From dmonnens at gmail.com Sun Nov 1 18:06:40 2009 From: dmonnens at gmail.com (Devin Monnens) Date: Sun, 1 Nov 2009 16:06:40 -0700 Subject: [game_preservation] Don Ivan Punchatz, Doom box artist, dies at 73 Message-ID: <9d1cf2d50911011506i589dc152v81beba411d7db658@mail.gmail.com> Don Ivan Punchatz (September 8, 1936 - October 22, 2009), box and logo artist for Doom as well as dozens of other fantastic speculative fiction works, TIME, Playboy, National Geographic magazine, and the original Star Wars movie poster. Punchatz died October 22 in Arlington, TX after suffering a heart attack on October 11. He was 73. He is survived by his wife, Sandra Punchatz; and his children Gregor Punchatz and Triska Tipton. Punchatz was a top artist in the graphic design industry. Born in New Jersey, he got his first paid design gig for a national advertising agency at age 17. At the School of Visual Arts in New York, he studied under Tarzan comic strip artist, Burne Hogarth. He taught in Texas Christian University's graphics design program and ran his studio, SketchPad Studio, in Arlington. Gamespy voted his Doom cover art the second best box art of all time. Punchatz reportedly lowered his fees to match id Software's budget and declined an offer to accept a percentage of the game's sales for his work. http://www.star-telegram.com/metro_news/story/1708835.html http://kotaku.com/5394609/don-ivan-punchatz-doom-box-artist-dies-at-73 http://www.spectrumfantasticart.com/full_content.php?article_id=1070&full=yes&pbr=1 http://en.wikipedia.org/wiki/Don_Ivan_Punchatz BTW, this isn't a well-polished Memorial, and I don't know if the Memorial Wiki is up and running on the new site. -- Devin Monnens www.deserthat.com The sleep of Reason produces monsters. -------------- next part -------------- An HTML attachment was scrubbed... URL: From zvowell at austin.utexas.edu Tue Nov 3 11:38:47 2009 From: zvowell at austin.utexas.edu (Vowell, Zach) Date: Tue, 3 Nov 2009 10:38:47 -0600 Subject: [game_preservation] Videogame Archive exhibit on display Message-ID: Last week we installed an exhibit featuring materials from the UT Videogame Archive out at the Austin airport. It will be up until January 20, 2010, so if you'll be travelling through or stuck in the Austin airport, be sure to check it out. The exhibit cases and posters are spread out throughout the main concourse. Here's a link from our website that gives a bit more information: http://www.cah.utexas.edu/projects/videogamearchive/item_102809.html When putting the exhibit together, my primary aim was to broaden awareness about game preservation and explain the need for videogame archives in general, so hopefully some of that will rub off on at least a few passersby. And I thought I'd add that one of the exhibit cases features the DOOM box cover, and might serve as a inadequate but visible memorial for the late Don Ivan Punchatz. There isn't any text identifying Punchatz, but we do identify the game as a classic (of course, everyone here knows that, but your average air-traveller may not). -- Zach Vowell Archivist, UT Videogame Archive The Dolph Briscoe Center for American History University of Texas at Austin 512.495.4405 http://www.utvideogamearchive.org From andrew at aarmstrong.org Tue Nov 3 12:05:35 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Tue, 03 Nov 2009 17:05:35 +0000 Subject: [game_preservation] Videogame Archive exhibit on display In-Reply-To: References: Message-ID: <4AF062DF.9070000@aarmstrong.org> Cool stuff :) I'll write something for our new site blog once I actually have my account sorted, admin access added and various other basic things so I can write up a monthly report and new posts ;) Make sure to grab some photos of the event if you can :) and we should start the record of exhibitions going: http://wiki.igda.org/Videogame_Museums,_Archives,_Displays_and_Collections - yes, I should do a basic page at some point. Problem is I've only been to one in the last year so others will have to write things up and take photos :) Andrew Vowell, Zach wrote: > Last week we installed an exhibit featuring materials from the UT Videogame > Archive out at the Austin airport. It will be up until January 20, 2010, so > if you'll be travelling through or stuck in the Austin airport, be sure to > check it out. The exhibit cases and posters are spread out throughout the > main concourse. > > Here's a link from our website that gives a bit more information: > > http://www.cah.utexas.edu/projects/videogamearchive/item_102809.html > > When putting the exhibit together, my primary aim was to broaden awareness > about game preservation and explain the need for videogame archives in > general, so hopefully some of that will rub off on at least a few passersby. > > And I thought I'd add that one of the exhibit cases features the DOOM box > cover, and might serve as a inadequate but visible memorial for the late Don > Ivan Punchatz. There isn't any text identifying Punchatz, but we do > identify the game as a classic (of course, everyone here knows that, but > your average air-traveller may not). > > > From dmonnens at gmail.com Tue Nov 3 12:03:50 2009 From: dmonnens at gmail.com (Devin Monnens) Date: Tue, 3 Nov 2009 10:03:50 -0700 Subject: [game_preservation] Videogame Archive exhibit on display In-Reply-To: References: Message-ID: <9d1cf2d50911030903u3b760c5bif3317822c6e288b1@mail.gmail.com> Zach, This is pretty cool! Would it be too late to add information on Punchatz? -Devin On Tue, Nov 3, 2009 at 9:38 AM, Vowell, Zach wrote: > > Last week we installed an exhibit featuring materials from the UT Videogame > Archive out at the Austin airport. It will be up until January 20, 2010, > so > if you'll be travelling through or stuck in the Austin airport, be sure to > check it out. The exhibit cases and posters are spread out throughout the > main concourse. > > Here's a link from our website that gives a bit more information: > > http://www.cah.utexas.edu/projects/videogamearchive/item_102809.html > > When putting the exhibit together, my primary aim was to broaden awareness > about game preservation and explain the need for videogame archives in > general, so hopefully some of that will rub off on at least a few > passersby. > > And I thought I'd add that one of the exhibit cases features the DOOM box > cover, and might serve as a inadequate but visible memorial for the late > Don > Ivan Punchatz. There isn't any text identifying Punchatz, but we do > identify the game as a classic (of course, everyone here knows that, but > your average air-traveller may not). > > > -- > Zach Vowell > Archivist, UT Videogame Archive > The Dolph Briscoe Center for American History > University of Texas at Austin > 512.495.4405 > http://www.utvideogamearchive.org > > _______________________________________________ > game_preservation mailing list > game_preservation at igda.org > http://six.pairlist.net/mailman/listinfo/game_preservation > -- Devin Monnens www.deserthat.com The sleep of Reason produces monsters. -------------- next part -------------- An HTML attachment was scrubbed... URL: From jan_baart at yahoo.de Fri Nov 6 18:54:26 2009 From: jan_baart at yahoo.de (Jan Baart) Date: Sat, 07 Nov 2009 00:54:26 +0100 Subject: [game_preservation] White Paper blogged by Bruce Sterling! In-Reply-To: <4AE8E36F.4060404@aarmstrong.org> References: <9d1cf2d50910281726n78a1f7abga54ed281442bb9cc@mail.gmail.com> <4AE8E36F.4060404@aarmstrong.org> Message-ID: <4AF4B732.7060901@yahoo.de> Sorry to dig this one up, didn't see it before. Why would anyone want more than their metadata up and running anyways? Possibly accompanied by some manuals, code tables etc. The games themselves? Half of them were butchered up versions that took ages to unpack anyways. It's not like they were actually doing a good preservational job. It might even be a blessing that the site's gone (although in fact it really isn't) and similar projects will have to rebuild a (hopefully more accurate) set of game backups. Jan Andrew Armstrong wrote: > Oh, don't get me started on the splintered Underdogs thing. There are > a few sites that have the data running on them, lets leave it at that > to be honest. > > Good to see people posting about the white paper though! We'll need to > think of doing some more at some point as was said at the end of that > whitepaper. > > Andrew > > Devin Monnens wrote: >> Bruce Sterling blogged the IGDA White Paper! Sadly, there's no >> commentary on it, just a big quote letting people know it's there. >> But it's still really great! >> >> http://www.wired.com/beyond_the_beyond/2009/10/dead-media-beat-computer-game-preservation/ >> >> Incidentally, he's also got a post on The Underdogs, which at least >> still seems to be there with the metadata, if not the games themselves. >> >> -- >> Devin Monnens >> www.deserthat.com >> >> The sleep of Reason produces monsters. >> ------------------------------------------------------------------------ >> >> _______________________________________________ >> 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 > From andrew at aarmstrong.org Sat Nov 7 09:29:54 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Sat, 07 Nov 2009 14:29:54 +0000 Subject: [game_preservation] White Paper blogged by Bruce Sterling! In-Reply-To: <4AF4B732.7060901@yahoo.de> References: <9d1cf2d50910281726n78a1f7abga54ed281442bb9cc@mail.gmail.com> <4AE8E36F.4060404@aarmstrong.org> <4AF4B732.7060901@yahoo.de> Message-ID: <4AF58462.6000602@aarmstrong.org> I never said anything about the game files, but most of them have backups of downloads running via. torrents or something I guess. Not really bothered to check it out. The fact that there are few abandonware sites to start with is a problem when you assume it's a blessing because other sites will be more accurate. This is the internet we're talking about here ;) Andrew Jan Baart wrote: > Sorry to dig this one up, didn't see it before. Why would anyone want > more than their metadata up and running anyways? Possibly accompanied > by some manuals, code tables etc. The games themselves? Half of them > were butchered up versions that took ages to unpack anyways. It's not > like they were actually doing a good preservational job. It might even > be a blessing that the site's gone (although in fact it really isn't) > and similar projects will have to rebuild a (hopefully more accurate) > set of game backups. > > Jan > > Andrew Armstrong wrote: >> Oh, don't get me started on the splintered Underdogs thing. There are >> a few sites that have the data running on them, lets leave it at that >> to be honest. >> >> Good to see people posting about the white paper though! We'll need >> to think of doing some more at some point as was said at the end of >> that whitepaper. >> >> Andrew >> >> Devin Monnens wrote: >>> Bruce Sterling blogged the IGDA White Paper! Sadly, there's no >>> commentary on it, just a big quote letting people know it's there. >>> But it's still really great! >>> >>> http://www.wired.com/beyond_the_beyond/2009/10/dead-media-beat-computer-game-preservation/ >>> >>> >>> Incidentally, he's also got a post on The Underdogs, which at least >>> still seems to be there with the metadata, if not the games themselves. >>> >>> -- >>> Devin Monnens >>> www.deserthat.com >>> >>> The sleep of Reason produces monsters. >>> ------------------------------------------------------------------------ >>> >>> >>> _______________________________________________ >>> 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 >> > > _______________________________________________ > game_preservation mailing list > game_preservation at igda.org > http://six.pairlist.net/mailman/listinfo/game_preservation From andrew at aarmstrong.org Sun Nov 8 11:12:41 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Sun, 08 Nov 2009 16:12:41 +0000 Subject: [game_preservation] [Monthly SIG Roundup] November 2009 Message-ID: <4AF6EDF9.1080007@aarmstrong.org> Halloween, and for those int he UK, Bonfire night! Well, going a bit off topic already...anyway, we have had the new IGDA website launch, but not honestly much else I'm afraid! Preservation SIG October 2009 Work There hasn't been much work this month. The IGDA website however has been revamped - well, replaced entirely in fact. There is an important thing the SIG might be able to do that is preserve the old site, as