Commando -------------- next part -------------- An HTML attachment was scrubbed... URL: From andrew at aarmstrong.org Wed May 28 07:27:39 2008 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Wed, 28 May 2008 12:27:39 +0100 Subject: [game_preservation] Another great resource In-Reply-To: References: Message-ID: <483D41AB.3090704@aarmstrong.org> Hmm, interesting. No sources however? A tad odd, take a leap of faith there - this is, I guess, a source instead :-) I'll add it to the wiki resources list. Andrew Captain Commando wrote: > http://www.dadgum.com/giantlist/list.html > > Here is a constantly-updated list of programmers from the era of > classic gaming. Oh yeah, check out the system by which he cites each > game - there will be a quiz on it later. > > _DM > > -- > The sleep of Reason produces monsters. > > "Until next time..." > Captain Commando > ------------------------------------------------------------------------ > > _______________________________________________ > game_preservation mailing list > game_preservation at igda.org > http://six.pairlist.net/mailman/listinfo/game_preservation > -------------- next part -------------- An HTML attachment was scrubbed... URL: From evilcowclone at gmail.com Wed May 28 23:15:56 2008 From: evilcowclone at gmail.com (Captain Commando) Date: Wed, 28 May 2008 21:15:56 -0600 Subject: [game_preservation] FM-7 computers resource Message-ID: http://retropc.net/fm-7/index.html This website contains a lot of information on the FM-7 series of 8-bit computers. However, it is all in Japanese. Got the infos from insertcredit.com -DM -- The sleep of Reason produces monsters. "Until next time..." Captain Commando -------------- next part -------------- An HTML attachment was scrubbed... URL: From evilcowclone at gmail.com Fri May 30 00:05:57 2008 From: evilcowclone at gmail.com (Captain Commando) Date: Thu, 29 May 2008 22:05:57 -0600 Subject: [game_preservation] World's first telephone book Message-ID: This may be of interest not only as one of the first instruction manuals for a 'piece of electronics' but also for how technical writing was 'done' back in the 19th Century: http://dsc.discovery.com/news/2008/05/29/first-phone-book.html Even though it's not in copyright, it's doubtful a full transcript is on Project Gutenberg... -DM -- The sleep of Reason produces monsters. "Until next time..." Captain Commando -------------- next part -------------- An HTML attachment was scrubbed... URL: From andrew at aarmstrong.org Fri May 30 08:54:07 2008 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Fri, 30 May 2008 13:54:07 +0100 Subject: [game_preservation] Interesting Museum API Message-ID: <483FF8EF.1060204@aarmstrong.org> Found this today: http://www.powerhousemuseum.com/dmsblog/index.php/2008/05/28/the-museum-apis-are-coming-some-thoughts-on-interoperability/ Interoperability and API's for inter-museum stuff. I wonder if there are enough Game museums to make use of this (or if anyone on this list is from a museum and knows more about this!). Seems interesting anyway, Andrew