it can be, externally to the IGDA's own servers. I'm going to track down this properly this month. The new preservation SIG location is the same url as before: http://www.igda.org/preservation - and the wiki remains present (old links will redirect to it's new subdomain location). Join the SIG there - not for much to do, since we mainly post what little we do on the mailing list, but it will be the new location for monthly roundups and news. I've looked and couldn't find an RSS feed, which will be one of the things I've got to ask about. If you are interested in helping the SIG work you can handily volunteer for some projects , or create your own if something is missing! Future Work for November 2009 It's mid-November. It's nearly a new year in fact. We need to perhaps think about properly rounding up the projects, putting all of the ones which are basically dead to the depths of idea-realm, and knowing if anyone wants to actually work on anything. I'm happy with things just being a discussion group, but if people do sign up for projects we might need to think about having them report it monthly, me included! :) Mailing List Discussions If you've not joined our mailing list , please do so. We've never tried using our forums it seems :) we stick to old-fangled email. This will eventually change when the IGDA site has some replacement for it, which won't be anytime soon. September had [hhttp://six.pairlist.net/pipermail/game_preservation/2009-October/001433.html me ranting about glossaries mainly], redump mentioned which we didn't discuss before , and finally the white paper was briefly blogged by someone at Wired . I know it's a bit after the start of November but I'll get to those posts in next months roundup :) Preservation SIG Blog Updates / Links /Have I missed anything this month? Then email it in to preservation_news @ igda.org !/ * /Site changeover - nothing to post./ Final Thoughts We'll be using the wiki still to post pages - the new site is a bit anti-posting-pages, but have a look around what's up with the changes and make sure to report any bugs sooner rather then later :) Andrew Armstrong IGDA Game Preservation SIG Site/Blog editor -------------- next part -------------- An HTML attachment was scrubbed... URL: From andrew at aarmstrong.org Sun Nov 8 11:16:00 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Sun, 08 Nov 2009 16:16:00 +0000 Subject: [game_preservation] [Monthly SIG Roundup] November 2009 In-Reply-To: <4AF6EDF9.1080007@aarmstrong.org> References: <4AF6EDF9.1080007@aarmstrong.org> Message-ID: <4AF6EEC0.1090406@aarmstrong.org> Urg, next time I won't rush and will proofread. Sorry about the broken link and typos. Also, FYI: the old site is at http://archives.igda.org - yes, hardly easy to navigate, but if anyone is interested there it is (I manually grabbed 90% of the pages - yes, including hundreds of column entries - a little while back if anyone can't find anything). I am also serious about going through and just dumping to a "list that can be brought back to life" all the projects that have had zero work done on them for whatever reason. I'd like to know if anyone does want to volunteer, or know anyone who wants to volunteer, actually to do some web-based preservation work. I might get into contact with some groups to gather their thoughts or documentation but that is sometimes very time consuming since I'm not a member of those groups (anyone who is please speak up ;) ). Andrew From dmonnens at gmail.com Tue Nov 10 12:53:29 2009 From: dmonnens at gmail.com (Devin Monnens) Date: Tue, 10 Nov 2009 10:53:29 -0700 Subject: [game_preservation] Armin Gessert, Giana Sisters creator, passed away Message-ID: <9d1cf2d50911100953md40d1fdwdd315ae70fde6d8e@mail.gmail.com> Armin Gessert (1963 - November 9, 2009) Armin Gessert, creator of The Great Giana Sisters (Commodore 64, 1987), passed away on November 9 from a heart attack. With a career spanning 25 years in the industry, Gessert began designing games for Rainbow Arts, starting with Street Gang for Rainbow Arts (Commodore 64, 1984). He later created The Great Giana Sisters (1987), which became an instant classic. Shortly after, he began freelance work for G?tersloh to Kehl until joining Blue Byte in 1988, where he produced the highly successful Great Court (1989). In 1994, he went independent after founding Spellbound Studios with his friend Jean-Marc Haessig. Spellbound produced many strategy games such as Robin Hood - Legend of Sherwood (2002) and Airline Tycoon (1998), along with other action titles such as Extreme Assault (1997). Gessert's most famous title is The Great Giana Sisters, which he produced with Chris Huelsbeck and Manfred Trenz for the Commodore 64. The Great Giana Sisters was an instant classic for the C64 and developed a strong following among fans. However, the game's similarities with Super Mario Bros. caused Nintendo to force the game to be pulled from store shelves, but illegal copying quickly vaulted the title to cult status. Gessert had been working on a Nintendo DS version of the game when he passed away. Gessert and The Great Giana Sisters had a strong following, and his passing was marked by many websites, both fan-based and industry. http://www.gamasutra.com/php-bin/news_index.php?story=26008 - Gamasutra http://www.spellbound.de/?idcat=10&idart=284 - Spellbound's official announcement (German) http://www.develop-online.net/news/33226/Industry-veteran-Gessert-dies-after-fatal-heart-attack - Develop, who first published the news in English http://www.gamecareerguide.com/industry_news/26008/giana_sisters_cocreator_armin_.php - Gamasutra article mirror http://www.remix64.com/armin_gessert_deceased.html - Remix 64 http://www.mcvuk.com/news/36443/Veteran-dev-Armin-Gessert-dies - MCV http://www.pcgameshardware.de/aid,699174/Armin-Gessert-Spellbound-Schoepfer-der-Great-Giana-Sisters-verstorben/Spiele/News/ - PC Games Hardware (German) http://www.metafilter.com/86532/Armin-Gessert-passed-away - MetaFilter http://www.pouet.net/topic.php?which=6945- Pouet user comments http://www.mobygames.com/developer/sheet/view/developerId,35317/ - MobyGames Profile http://en.wikipedia.org/wiki/Armin_Gessert - Armin Gessert's article on Wikipedia http://en.wikipedia.org/wiki/The_Great_Giana_Sisters - Article on The Great Giana Sisters -- Devin Monnens www.deserthat.com The sleep of Reason produces monsters. -------------- next part -------------- An HTML attachment was scrubbed... URL: From zvowell at austin.utexas.edu Wed Nov 11 16:18:25 2009 From: zvowell at austin.utexas.edu (Vowell, Zach) Date: Wed, 11 Nov 2009 15:18:25 -0600 Subject: [game_preservation] Videogame Archive exhibit on display In-Reply-To: <4AF062DF.9070000@aarmstrong.org> Message-ID: Hey guys, Sorry it's taken so long to reply. Devin: Unfortunately, I think it's too late to add any information on Punchatz. Andrew: That'd be great if you could post something about it on the blog! Also, we have some images, and hope to put a few up soon, followed by a more comprehensive gallery of exhibit images so that those who don't travel through Austin will have a chance to see what it looks like. I'll definitely let the list know when those images will be available online. Zach On 11/3/09 11:05 AM, "Andrew Armstrong" wrote: Cool stuff :) I'll write something for our new site blog once I actually have my account sorted, admin access added and various other basic things so I can write up a monthly report and new posts ;) Make sure to grab some photos of the event if you can :) and we should start the record of exhibitions going: http://wiki.igda.org/Videogame_Museums,_Archives,_Displays_and_Collections - yes, I should do a basic page at some point. Problem is I've only been to one in the last year so others will have to write things up and take photos :) Andrew Vowell, Zach wrote: > Last week we installed an exhibit featuring materials from the UT Videogame > Archive out at the Austin airport. It will be up until January 20, 2010, so > if you'll be travelling through or stuck in the Austin airport, be sure to > check it out. The exhibit cases and posters are spread out throughout the > main concourse. > > Here's a link from our website that gives a bit more information: > > http://www.cah.utexas.edu/projects/videogamearchive/item_102809.html > > When putting the exhibit together, my primary aim was to broaden awareness > about game preservation and explain the need for videogame archives in > general, so hopefully some of that will rub off on at least a few passersby. > > And I thought I'd add that one of the exhibit cases features the DOOM box > cover, and might serve as a inadequate but visible memorial for the late Don > Ivan Punchatz. There isn't any text identifying Punchatz, but we do > identify the game as a classic (of course, everyone here knows that, but > your average air-traveller may not). > > > _______________________________________________ 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 andrew at aarmstrong.org Wed Nov 11 16:38:56 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Wed, 11 Nov 2009 21:38:56 +0000 Subject: [game_preservation] [Monthly SIG Roundup] November 2009 In-Reply-To: <20091109185051.61wcme0dcko80goo@webmail.dosmuseum.com> References: <4AF6EDF9.1080007@aarmstrong.org> <20091109185051.61wcme0dcko80goo@webmail.dosmuseum.com> Message-ID: <4AFB2EF0.1040400@aarmstrong.org> Awesome Bill, didn't know about that site. I've added it to the resources section and as a link in the project page for that. Sometime in the future (farrrr fuuutrreee, when I have magical unlimitteddd tiimmeee :) ) I planned on getting an Archive.org collection for free games, as a pure repository. I'll certainly keep your project and site in mind when it comes to adding to this (but if you were interested, could work on it sooner rather then later I guess, if you want some download mirrors and a good backed up place for the files you do put up ;) all it mainly needs is the insane amount of time it takes to upload files). Thanks for informing us! Andrew swizzle at dosmuseum.com wrote: > Andrew, > > Looking through the website I found the Game Preservation SIG/Projects > page, and would like to request my website be included under Playing > Videogames Projects: Freeware, Open Games, Legal Digital Copies of Games > > My website is DOS Museum (http://www.dosmuseum.com). I host primarily > freeware, shareware, and playable demos of DOS games. The goal of the > website is to track down copyright holders and get as many full > versions as possible released as freeware. I've been very successful > when I can track down a copyright holder (and they are not a large > company of course). > > Thanks! > Bill > > Quoting Andrew Armstrong : > >> Halloween, and for those int he UK, Bonfire night! Well, going a bit >> off topic already...anyway, we have had the new IGDA website launch, >> but not honestly much else I'm afraid! >> >> >> Preservation SIG October 2009 Work >> >> There hasn't been much work this month. The IGDA website however has >> been revamped - well, replaced entirely in fact. There is an important >> thing the SIG might be able to do that is preserve the old site, as it >> can be, externally to the IGDA's own servers. I'm going to track down >> this properly this month. >> >> The new preservation SIG location is the same url as before: >> http://www.igda.org/preservation - and the wiki remains present (old >> links will redirect to it's new subdomain location). >> >> Join the SIG there - not for much to do, since we mainly post what >> little we do on the mailing list, but it will be the new location for >> monthly roundups and news. I've looked and couldn't find an RSS feed, >> which will be one of the things I've got to ask about. >> >> If you are interested in helping the SIG work you can handily volunteer >> for some projects , or >> create your own if something is missing! >> >> >> Future Work for November 2009 >> >> It's mid-November. It's nearly a new year in fact. We need to perhaps >> think about properly rounding up the projects, putting all of the ones >> which are basically dead to the depths of idea-realm, and knowing if >> anyone wants to actually work on anything. I'm happy with things just >> being a discussion group, but if people do sign up for projects we >> might need to think about having them report it monthly, me included! :) >> >> >> Mailing List Discussions >> >> If you've not joined our mailing list >> , please do >> so. We've never tried using our forums it seems :) we stick to >> old-fangled email. This will eventually change when the IGDA site has >> some replacement for it, which won't be anytime soon. >> >> September >> >> >> had >> [hhttp://six.pairlist.net/pipermail/game_preservation/2009-October/001433.html >> >> me ranting about glossaries mainly], redump mentioned which we didn't >> discuss before >> , >> and finally the white paper was briefly blogged by someone at Wired >> . >> I know it's a bit after the start of November but I'll get to those >> posts in next months roundup >> :) >> >> >> Preservation SIG Blog Updates / Links >> >> /Have I missed anything this month? Then email it in to >> preservation_news @ igda.org !/ >> >> * /Site changeover - nothing to post./ >> >> >> Final Thoughts >> >> We'll be using the wiki still to post pages - the new site is a bit >> anti-posting-pages, but have a look around what's up with the changes >> and make sure to report any bugs sooner rather then later :) >> >> Andrew Armstrong >> >> IGDA Game Preservation SIG Site/Blog editor > > From andrew at aarmstrong.org Wed Nov 11 17:00:50 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Wed, 11 Nov 2009 22:00:50 +0000 Subject: [game_preservation] Videogame Archive exhibit on display In-Reply-To: References: Message-ID: <4AFB3412.8030203@aarmstrong.org> I'll put something on the blog now! I totally didn't recall this - since I've been reporting the bugs on the IGDA site, it obviously slipped my mind, so thank you for the reminder! Linky! http://www.igda.org/preservation/videogame-archive-exhibit-opens-austin-airport Andrew Vowell, Zach wrote: > > Hey guys, > Sorry it's taken so long to reply. > > Devin: Unfortunately, I think it's too late to add any information on > Punchatz. > > Andrew: That'd be great if you could post something about it on the > blog! Also, we have some images, and hope to put a few up soon, > followed by a more comprehensive gallery of exhibit images so that > those who don't travel through Austin will have a chance to see what > it looks like. > > I'll definitely let the list know when those images will be available > online. > > > Zach > > > On 11/3/09 11:05 AM, "Andrew Armstrong" wrote: > > Cool stuff :) I'll write something for our new site blog once I > actually > have my account sorted, admin access added and various other basic > things so I can write up a monthly report and new posts ;) > > Make sure to grab some photos of the event if you can :) and we should > start the record of exhibitions going: > http://wiki.igda.org/Videogame_Museums,_Archives,_Displays_and_Collections > - yes, I should do a basic page at some point. Problem is I've > only been > to one in the last year so others will have to write things up and > take > photos :) > > Andrew > > Vowell, Zach wrote: > > Last week we installed an exhibit featuring materials from the UT > Videogame > > Archive out at the Austin airport. It will be up until January > 20, 2010, so > > if you'll be travelling through or stuck in the Austin airport, > be sure to > > check it out. The exhibit cases and posters are spread out > throughout the > > main concourse. > > > > Here's a link from our website that gives a bit more information: > > > > http://www.cah.utexas.edu/projects/videogamearchive/item_102809.html > > > > When putting the exhibit together, my primary aim was to broaden > awareness > > about game preservation and explain the need for videogame > archives in > > general, so hopefully some of that will rub off on at least a few > passersby. > > > > And I thought I'd add that one of the exhibit cases features the > DOOM box > > cover, and might serve as a inadequate but visible memorial for > the late Don > > Ivan Punchatz. There isn't any text identifying Punchatz, but we do > > identify the game as a classic (of course, everyone here knows > that, but > > your average air-traveller may not). > > > > > > > _______________________________________________ > 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 > -------------- next part -------------- An HTML attachment was scrubbed... URL: From swizzle at dosmuseum.com Wed Nov 11 18:21:06 2009 From: swizzle at dosmuseum.com (swizzle at dosmuseum.com) Date: Wed, 11 Nov 2009 17:21:06 -0600 Subject: [game_preservation] [Monthly SIG Roundup] November 2009 In-Reply-To: <4AFB2EF0.1040400@aarmstrong.org> References: <4AF6EDF9.1080007@aarmstrong.org> <20091109185051.61wcme0dcko80goo@webmail.dosmuseum.com> <4AFB2EF0.1040400@aarmstrong.org> Message-ID: <20091111172106.z8bxwfukg0wcc0ss@webmail.dosmuseum.com> Andrew, I would be more than happy to help out with any archive.org project involving this material. I spend a large amount of time on my project, and it would be great to have the files/information accessible to a wider audience. Let me know what I can do. Bill Quoting Andrew Armstrong : > Awesome Bill, didn't know about that site. I've added it to the > resources section and as a link in the project page for that. > > Sometime in the future (farrrr fuuutrreee, when I have magical > unlimitteddd tiimmeee :) ) I planned on getting an Archive.org > collection for free games, as a pure repository. I'll certainly keep > your project and site in mind when it comes to adding to this (but if > you were interested, could work on it sooner rather then later I guess, > if you want some download mirrors and a good backed up place for the > files you do put up ;) all it mainly needs is the insane amount of time > it takes to upload files). > > Thanks for informing us! > > Andrew > > swizzle at dosmuseum.com wrote: >> Andrew, >> >> Looking through the website I found the Game Preservation >> SIG/Projects page, and would like to request my website be included >> under Playing Videogames Projects: Freeware, Open Games, Legal >> Digital Copies of Games >> >> My website is DOS Museum (http://www.dosmuseum.com). I host >> primarily freeware, shareware, and playable demos of DOS games. >> The goal of the website is to track down copyright holders and get >> as many full versions as possible released as freeware. I've been >> very successful when I can track down a copyright holder (and they >> are not a large company of course). >> >> Thanks! >> Bill >> >> Quoting Andrew Armstrong : >> >>> Halloween, and for those int he UK, Bonfire night! Well, going a bit >>> off topic already...anyway, we have had the new IGDA website launch, >>> but not honestly much else I'm afraid! >>> >>> >>> Preservation SIG October 2009 Work >>> >>> There hasn't been much work this month. The IGDA website however has >>> been revamped - well, replaced entirely in fact. There is an important >>> thing the SIG might be able to do that is preserve the old site, as it >>> can be, externally to the IGDA's own servers. I'm going to track down >>> this properly this month. >>> >>> The new preservation SIG location is the same url as before: >>> http://www.igda.org/preservation - and the wiki remains present (old >>> links will redirect to it's new subdomain location). >>> >>> Join the SIG there - not for much to do, since we mainly post what >>> little we do on the mailing list, but it will be the new location for >>> monthly roundups and news. I've looked and couldn't find an RSS feed, >>> which will be one of the things I've got to ask about. >>> >>> If you are interested in helping the SIG work you can handily volunteer >>> for some projects , or >>> create your own if something is missing! >>> >>> >>> Future Work for November 2009 >>> >>> It's mid-November. It's nearly a new year in fact. We need to perhaps >>> think about properly rounding up the projects, putting all of the ones >>> which are basically dead to the depths of idea-realm, and knowing if >>> anyone wants to actually work on anything. I'm happy with things just >>> being a discussion group, but if people do sign up for projects we >>> might need to think about having them report it monthly, me included! :) >>> >>> >>> Mailing List Discussions >>> >>> If you've not joined our mailing list >>> , please do >>> so. We've never tried using our forums it seems :) we stick to >>> old-fangled email. This will eventually change when the IGDA site has >>> some replacement for it, which won't be anytime soon. >>> >>> September >>> >>> had >>> [hhttp://six.pairlist.net/pipermail/game_preservation/2009-October/001433.html me ranting about glossaries mainly], redump mentioned which we >>> didn't >>> discuss before >>> , and finally the white paper was briefly blogged by someone at Wired . I know it's a bit after the start of November but I'll get to those posts in next months >>> roundup >>> :) >>> >>> >>> Preservation SIG Blog Updates / Links >>> >>> /Have I missed anything this month? Then email it in to >>> preservation_news @ igda.org !/ >>> >>> * /Site changeover - nothing to post./ >>> >>> >>> Final Thoughts >>> >>> We'll be using the wiki still to post pages - the new site is a bit >>> anti-posting-pages, but have a look around what's up with the changes >>> and make sure to report any bugs sooner rather then later :) >>> >>> Andrew Armstrong >>> >>> IGDA Game Preservation SIG Site/Blog editor >> >> > _______________________________________________ > game_preservation mailing list > game_preservation at igda.org > http://six.pairlist.net/mailman/listinfo/game_preservation From mike at multimedia.cx Wed Nov 11 23:31:53 2009 From: mike at multimedia.cx (Mike Melanson) Date: Wed, 11 Nov 2009 20:31:53 -0800 Subject: [game_preservation] [Monthly SIG Roundup] November 2009 In-Reply-To: <4AFB2EF0.1040400@aarmstrong.org> References: <4AF6EDF9.1080007@aarmstrong.org> <20091109185051.61wcme0dcko80goo@webmail.dosmuseum.com> <4AFB2EF0.1040400@aarmstrong.org> Message-ID: <4AFB8FB9.6030401@multimedia.cx> Andrew Armstrong wrote: > Awesome Bill, didn't know about that site. I've added it to the > resources section and as a link in the project page for that. > > Sometime in the future (farrrr fuuutrreee, when I have magical > unlimitteddd tiimmeee :) ) I planned on getting an Archive.org > collection for free games, as a pure repository. I'll certainly keep > your project and site in mind when it comes to adding to this (but if > you were interested, could work on it sooner rather then later I guess, > if you want some download mirrors and a good backed up place for the > files you do put up ;) all it mainly needs is the insane amount of time > it takes to upload files). Funny you should mention this. Just this past week, I finally got around to visiting all of the game pages on http://liberatedgames.org/ (which doesn't seem to be maintained anymore), followed all the links, and downloaded everything I could. The maintainer had mirrored a lot of files @ atomicgamer.com which is a pain to download from. I went ahead and paid a $5 monthly subscription fee to get easy access to the files. I hope to upload them all to my own webspace soon so that others can more easily download them. I think these acquisitions tally about 7 GB total. I also have a file full of dead links that I need to chase down from other sources (hopefully). -- -Mike Melanson From andrew at aarmstrong.org Thu Nov 12 07:50:53 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Thu, 12 Nov 2009 12:50:53 +0000 Subject: [game_preservation] [Monthly SIG Roundup] November 2009 In-Reply-To: <4AFB8FB9.6030401@multimedia.cx> References: <4AF6EDF9.1080007@aarmstrong.org> <20091109185051.61wcme0dcko80goo@webmail.dosmuseum.com> <4AFB2EF0.1040400@aarmstrong.org> <4AFB8FB9.6030401@multimedia.cx> Message-ID: <4AFC04AD.7040904@aarmstrong.org> I basically forgot since no one replied (Well, one person replied, sent me onto someone else who supposedly maintained it, who never replied). If you're up for putting a second copy on the archive once this collection is approved, that'd be awesome :) (email me off list so I know or not - I'm happy to eventually get around to uploading things, but I don't have the time right now). Andrew Mike Melanson wrote: > Andrew Armstrong wrote: >> Awesome Bill, didn't know about that site. I've added it to the >> resources section and as a link in the project page for that. >> >> Sometime in the future (farrrr fuuutrreee, when I have magical >> unlimitteddd tiimmeee :) ) I planned on getting an Archive.org >> collection for free games, as a pure repository. I'll certainly keep >> your project and site in mind when it comes to adding to this (but if >> you were interested, could work on it sooner rather then later I >> guess, if you want some download mirrors and a good backed up place >> for the files you do put up ;) all it mainly needs is the insane >> amount of time it takes to upload files). > > Funny you should mention this. Just this past week, I finally got > around to visiting all of the game pages on http://liberatedgames.org/ > (which doesn't seem to be maintained anymore), followed all the links, > and downloaded everything I could. The maintainer had mirrored a lot > of files @ atomicgamer.com which is a pain to download from. I went > ahead and paid a $5 monthly subscription fee to get easy access to the > files. > > I hope to upload them all to my own webspace soon so that others can > more easily download them. I think these acquisitions tally about 7 GB > total. I also have a file full of dead links that I need to chase down > from other sources (hopefully). > From dmonnens at gmail.com Thu Nov 12 10:49:58 2009 From: dmonnens at gmail.com (Devin Monnens) Date: Thu, 12 Nov 2009 08:49:58 -0700 Subject: [game_preservation] [Monthly SIG Roundup] November 2009 In-Reply-To: <4AFC04AD.7040904@aarmstrong.org> References: <4AF6EDF9.1080007@aarmstrong.org> <20091109185051.61wcme0dcko80goo@webmail.dosmuseum.com> <4AFB2EF0.1040400@aarmstrong.org> <4AFB8FB9.6030401@multimedia.cx> <4AFC04AD.7040904@aarmstrong.org> Message-ID: <9d1cf2d50911120749jb6638at6c90702b6d82f51a@mail.gmail.com> Would mailing a set of 2 DVDs be a bit more economical than transferring 7 GB of data? I could see that being an option for archives that want a full collection. You could even PayPal for shipping. On Thu, Nov 12, 2009 at 5:50 AM, Andrew Armstrong wrote: > I basically forgot since no one replied (Well, one person replied, sent me > onto someone else who supposedly maintained it, who never replied). If > you're up for putting a second copy on the archive once this collection is > approved, that'd be awesome :) (email me off list so I know or not - I'm > happy to eventually get around to uploading things, but I don't have the > time right now). > > Andrew > > > Mike Melanson wrote: > >> Andrew Armstrong wrote: >> >>> Awesome Bill, didn't know about that site. I've added it to the resources >>> section and as a link in the project page for that. >>> >>> Sometime in the future (farrrr fuuutrreee, when I have magical >>> unlimitteddd tiimmeee :) ) I planned on getting an Archive.org collection >>> for free games, as a pure repository. I'll certainly keep your project and >>> site in mind when it comes to adding to this (but if you were interested, >>> could work on it sooner rather then later I guess, if you want some download >>> mirrors and a good backed up place for the files you do put up ;) all it >>> mainly needs is the insane amount of time it takes to upload files). >>> >> >> Funny you should mention this. Just this past week, I finally got around >> to visiting all of the game pages on http://liberatedgames.org/ (which >> doesn't seem to be maintained anymore), followed all the links, and >> downloaded everything I could. The maintainer had mirrored a lot of files @ >> atomicgamer.com which is a pain to download from. I went ahead and paid a >> $5 monthly subscription fee to get easy access to the files. >> >> I hope to upload them all to my own webspace soon so that others can more >> easily download them. I think these acquisitions tally about 7 GB total. I >> also have a file full of dead links that I need to chase down from other >> sources (hopefully). >> >> _______________________________________________ > game_preservation mailing list > game_preservation at igda.org > http://six.pairlist.net/mailman/listinfo/game_preservation > -- Devin Monnens www.deserthat.com The sleep of Reason produces monsters. -------------- next part -------------- An HTML attachment was scrubbed... URL: From mike at multimedia.cx Thu Nov 12 23:14:33 2009 From: mike at multimedia.cx (Mike Melanson) Date: Thu, 12 Nov 2009 20:14:33 -0800 Subject: [game_preservation] [Monthly SIG Roundup] November 2009 In-Reply-To: <9d1cf2d50911120749jb6638at6c90702b6d82f51a@mail.gmail.com> References: <4AF6EDF9.1080007@aarmstrong.org> <20091109185051.61wcme0dcko80goo@webmail.dosmuseum.com> <4AFB2EF0.1040400@aarmstrong.org> <4AFB8FB9.6030401@multimedia.cx> <4AFC04AD.7040904@aarmstrong.org> <9d1cf2d50911120749jb6638at6c90702b6d82f51a@mail.gmail.com> Message-ID: <4AFCDD29.3030202@multimedia.cx> I have the bandwidth and online storage space to burn. I'm still trying to decide how to organize this cache. -- -Mike Melanson Devin Monnens wrote: > Would mailing a set of 2 DVDs be a bit more economical than transferring > 7 GB of data? I could see that being an option for archives that want a > full collection. You could even PayPal for shipping. > > On Thu, Nov 12, 2009 at 5:50 AM, Andrew Armstrong > wrote: > > I basically forgot since no one replied (Well, one person replied, > sent me onto someone else who supposedly maintained it, who never > replied). If you're up for putting a second copy on the archive once > this collection is approved, that'd be awesome :) (email me off list > so I know or not - I'm happy to eventually get around to uploading > things, but I don't have the time right now). > > Andrew > > > Mike Melanson wrote: > > Andrew Armstrong wrote: > > Awesome Bill, didn't know about that site. I've added it to > the resources section and as a link in the project page for > that. > > Sometime in the future (farrrr fuuutrreee, when I have > magical unlimitteddd tiimmeee :) ) I planned on getting an > Archive.org collection for free games, as a pure repository. > I'll certainly keep your project and site in mind when it > comes to adding to this (but if you were interested, could > work on it sooner rather then later I guess, if you want > some download mirrors and a good backed up place for the > files you do put up ;) all it mainly needs is the insane > amount of time it takes to upload files). > > > Funny you should mention this. Just this past week, I finally > got around to visiting all of the game pages on > http://liberatedgames.org/ (which doesn't seem to be maintained > anymore), followed all the links, and downloaded everything I > could. The maintainer had mirrored a lot of files @ > atomicgamer.com which is a pain to > download from. I went ahead and paid a $5 monthly subscription > fee to get easy access to the files. > > I hope to upload them all to my own webspace soon so that others > can more easily download them. I think these acquisitions tally > about 7 GB total. I also have a file full of dead links that I > need to chase down from other sources (hopefully). > > _______________________________________________ > game_preservation mailing list > game_preservation at igda.org > http://six.pairlist.net/mailman/listinfo/game_preservation > > > > > -- > Devin Monnens > www.deserthat.com > > The sleep of Reason produces monsters. > > > ------------------------------------------------------------------------ > > _______________________________________________ > game_preservation mailing list > game_preservation at igda.org > http://six.pairlist.net/mailman/listinfo/game_preservation From jan_baart at yahoo.de Fri Nov 13 06:57:38 2009 From: jan_baart at yahoo.de (Jan Baart) Date: Fri, 13 Nov 2009 12:57:38 +0100 Subject: [game_preservation] [Monthly SIG Roundup] November 2009 In-Reply-To: <4AFB2EF0.1040400@aarmstrong.org> References: <4AF6EDF9.1080007@aarmstrong.org> <20091109185051.61wcme0dcko80goo@webmail.dosmuseum.com> <4AFB2EF0.1040400@aarmstrong.org> Message-ID: <4AFD49B2.3040604@yahoo.de> Speaking of free games, is there any kind of archive for the more recent Indie/Freeware games out there? I know I struggled to find certain titles online after reading about them way too late so the likely answer seems no. Wouldn't be too surprising considering the sheer amount of such games, not to mention all the different versions of the same game. Still, I'd be a huge loss. , Jan Andrew Armstrong wrote: > Awesome Bill, didn't know about that site. I've added it to the > resources section and as a link in the project page for that. > > Sometime in the future (farrrr fuuutrreee, when I have magical > unlimitteddd tiimmeee :) ) I planned on getting an Archive.org > collection for free games, as a pure repository. I'll certainly keep > your project and site in mind when it comes to adding to this (but if > you were interested, could work on it sooner rather then later I > guess, if you want some download mirrors and a good backed up place > for the files you do put up ;) all it mainly needs is the insane > amount of time it takes to upload files). > > Thanks for informing us! > > Andrew > > swizzle at dosmuseum.com wrote: >> Andrew, >> >> Looking through the website I found the Game Preservation >> SIG/Projects page, and would like to request my website be included >> under Playing Videogames Projects: Freeware, Open Games, Legal >> Digital Copies of Games >> >> My website is DOS Museum (http://www.dosmuseum.com). I host >> primarily freeware, shareware, and playable demos of DOS games. The >> goal of the website is to track down copyright holders and get as >> many full versions as possible released as freeware. I've been very >> successful when I can track down a copyright holder (and they are not >> a large company of course). >> >> Thanks! >> Bill >> >> Quoting Andrew Armstrong : >> >>> Halloween, and for those int he UK, Bonfire night! Well, going a bit >>> off topic already...anyway, we have had the new IGDA website launch, >>> but not honestly much else I'm afraid! >>> >>> >>> Preservation SIG October 2009 Work >>> >>> There hasn't been much work this month. The IGDA website however has >>> been revamped - well, replaced entirely in fact. There is an important >>> thing the SIG might be able to do that is preserve the old site, as it >>> can be, externally to the IGDA's own servers. I'm going to track down >>> this properly this month. >>> >>> The new preservation SIG location is the same url as before: >>> http://www.igda.org/preservation - and the wiki remains present (old >>> links will redirect to it's new subdomain location). >>> >>> Join the SIG there - not for much to do, since we mainly post what >>> little we do on the mailing list, but it will be the new location for >>> monthly roundups and news. I've looked and couldn't find an RSS feed, >>> which will be one of the things I've got to ask about. >>> >>> If you are interested in helping the SIG work you can handily volunteer >>> for some projects , or >>> create your own if something is missing! >>> >>> >>> Future Work for November 2009 >>> >>> It's mid-November. It's nearly a new year in fact. We need to perhaps >>> think about properly rounding up the projects, putting all of the ones >>> which are basically dead to the depths of idea-realm, and knowing if >>> anyone wants to actually work on anything. I'm happy with things just >>> being a discussion group, but if people do sign up for projects we >>> might need to think about having them report it monthly, me >>> included! :) >>> >>> >>> Mailing List Discussions >>> >>> If you've not joined our mailing list >>> , please do >>> so. We've never tried using our forums it seems :) we stick to >>> old-fangled email. This will eventually change when the IGDA site has >>> some replacement for it, which won't be anytime soon. >>> >>> September >>> >>> >>> had >>> [hhttp://six.pairlist.net/pipermail/game_preservation/2009-October/001433.html >>> >>> me ranting about glossaries mainly], redump mentioned which we didn't >>> discuss before >>> , >>> and finally the white paper was briefly blogged by someone at Wired >>> . >>> I know it's a bit after the start of November but I'll get to those >>> posts in next months roundup >>> :) >>> >>> >>> Preservation SIG Blog Updates / Links >>> >>> /Have I missed anything this month? Then email it in to >>> preservation_news @ igda.org !/ >>> >>> * /Site changeover - nothing to post./ >>> >>> >>> Final Thoughts >>> >>> We'll be using the wiki still to post pages - the new site is a bit >>> anti-posting-pages, but have a look around what's up with the changes >>> and make sure to report any bugs sooner rather then later :) >>> >>> Andrew Armstrong >>> >>> IGDA Game Preservation SIG Site/Blog editor >> >> > _______________________________________________ > game_preservation mailing list > game_preservation at igda.org > http://six.pairlist.net/mailman/listinfo/game_preservation > From dmonnens at gmail.com Fri Nov 13 08:46:29 2009 From: dmonnens at gmail.com (Devin Monnens) Date: Fri, 13 Nov 2009 06:46:29 -0700 Subject: [game_preservation] [Monthly SIG Roundup] November 2009 In-Reply-To: <4AFD49B2.3040604@yahoo.de> References: <4AF6EDF9.1080007@aarmstrong.org> <20091109185051.61wcme0dcko80goo@webmail.dosmuseum.com> <4AFB2EF0.1040400@aarmstrong.org> <4AFD49B2.3040604@yahoo.de> Message-ID: <9d1cf2d50911130546j65a37066t2fd3da66b8d9634f@mail.gmail.com> Good idea, Jan. I would be very interested in such an archive myself. I know 1up lists the top 100 free indie games of the year, but that's just for one year. Would this also include consoles and different platforms? (There are free games on Steam as well as on XBLA and PSN). -Devin On Fri, Nov 13, 2009 at 4:57 AM, Jan Baart wrote: > Speaking of free games, is there any kind of archive for the more recent > Indie/Freeware games out there? I know I struggled to find certain titles > online after reading about them way too late so the likely answer seems no. > Wouldn't be too surprising considering the sheer amount of such games, not > to mention all the different versions of the same game. Still, I'd be a huge > loss. > > , Jan > > > Andrew Armstrong wrote: > >> Awesome Bill, didn't know about that site. I've added it to the resources >> section and as a link in the project page for that. >> >> Sometime in the future (farrrr fuuutrreee, when I have magical >> unlimitteddd tiimmeee :) ) I planned on getting an Archive.org collection >> for free games, as a pure repository. I'll certainly keep your project and >> site in mind when it comes to adding to this (but if you were interested, >> could work on it sooner rather then later I guess, if you want some download >> mirrors and a good backed up place for the files you do put up ;) all it >> mainly needs is the insane amount of time it takes to upload files). >> >> Thanks for informing us! >> >> Andrew >> >> swizzle at dosmuseum.com wrote: >> >>> Andrew, >>> >>> Looking through the website I found the Game Preservation SIG/Projects >>> page, and would like to request my website be included under Playing >>> Videogames Projects: Freeware, Open Games, Legal Digital Copies of Games >>> >>> My website is DOS Museum (http://www.dosmuseum.com). I host primarily >>> freeware, shareware, and playable demos of DOS games. The goal of the >>> website is to track down copyright holders and get as many full versions as >>> possible released as freeware. I've been very successful when I can track >>> down a copyright holder (and they are not a large company of course). >>> >>> Thanks! >>> Bill >>> >>> Quoting Andrew Armstrong : >>> >>> Halloween, and for those int he UK, Bonfire night! Well, going a bit >>>> off topic already...anyway, we have had the new IGDA website launch, >>>> but not honestly much else I'm afraid! >>>> >>>> >>>> Preservation SIG October 2009 Work >>>> >>>> There hasn't been much work this month. The IGDA website however has >>>> been revamped - well, replaced entirely in fact. There is an important >>>> thing the SIG might be able to do that is preserve the old site, as it >>>> can be, externally to the IGDA's own servers. I'm going to track down >>>> this properly this month. >>>> >>>> The new preservation SIG location is the same url as before: >>>> http://www.igda.org/preservation - and the wiki remains present (old >>>> links will redirect to it's new subdomain location). >>>> >>>> Join the SIG there - not for much to do, since we mainly post what >>>> little we do on the mailing list, but it will be the new location for >>>> monthly roundups and news. I've looked and couldn't find an RSS feed, >>>> which will be one of the things I've got to ask about. >>>> >>>> If you are interested in helping the SIG work you can handily volunteer >>>> for some projects , or >>>> create your own if something is missing! >>>> >>>> >>>> Future Work for November 2009 >>>> >>>> It's mid-November. It's nearly a new year in fact. We need to perhaps >>>> think about properly rounding up the projects, putting all of the ones >>>> which are basically dead to the depths of idea-realm, and knowing if >>>> anyone wants to actually work on anything. I'm happy with things just >>>> being a discussion group, but if people do sign up for projects we >>>> might need to think about having them report it monthly, me included! :) >>>> >>>> >>>> Mailing List Discussions >>>> >>>> If you've not joined our mailing list >>>> , please do >>>> so. We've never tried using our forums it seems :) we stick to >>>> old-fangled email. This will eventually change when the IGDA site has >>>> some replacement for it, which won't be anytime soon. >>>> >>>> September >>>> < >>>> http://six.pairlist.net/pipermail/game_preservation/2009-October/thread.html> >>>> >>>> had >>>> [hhttp:// >>>> six.pairlist.net/pipermail/game_preservation/2009-October/001433.html >>>> me ranting about glossaries mainly], redump mentioned which we didn't >>>> discuss before >>>> < >>>> http://six.pairlist.net/pipermail/game_preservation/2009-October/001446.html>, >>>> and finally the white paper was briefly blogged by someone at Wired < >>>> http://six.pairlist.net/pipermail/game_preservation/2009-October/001457.html>. >>>> I know it's a bit after the start of November but I'll get to those posts in >>>> next months roundup >>>> :) >>>> >>>> >>>> Preservation SIG Blog Updates / Links >>>> >>>> /Have I missed anything this month? Then email it in to >>>> preservation_news @ igda.org !/ >>>> >>>> * /Site changeover - nothing to post./ >>>> >>>> >>>> Final Thoughts >>>> >>>> We'll be using the wiki still to post pages - the new site is a bit >>>> anti-posting-pages, but have a look around what's up with the changes >>>> and make sure to report any bugs sooner rather then later :) >>>> >>>> Andrew Armstrong >>>> >>>> IGDA Game Preservation SIG Site/Blog editor >>>> >>> >>> >>> _______________________________________________ >> 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 > -- Devin Monnens www.deserthat.com The sleep of Reason produces monsters. -------------- next part -------------- An HTML attachment was scrubbed... URL: From andrew at aarmstrong.org Fri Nov 13 13:25:31 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Fri, 13 Nov 2009 18:25:31 +0000 Subject: [game_preservation] [Monthly SIG Roundup] November 2009 In-Reply-To: <9d1cf2d50911130546j65a37066t2fd3da66b8d9634f@mail.gmail.com> References: <4AF6EDF9.1080007@aarmstrong.org> <20091109185051.61wcme0dcko80goo@webmail.dosmuseum.com> <4AFB2EF0.1040400@aarmstrong.org> <4AFD49B2.3040604@yahoo.de> <9d1cf2d50911130546j65a37066t2fd3da66b8d9634f@mail.gmail.com> Message-ID: <4AFDA49B.6070103@aarmstrong.org> The archive collection could cover this if anyone wanted to help add to it. I however do not know of any real organised repository - filefront, fileshack covers some games. Some blogs have smaller ones uploaded. Most however just link to where they are downloaded from. I've listed a few of the repositories on the wiki resources page. Mods are another area - although slightly better covered by Moddb and fansites, some I've tried to find downloads for and only luckily found the 43rd mirror linked to randomly to some site which might or might not have the file later :) I also have in mind to get some kind of distributed mirrored cross-site University/museum hosted file space - which Dan Pinchbeck was interested in too - which would certainly aim at hosting files like these (more so because they are legally allowed to be on such servers). This is a bit of a way down the line though :) I was thinking, with games, mods and also the additional digital media, if we did get some good hard drive space (backed up, hopefully, and mirrored across multiple sites) it'd be worth trying to do this a lot more if some enthusiast collectors or fans could help. Most have a lot of downloaded material which isn't available online, and is historically important. Would take some organising though :) Andrew Devin Monnens wrote: > Good idea, Jan. I would be very interested in such an archive myself. > I know 1up lists the top 100 free indie games of the year, but that's > just for one year. > > Would this also include consoles and different platforms? (There are > free games on Steam as well as on XBLA and PSN). > > -Devin > > On Fri, Nov 13, 2009 at 4:57 AM, Jan Baart > wrote: > > Speaking of free games, is there any kind of archive for the more > recent Indie/Freeware games out there? I know I struggled to find > certain titles online after reading about them way too late so the > likely answer seems no. Wouldn't be too surprising considering the > sheer amount of such games, not to mention all the different > versions of the same game. Still, I'd be a huge loss. > > , Jan > > > Andrew Armstrong wrote: > > Awesome Bill, didn't know about that site. I've added it to > the resources section and as a link in the project page for that. > > Sometime in the future (farrrr fuuutrreee, when I have magical > unlimitteddd tiimmeee :) ) I planned on getting an Archive.org > collection for free games, as a pure repository. I'll > certainly keep your project and site in mind when it comes to > adding to this (but if you were interested, could work on it > sooner rather then later I guess, if you want some download > mirrors and a good backed up place for the files you do put up > ;) all it mainly needs is the insane amount of time it takes > to upload files). > > Thanks for informing us! > > Andrew > > swizzle at dosmuseum.com wrote: > > Andrew, > > Looking through the website I found the Game Preservation > SIG/Projects page, and would like to request my website be > included under Playing Videogames Projects: Freeware, Open > Games, Legal Digital Copies of Games > > My website is DOS Museum (http://www.dosmuseum.com). I > host primarily freeware, shareware, and playable demos of > DOS games. The goal of the website is to track down > copyright holders and get as many full versions as > possible released as freeware. I've been very successful > when I can track down a copyright holder (and they are not > a large company of course). > > Thanks! > Bill > > Quoting Andrew Armstrong >: > > Halloween, and for those int he UK, Bonfire night! > Well, going a bit > off topic already...anyway, we have had the new IGDA > website launch, > but not honestly much else I'm afraid! > > > Preservation SIG October 2009 Work > > There hasn't been much work this month. The IGDA > website however has > been revamped - well, replaced entirely in fact. There > is an important > thing the SIG might be able to do that is preserve the > old site, as it > can be, externally to the IGDA's own servers. I'm > going to track down > this properly this month. > > The new preservation SIG location is the same url as > before: > http://www.igda.org/preservation - and the wiki > remains present (old > links will redirect to it's new subdomain location). > > Join the SIG there - not for much to do, since we > mainly post what > little we do on the mailing list, but it will be the > new location for > monthly roundups and news. I've looked and couldn't > find an RSS feed, > which will be one of the things I've got to ask about. > > If you are interested in helping the SIG work you can > handily volunteer > for some projects > , or > create your own if something is missing! > > > Future Work for November 2009 > > It's mid-November. It's nearly a new year in fact. We > need to perhaps > think about properly rounding up the projects, putting > all of the ones > which are basically dead to the depths of idea-realm, > and knowing if > anyone wants to actually work on anything. I'm happy > with things just > being a discussion group, but if people do sign up for > projects we > might need to think about having them report it > monthly, me included! :) > > > Mailing List Discussions > > If you've not joined our mailing list > , > please do > so. We've never tried using our forums it seems :) we > stick to > old-fangled email. This will eventually change when > the IGDA site has > some replacement for it, which won't be anytime soon. > > September > > > had > [hhttp://six.pairlist.net/pipermail/game_preservation/2009-October/001433.html > > > me ranting about glossaries mainly], redump mentioned > which we didn't > discuss before > , > and finally the white paper was briefly blogged by > someone at Wired > . > I know it's a bit after the start of November but I'll > get to those posts in next months roundup > :) > > > Preservation SIG Blog Updates / Links > > /Have I missed anything this month? Then email it in to > preservation_news @ igda.org !/ > > * /Site changeover - nothing to post./ > > > Final Thoughts > > We'll be using the wiki still to post pages - the new > site is a bit > anti-posting-pages, but have a look around what's up > with the changes > and make sure to report any bugs sooner rather then > later :) > > Andrew Armstrong > > IGDA Game Preservation SIG Site/Blog editor > > > > _______________________________________________ > 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 > > > > > -- > Devin Monnens > www.deserthat.com > > The sleep of Reason produces monsters. > ------------------------------------------------------------------------ > > _______________________________________________ > 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 dmonnens at gmail.com Sun Nov 15 00:25:19 2009 From: dmonnens at gmail.com (Devin Monnens) Date: Sat, 14 Nov 2009 22:25:19 -0700 Subject: [game_preservation] Leland P. Cook, Jr. Message-ID: <9d1cf2d50911142125y38ef17t7dc54bb0a5e088cf@mail.gmail.com> Leland P. Cook, Jr. passed away recently as well on Nov 6 due to illness: http://www.corsicanadailysun.com/obituaries/local_story_313233008.html He started Tradewest in 1985 and licensed titles like Double Dragon, Battletoads, and Super Off Road for the NES. His visage also appears as the final boss in Ikari Warriors as Colonel Cook thanks to the love SNK had for his personality. He doesn't have a rapsheet on MobyGames, but his son, Byron, does: http://www.mobygames.com/developer/sheet/view/developerId,212314/ However, it appears Leland's true calling was to be a rancher. (Nice hat!) -- Devin Monnens www.deserthat.com The sleep of Reason produces monsters. -------------- next part -------------- An HTML attachment was scrubbed... URL: From dmonnens at gmail.com Mon Nov 16 20:26:42 2009 From: dmonnens at gmail.com (Devin Monnens) Date: Mon, 16 Nov 2009 18:26:42 -0700 Subject: [game_preservation] Check out retro game machinima in half-life! Message-ID: <9d1cf2d50911161726v2445842eq6285ad5ee1716dae@mail.gmail.com> These are pretty cool Half-Life videos. http://www.youtube.com/watch?v=TVScsrgKps0 - Mario http://www.youtube.com/watch?v=kiZAdL2tqtA - Castlevania Now I wonder if anyone would ever think of doing a machinima of Half-Life 1 being mediated through Half-Life? -- Devin Monnens www.deserthat.com The sleep of Reason produces monsters. -------------- next part -------------- An HTML attachment was scrubbed... URL: From dmonnens at gmail.com Sun Nov 22 01:48:34 2009 From: dmonnens at gmail.com (Devin Monnens) Date: Sat, 21 Nov 2009 23:48:34 -0700 Subject: [game_preservation] Old MP3s Message-ID: <9d1cf2d50911212248sbf4eea7u8b16e4e6e74e286c@mail.gmail.com> Do any of you guys think old MP3s still have some kind of value, given that we can now get high-quality versions of some of these tunes? As an example, I've got the Halo Theme from MP3.com, circa 2001. The entire piece was integrated into a track on the album, but this was the first time the song was made widely available (I think it even appeared in the trailer). http://vgmdaily.wordpress.com/2009/11/22/halo-theme-marty-odonnell/ -Devin -- Devin Monnens www.deserthat.com The sleep of Reason produces monsters. -------------- next part -------------- An HTML attachment was scrubbed... URL: From fcifaldi at gmail.com Sun Nov 22 11:59:51 2009 From: fcifaldi at gmail.com (Frank Cifaldi) Date: Sun, 22 Nov 2009 08:59:51 -0800 Subject: [game_preservation] Old MP3s In-Reply-To: <9d1cf2d50911212248sbf4eea7u8b16e4e6e74e286c@mail.gmail.com> References: <9d1cf2d50911212248sbf4eea7u8b16e4e6e74e286c@mail.gmail.com> Message-ID: It's not the sort of thing I'd shed a tear about if it were lost, but it would have some value as part of a larger internet time capsule I'd think. On Sat, Nov 21, 2009 at 10:48 PM, Devin Monnens wrote: > Do any of you guys think old MP3s still have some kind of value, given that > we can now get high-quality versions of some of these tunes? As an example, > I've got the Halo Theme from MP3.com, circa 2001. The entire piece was > integrated into a track on the album, but this was the first time the song > was made widely available (I think it even appeared in the trailer). > > http://vgmdaily.wordpress.com/2009/11/22/halo-theme-marty-odonnell/ > > > -Devin > > -- > Devin Monnens > www.deserthat.com > > The sleep of Reason produces monsters. > > _______________________________________________ > 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 dmonnens at gmail.com Sun Nov 22 12:20:04 2009 From: dmonnens at gmail.com (Devin Monnens) Date: Sun, 22 Nov 2009 10:20:04 -0700 Subject: [game_preservation] Old MP3s In-Reply-To: References: <9d1cf2d50911212248sbf4eea7u8b16e4e6e74e286c@mail.gmail.com> Message-ID: <9d1cf2d50911220920t208b9ec3h873449e6b149d035@mail.gmail.com> Well, I could see that, and it especially has some historical content behind it (hopefully more than 'what was the name of Bungie's MP3.com account?). I own the CD. I could recreate the track exactly as it is here, only with higher quality audio. Would that make this track 'better'? I suppose there's also an argument out there that 'this is how it's supposed to sound' from people who have grown up listening to mp3s (or at least low-quality ones), that the music just 'sounds better' when it's encoded at low quality. It's like low-quality became an aesthetic. -Devin On Sun, Nov 22, 2009 at 9:59 AM, Frank Cifaldi wrote: > It's not the sort of thing I'd shed a tear about if it were lost, but it > would have some value as part of a larger internet time capsule I'd think. > > On Sat, Nov 21, 2009 at 10:48 PM, Devin Monnens wrote: > >> Do any of you guys think old MP3s still have some kind of value, given >> that we can now get high-quality versions of some of these tunes? As an >> example, I've got the Halo Theme from MP3.com, circa 2001. The entire piece >> was integrated into a track on the album, but this was the first time the >> song was made widely available (I think it even appeared in the trailer). >> >> http://vgmdaily.wordpress.com/2009/11/22/halo-theme-marty-odonnell/ >> >> >> -Devin >> >> -- >> Devin Monnens >> www.deserthat.com >> >> The sleep of Reason produces monsters. >> >> _______________________________________________ >> 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 > > -- Devin Monnens www.deserthat.com The sleep of Reason produces monsters. -------------- next part -------------- An HTML attachment was scrubbed... URL: From andrew at aarmstrong.org Sun Nov 22 17:50:08 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Sun, 22 Nov 2009 22:50:08 +0000 Subject: [game_preservation] Old MP3s In-Reply-To: <9d1cf2d50911220920t208b9ec3h873449e6b149d035@mail.gmail.com> References: <9d1cf2d50911212248sbf4eea7u8b16e4e6e74e286c@mail.gmail.com> <9d1cf2d50911220920t208b9ec3h873449e6b149d035@mail.gmail.com> Message-ID: <4B09C020.1010008@aarmstrong.org> That'd be the main time I'd see it as useful - this applies much more to older files in games I guess, where original distributions were low PCM WAV's (eg; soundtrack files on game CD's for playing on your PC), or were in games, but as different types of sound files (very low quality usually) where a re-release might re-record or at least upgrade the music and sounds. Main thing that came to mind for me was "War Has Never Been So Much Fun" from Cannon Fodder, since it was a spoken track, and the game releases tended to be low quality, it being from 1993 (the music video however being slightly higher quality, and I am sure CD versions exist now). The lower quality versions though might be what people would recognise more easily, even if you can create the extra-low-quality version it might not be exactly the same (and even if you can, it doesn't mean you will or it would be easy for someone else to!). Anyway, MP3's are tiny, well worth hanging onto I guess. If applied to other media (video content for instance) it might get harder to justify saving ever low quality Youtube version of something if a higher quality version was available (or if the videos used in a game were additionally released later, or multiple versions came out some with higher quality versions on them...etc.), just because it is where most people saw it initially. I guess it depends? :) Andrew Devin Monnens wrote: > Well, I could see that, and it especially has some historical content > behind it (hopefully more than 'what was the name of Bungie's MP3.com > account?). I own the CD. I could recreate the track exactly as it is > here, only with higher quality audio. Would that make this track > 'better'? I suppose there's also an argument out there that 'this is > how it's supposed to sound' from people who have grown up listening to > mp3s (or at least low-quality ones), that the music just 'sounds > better' when it's encoded at low quality. It's like low-quality became > an aesthetic. > > -Devin > > On Sun, Nov 22, 2009 at 9:59 AM, Frank Cifaldi > wrote: > > It's not the sort of thing I'd shed a tear about if it were lost, > but it would have some value as part of a larger internet time > capsule I'd think. > > On Sat, Nov 21, 2009 at 10:48 PM, Devin Monnens > > wrote: > > Do any of you guys think old MP3s still have some kind of > value, given that we can now get high-quality versions of some > of these tunes? As an example, I've got the Halo Theme from > MP3.com, circa 2001. The entire piece was integrated into a > track on the album, but this was the first time the song was > made widely available (I think it even appeared in the trailer). > > http://vgmdaily.wordpress.com/2009/11/22/halo-theme-marty-odonnell/ > > -Devin > > -- > Devin Monnens > www.deserthat.com > > The sleep of Reason produces monsters. > > _______________________________________________ > 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 > > > > > -- > Devin Monnens > www.deserthat.com > > The sleep of Reason produces monsters. > ------------------------------------------------------------------------ > > _______________________________________________ > 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 dmonnens at gmail.com Tue Nov 24 17:46:18 2009 From: dmonnens at gmail.com (Devin Monnens) Date: Tue, 24 Nov 2009 15:46:18 -0700 Subject: [game_preservation] AJP and Guru Decapping Project Message-ID: <9d1cf2d50911241446j3fc59eeeqe3f46a7426746674@mail.gmail.com> The American Journal of Play's Fall issue is now out, which features the IGDA White Paper on Game Preservation! I was so glad to get a copy in the mail! In addition, I don't think this is listed on the IGDA Projects, but the MAME guys are working on low-level backups of arcade boards. They are using high-res digital images to manually backup an arcade rom (costs about $200 per chip). This is done to bypass security software that prevents traditional data backups. This is really neat as they have detailed documentation for why the techniques were chosen. In addition, it is some concrete documentation on how much it costs to accurately back up an arcade game. http://guru.mameworld.info/decap/index.html -- Devin Monnens www.deserthat.com The sleep of Reason produces monsters. -------------- next part -------------- An HTML attachment was scrubbed... URL: From dmonnens at gmail.com Wed Nov 25 22:40:01 2009 From: dmonnens at gmail.com (Devin Monnens) Date: Wed, 25 Nov 2009 20:40:01 -0700 Subject: [game_preservation] Random videogame history project Message-ID: <9d1cf2d50911251940qd2fc6d6l230419ddd77e23c9@mail.gmail.com> This is on the archival and documentation of games depicting the American West. Found it on a slightly related search. http://www.kent.ac.uk/history/research/Research-Projects/willsres.html -- Devin Monnens www.deserthat.com The sleep of Reason produces monsters. -------------- next part -------------- An HTML attachment was scrubbed... URL: From andrew at aarmstrong.org Thu Nov 26 06:06:09 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Thu, 26 Nov 2009 11:06:09 +0000 Subject: [game_preservation] AJP and Guru Decapping Project In-Reply-To: <9d1cf2d50911241446j3fc59eeeqe3f46a7426746674@mail.gmail.com> References: <9d1cf2d50911241446j3fc59eeeqe3f46a7426746674@mail.gmail.com> Message-ID: <4B0E6121.2050107@aarmstrong.org> Neat on the American Journal of Play :) and I didn't know about the MAME guys and what they were up to, I've really got to check out their projects. I wonder how much on top of their costs to back up an arcade game it'd cost to preserve the software (if not the hardware). Andrew Devin Monnens wrote: > The American Journal of Play's Fall issue is now out, which features > the IGDA White Paper on Game Preservation! I was so glad to get a copy > in the mail! > > In addition, I don't think this is listed on the IGDA Projects, but > the MAME guys are working on low-level backups of arcade boards. They > are using high-res digital images to manually backup an arcade rom > (costs about $200 per chip). This is done to bypass security software > that prevents traditional data backups. This is really neat as they > have detailed documentation for why the techniques were chosen. In > addition, it is some concrete documentation on how much it costs to > accurately back up an arcade game. > > http://guru.mameworld.info/decap/index.html > > -- > Devin Monnens > www.deserthat.com > > The sleep of Reason produces monsters. > ------------------------------------------------------------------------ > > _______________________________________________ > 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 andrew at aarmstrong.org Thu Nov 26 06:08:15 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Thu, 26 Nov 2009 11:08:15 +0000 Subject: [game_preservation] Random videogame history project In-Reply-To: <9d1cf2d50911251940qd2fc6d6l230419ddd77e23c9@mail.gmail.com> References: <9d1cf2d50911251940qd2fc6d6l230419ddd77e23c9@mail.gmail.com> Message-ID: <4B0E619F.3070500@aarmstrong.org> Facinating, and a member of DiGRA too. Would be worth contacting him to let us know when he finishes it :) it'd be great to browse it. Andrew Devin Monnens wrote: > This is on the archival and documentation of games depicting the > American West. Found it on a slightly related search. > > http://www.kent.ac.uk/history/research/Research-Projects/willsres.html > > -- > Devin Monnens > www.deserthat.com > > The sleep of Reason produces monsters. > ------------------------------------------------------------------------ > > _______________________________________________ > 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 dmonnens at gmail.com Thu Nov 26 09:48:40 2009 From: dmonnens at gmail.com (Devin Monnens) Date: Thu, 26 Nov 2009 07:48:40 -0700 Subject: [game_preservation] AJP and Guru Decapping Project In-Reply-To: <4B0E6121.2050107@aarmstrong.org> References: <9d1cf2d50911241446j3fc59eeeqe3f46a7426746674@mail.gmail.com> <4B0E6121.2050107@aarmstrong.org> Message-ID: <9d1cf2d50911260648t6958c3d2i51b08f43846e5f50@mail.gmail.com> This is something we could find out. I'd actually invite the guy to submit a paper to the Albuquerque conference, but he's in Australia. On Thu, Nov 26, 2009 at 4:06 AM, Andrew Armstrong wrote: > Neat on the American Journal of Play :) and I didn't know about the MAME > guys and what they were up to, I've really got to check out their projects. > I wonder how much on top of their costs to back up an arcade game it'd cost > to preserve the software (if not the hardware). > > Andrew > > Devin Monnens wrote: > > The American Journal of Play's Fall issue is now out, which features the > IGDA White Paper on Game Preservation! I was so glad to get a copy in the > mail! > > In addition, I don't think this is listed on the IGDA Projects, but the > MAME guys are working on low-level backups of arcade boards. They are using > high-res digital images to manually backup an arcade rom (costs about $200 > per chip). This is done to bypass security software that prevents > traditional data backups. This is really neat as they have detailed > documentation for why the techniques were chosen. In addition, it is some > concrete documentation on how much it costs to accurately back up an arcade > game. > > http://guru.mameworld.info/decap/index.html > > -- > Devin Monnens > www.deserthat.com > > The sleep of Reason produces monsters. > > ------------------------------ > > _______________________________________________ > game_preservation mailing listgame_preservation at igda.orghttp://six.pairlist.net/mailman/listinfo/game_preservation > > > _______________________________________________ > game_preservation mailing list > game_preservation at igda.org > http://six.pairlist.net/mailman/listinfo/game_preservation > > -- Devin Monnens www.deserthat.com The sleep of Reason produces monsters. -------------- next part -------------- An HTML attachment was scrubbed... URL: From stuart.feldhamer at gmail.com Fri Nov 27 13:13:52 2009 From: stuart.feldhamer at gmail.com (Stuart Feldhamer) Date: Fri, 27 Nov 2009 13:13:52 -0500 Subject: [game_preservation] Armin Gessert, Giana Sisters creator, passed away In-Reply-To: <9d1cf2d50911100953md40d1fdwdd315ae70fde6d8e@mail.gmail.com> References: <9d1cf2d50911100953md40d1fdwdd315ae70fde6d8e@mail.gmail.com> Message-ID: <008101ca6f8d$60d64f10$2282ed30$@com> Sorry for the late reply, but I would question the assertion that the Great Giana Sisters ?became an instant classic?. I had a C64 back in the day and I never even heard of that game until a couple of years ago. I think it?s more of one of those things that became a cult classic over time, more for the plagiarism than for anything else. Does anyone else agree/disagree? Stuart From: game_preservation-bounces at igda.org [mailto:game_preservation-bounces at igda.org] On Behalf Of Devin Monnens Sent: Tuesday, November 10, 2009 12:53 PM To: IGDA Game Preservation SIG; women_dev at igda.org Subject: [game_preservation] Armin Gessert, Giana Sisters creator, passed away Armin Gessert (1963 - November 9, 2009) Armin Gessert, creator of The Great Giana Sisters (Commodore 64, 1987), passed away on November 9 from a heart attack. With a career spanning 25 years in the industry, Gessert began designing games for Rainbow Arts, starting with Street Gang for Rainbow Arts (Commodore 64, 1984). He later created The Great Giana Sisters (1987), which became an instant classic. Shortly after, he began freelance work for G?tersloh to Kehl until joining Blue Byte in 1988, where he produced the highly successful Great Court (1989). In 1994, he went independent after founding Spellbound Studios with his friend Jean-Marc Haessig. Spellbound produced many strategy games such as Robin Hood - Legend of Sherwood (2002) and Airline Tycoon (1998), along with other action titles such as Extreme Assault (1997). Gessert's most famous title is The Great Giana Sisters, which he produced with Chris Huelsbeck and Manfred Trenz for the Commodore 64. The Great Giana Sisters was an instant classic for the C64 and developed a strong following among fans. However, the game's similarities with Super Mario Bros. caused Nintendo to force the game to be pulled from store shelves, but illegal copying quickly vaulted the title to cult status. Gessert had been working on a Nintendo DS version of the game when he passed away. Gessert and The Great Giana Sisters had a strong following, and his passing was marked by many websites, both fan-based and industry. http://www.gamasutra.com/php-bin/news_index.php?story=26008 - Gamasutra http://www.spellbound.de/?idcat=10 &idart=284 - Spellbound's official announcement (German) http://www.develop-online.net/news/33226/Industry-veteran-Gessert-dies-after -fatal-heart-attack - Develop, who first published the news in English http://www.gamecareerguide.com/industry_news/26008/giana_sisters_cocreator_a rmin_.php - Gamasutra article mirror http://www.remix64.com/armin_gessert_deceased.html - Remix 64 http://www.mcvuk.com/news/36443/Veteran-dev-Armin-Gessert-dies - MCV http://www.pcgameshardware.de/aid,699174/Armin-Gessert-Spellbound-Schoepfer- der-Great-Giana-Sisters-verstorben/Spiele/News/ - PC Games Hardware (German) http://www.metafilter.com/86532/Armin-Gessert-passed-away - MetaFilter http://www.pouet.net/topic.php?which=6945- Pouet user comments http://www.mobygames.com/developer/sheet/view/developerId,35317/ - MobyGames Profile http://en.wikipedia.org/wiki/Armin_Gessert - Armin Gessert's article on Wikipedia http://en.wikipedia.org/wiki/The_Great_Giana_Sisters - Article on The Great Giana Sisters -- Devin Monnens www.deserthat.com The sleep of Reason produces monsters. -------------- next part -------------- An HTML attachment was scrubbed... URL: From dmonnens at gmail.com Fri Nov 27 14:28:24 2009 From: dmonnens at gmail.com (Devin Monnens) Date: Fri, 27 Nov 2009 12:28:24 -0700 Subject: [game_preservation] Armin Gessert, Giana Sisters creator, passed away In-Reply-To: <008101ca6f8d$60d64f10$2282ed30$@com> References: <9d1cf2d50911100953md40d1fdwdd315ae70fde6d8e@mail.gmail.com> <008101ca6f8d$60d64f10$2282ed30$@com> Message-ID: <9d1cf2d50911271128q23dcbea9sba797eb6d9f45ef5@mail.gmail.com> I was going by what Wikipedia said. You'd have to find someone who knows more about C64 than I do... On Fri, Nov 27, 2009 at 11:13 AM, Stuart Feldhamer < stuart.feldhamer at gmail.com> wrote: > Sorry for the late reply, but I would question the assertion that the > Great Giana Sisters ?became an instant classic?. I had a C64 back in the day > and I never even heard of that game until a couple of years ago. I think > it?s more of one of those things that became a cult classic over time, more > for the plagiarism than for anything else. > > > > Does anyone else agree/disagree? > > > > Stuart > > > > *From:* game_preservation-bounces at igda.org [mailto: > game_preservation-bounces at igda.org] *On Behalf Of *Devin Monnens > *Sent:* Tuesday, November 10, 2009 12:53 PM > *To:* IGDA Game Preservation SIG; women_dev at igda.org > *Subject:* [game_preservation] Armin Gessert, Giana Sisters creator, > passed away > > > > Armin Gessert (1963 - November 9, 2009) > > > > Armin Gessert, creator of The Great Giana Sisters (Commodore 64, 1987), > passed away on November 9 from a heart attack. > > > > With a career spanning 25 years in the industry, Gessert began designing > games for Rainbow Arts, starting with Street Gang for Rainbow Arts > (Commodore 64, 1984). He later created The Great Giana Sisters (1987), which > became an instant classic. Shortly after, he began freelance work for G?tersloh > to Kehl until joining Blue Byte in 1988, where he produced the highly > successful Great Court (1989). In 1994, he went independent after founding Spellbound > Studios with his friend Jean-Marc Haessig. Spellbound produced many strategy > games such as Robin Hood - Legend of Sherwood (2002) and Airline Tycoon > (1998), along with other action titles such as Extreme Assault (1997). > > > > Gessert's most famous title is The Great Giana Sisters, which he produced > with Chris Huelsbeck and Manfred Trenz for the Commodore 64. The Great Giana > Sisters was an instant classic for the C64 and developed a strong following > among fans. However, the game's similarities with Super Mario Bros. caused > Nintendo to force the game to be pulled from store shelves, but illegal > copying quickly vaulted the title to cult status. Gessert had been working > on a Nintendo DS version of the game when he passed away. > > > > Gessert and The Great Giana Sisters had a strong following, and his passing > was marked by many websites, both fan-based and industry. > > http://www.gamasutra.com/php-bin/news_index.php?story=26008 - Gamasutra > > http://www.spellbound.de/?idcat=10&idart=284 - Spellbound's official > announcement (German) > > > http://www.develop-online.net/news/33226/Industry-veteran-Gessert-dies-after-fatal-heart-attack - > Develop, who first published the news in English > > > http://www.gamecareerguide.com/industry_news/26008/giana_sisters_cocreator_armin_.php - > Gamasutra article mirror > > http://www.remix64.com/armin_gessert_deceased.html - Remix 64 > > http://www.mcvuk.com/news/36443/Veteran-dev-Armin-Gessert-dies - MCV > > > http://www.pcgameshardware.de/aid,699174/Armin-Gessert-Spellbound-Schoepfer-der-Great-Giana-Sisters-verstorben/Spiele/News/ - > PC Games Hardware (German) > > http://www.metafilter.com/86532/Armin-Gessert-passed-away - MetaFilter > > http://www.pouet.net/topic.php?which=6945- Pouet user comments > > > > http://www.mobygames.com/developer/sheet/view/developerId,35317/ - > MobyGames Profile > > http://en.wikipedia.org/wiki/Armin_Gessert - Armin Gessert's article on > Wikipedia > > http://en.wikipedia.org/wiki/The_Great_Giana_Sisters - Article on The > Great Giana Sisters > -- > Devin Monnens > www.deserthat.com > > The sleep of Reason produces monsters. > > _______________________________________________ > game_preservation mailing list > game_preservation at igda.org > http://six.pairlist.net/mailman/listinfo/game_preservation > > -- Devin Monnens www.deserthat.com The sleep of Reason produces monsters. -------------- next part -------------- An HTML attachment was scrubbed... URL: From andrew at aarmstrong.org Fri Nov 27 14:31:33 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Fri, 27 Nov 2009 19:31:33 +0000 Subject: [game_preservation] Armin Gessert, Giana Sisters creator, passed away In-Reply-To: <9d1cf2d50911271128q23dcbea9sba797eb6d9f45ef5@mail.gmail.com> References: <9d1cf2d50911100953md40d1fdwdd315ae70fde6d8e@mail.gmail.com> <008101ca6f8d$60d64f10$2282ed30$@com> <9d1cf2d50911271128q23dcbea9sba797eb6d9f45ef5@mail.gmail.com> Message-ID: <4B102915.905@aarmstrong.org> Might be localised importance? I am sure some regional differences are true of that era, and country differences of course. Could do with some experts in certain systems fact-checking these memorials (or putting up any relevant information) but quite honestly I don't know any to ask myself, haha :) Andrew Devin Monnens wrote: > I was going by what Wikipedia said. You'd have to find someone who > knows more about C64 than I do... > > On Fri, Nov 27, 2009 at 11:13 AM, Stuart Feldhamer > > wrote: > > Sorry for the late reply, but I would question the assertion that > the Great Giana Sisters ?became an instant classic?. I had a C64 > back in the day and I never even heard of that game until a couple > of years ago. I think it?s more of one of those things that became > a cult classic over time, more for the plagiarism than for > anything else. > > > > Does anyone else agree/disagree? > > > > Stuart > > > > *From:* game_preservation-bounces at igda.org > > [mailto:game_preservation-bounces at igda.org > ] *On Behalf Of *Devin > Monnens > *Sent:* Tuesday, November 10, 2009 12:53 PM > *To:* IGDA Game Preservation SIG; women_dev at igda.org > > *Subject:* [game_preservation] Armin Gessert, Giana Sisters > creator, passed away > > > > Armin Gessert (1963 - November 9, 2009) > > > > Armin Gessert, creator of The Great Giana Sisters (Commodore 64, > 1987), passed away on November 9 from a heart attack. > > > > With a career spanning 25 years in the industry, Gessert began > designing games for Rainbow Arts, starting with Street Gang for > Rainbow Arts (Commodore 64, 1984). He later created The Great > Giana Sisters (1987), which became an instant classic. Shortly > after, he began freelance work for G?tersloh to Kehl until joining > Blue Byte in 1988, where he produced the highly successful Great > Court (1989). In 1994, he went independent after > founding Spellbound Studios with his friend Jean-Marc Haessig. > Spellbound produced many strategy games such as Robin Hood - > Legend of Sherwood (2002) and Airline Tycoon (1998), along with > other action titles such as Extreme Assault (1997). > > > > Gessert's most famous title is The Great Giana Sisters, which he > produced with Chris Huelsbeck and Manfred Trenz for the Commodore > 64. The Great Giana Sisters was an instant classic for the C64 and > developed a strong following among fans. However, the game's > similarities with Super Mario Bros. caused Nintendo to force the > game to be pulled from store shelves, but illegal copying quickly > vaulted the title to cult status. Gessert had been working on a > Nintendo DS version of the game when he passed away. > > > > Gessert and The Great Giana Sisters had a strong following, and > his passing was marked by many websites, both fan-based and industry. > > http://www.gamasutra.com/php-bin/news_index.php?story=26008 - > Gamasutra > > http://www.spellbound.de/?idcat=10&idart=284 > - Spellbound's > official announcement (German) > > http://www.develop-online.net/news/33226/Industry-veteran-Gessert-dies-after-fatal-heart-attack - > Develop, who first published the news in English > > http://www.gamecareerguide.com/industry_news/26008/giana_sisters_cocreator_armin_.php - > Gamasutra article mirror > > http://www.remix64.com/armin_gessert_deceased.html - Remix 64 > > http://www.mcvuk.com/news/36443/Veteran-dev-Armin-Gessert-dies - MCV > > http://www.pcgameshardware.de/aid,699174/Armin-Gessert-Spellbound-Schoepfer-der-Great-Giana-Sisters-verstorben/Spiele/News/ - > PC Games Hardware (German) > > http://www.metafilter.com/86532/Armin-Gessert-passed-away - MetaFilter > > http://www.pouet.net/topic.php?which=6945- Pouet user comments > > > > http://www.mobygames.com/developer/sheet/view/developerId,35317/ - > MobyGames Profile > > http://en.wikipedia.org/wiki/Armin_Gessert - Armin Gessert's > article on Wikipedia > > http://en.wikipedia.org/wiki/The_Great_Giana_Sisters - Article on > The Great Giana Sisters > -- > Devin Monnens > www.deserthat.com > > The sleep of Reason produces monsters. > > > _______________________________________________ > game_preservation mailing list > game_preservation at igda.org > http://six.pairlist.net/mailman/listinfo/game_preservation > > > > > -- > Devin Monnens > www.deserthat.com > > The sleep of Reason produces monsters. > ------------------------------------------------------------------------ > > _______________________________________________ > 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 guttenbrunner at ifs.tuwien.ac.at Fri Nov 27 14:47:10 2009 From: guttenbrunner at ifs.tuwien.ac.at (Mark Guttenbrunner) Date: Fri, 27 Nov 2009 20:47:10 +0100 Subject: [game_preservation] Armin Gessert, Giana Sisters creator, passed away In-Reply-To: <008101ca6f8d$60d64f10$2282ed30$@com> References: <9d1cf2d50911100953md40d1fdwdd315ae70fde6d8e@mail.gmail.com> <008101ca6f8d$60d64f10$2282ed30$@com> Message-ID: <4B102CBE.5010406@ifs.tuwien.ac.at> Disagree ... As someone who had a C64 at that time I can confirm that it was an instant classic ... it took me decades to find out it is "similar" to super mario bros. ... might have been an instant classic in the german speaking countries of europe only as the team behind it was german and probably everyone in that area with a C64 didn't own one original game ... so it was rather irrelevant that the game was pulled from the shelves ... Mark Stuart Feldhamer schrieb: > > Sorry for the late reply, but I would question the assertion that the > Great Giana Sisters ?became an instant classic?. I had a C64 back in > the day and I never even heard of that game until a couple of years > ago. I think it?s more of one of those things that became a cult > classic over time, more for the plagiarism than for anything else. > > Does anyone else agree/disagree? > > Stuart > > *From:* game_preservation-bounces at igda.org > [mailto:game_preservation-bounces at igda.org] *On Behalf Of *Devin Monnens > *Sent:* Tuesday, November 10, 2009 12:53 PM > *To:* IGDA Game Preservation SIG; women_dev at igda.org > *Subject:* [game_preservation] Armin Gessert, Giana Sisters creator, > passed away > > Armin Gessert (1963 - November 9, 2009) > > Armin Gessert, creator of The Great Giana Sisters (Commodore 64, > 1987), passed away on November 9 from a heart attack. > > With a career spanning 25 years in the industry, Gessert began > designing games for Rainbow Arts, starting with Street Gang for > Rainbow Arts (Commodore 64, 1984). He later created The Great Giana > Sisters (1987), which became an instant classic. Shortly after, he > began freelance work for G?tersloh to Kehl until joining Blue Byte in > 1988, where he produced the highly successful Great Court (1989). In > 1994, he went independent after founding Spellbound Studios with his > friend Jean-Marc Haessig. Spellbound produced many strategy games such > as Robin Hood - Legend of Sherwood (2002) and Airline Tycoon (1998), > along with other action titles such as Extreme Assault (1997). > > Gessert's most famous title is The Great Giana Sisters, which he > produced with Chris Huelsbeck and Manfred Trenz for the Commodore 64. > The Great Giana Sisters was an instant classic for the C64 and > developed a strong following among fans. However, the game's > similarities with Super Mario Bros. caused Nintendo to force the game > to be pulled from store shelves, but illegal copying quickly vaulted > the title to cult status. Gessert had been working on a Nintendo DS > version of the game when he passed away. > > Gessert and The Great Giana Sisters had a strong following, and his > passing was marked by many websites, both fan-based and industry. > > http://www.gamasutra.com/php-bin/news_index.php?story=26008 - Gamasutra > > http://www.spellbound.de/?idcat=10&idart=284 > - Spellbound's official > announcement (German) > > http://www.develop-online.net/news/33226/Industry-veteran-Gessert-dies-after-fatal-heart-attack > - Develop, who first published the news in English > > http://www.gamecareerguide.com/industry_news/26008/giana_sisters_cocreator_armin_.php > - Gamasutra article mirror > > http://www.remix64.com/armin_gessert_deceased.html - Remix 64 > > http://www.mcvuk.com/news/36443/Veteran-dev-Armin-Gessert-dies - MCV > > http://www.pcgameshardware.de/aid,699174/Armin-Gessert-Spellbound-Schoepfer-der-Great-Giana-Sisters-verstorben/Spiele/News/ > - PC Games Hardware (German) > > http://www.metafilter.com/86532/Armin-Gessert-passed-away - MetaFilter > > http://www.pouet.net/topic.php?which=6945- Pouet user comments > > http://www.mobygames.com/developer/sheet/view/developerId,35317/ - > MobyGames Profile > > http://en.wikipedia.org/wiki/Armin_Gessert - Armin Gessert's article > on Wikipedia > > http://en.wikipedia.org/wiki/The_Great_Giana_Sisters - Article on The > Great Giana Sisters > -- > Devin Monnens > www.deserthat.com > > The sleep of Reason produces monsters. > > ------------------------------------------------------------------------ > > _______________________________________________ > game_preservation mailing list > game_preservation at igda.org > http://six.pairlist.net/mailman/listinfo/game_preservation > From stuart.feldhamer at gmail.com Fri Nov 27 15:40:26 2009 From: stuart.feldhamer at gmail.com (Stuart Feldhamer) Date: Fri, 27 Nov 2009 15:40:26 -0500 Subject: [game_preservation] Armin Gessert, Giana Sisters creator, passed away In-Reply-To: <4B102CBE.5010406@ifs.tuwien.ac.at> References: <9d1cf2d50911100953md40d1fdwdd315ae70fde6d8e@mail.gmail.com> <008101ca6f8d$60d64f10$2282ed30$@com> <4B102CBE.5010406@ifs.tuwien.ac.at> Message-ID: <00a201ca6fa1$db10ce90$91326bb0$@com> Maybe it was a regional thing then? Stuart -----Original Message----- From: game_preservation-bounces at igda.org [mailto:game_preservation-bounces at igda.org] On Behalf Of Mark Guttenbrunner Sent: Friday, November 27, 2009 2:47 PM To: IGDA Game Preservation SIG Subject: Re: [game_preservation] Armin Gessert, Giana Sisters creator, passed away Disagree ... As someone who had a C64 at that time I can confirm that it was an instant classic ... it took me decades to find out it is "similar" to super mario bros. ... might have been an instant classic in the german speaking countries of europe only as the team behind it was german and probably everyone in that area with a C64 didn't own one original game ... so it was rather irrelevant that the game was pulled from the shelves ... Mark Stuart Feldhamer schrieb: > > Sorry for the late reply, but I would question the assertion that the > Great Giana Sisters ?became an instant classic?. I had a C64 back in > the day and I never even heard of that game until a couple of years > ago. I think it?s more of one of those things that became a cult > classic over time, more for the plagiarism than for anything else. > > Does anyone else agree/disagree? > > Stuart > > *From:* game_preservation-bounces at igda.org > [mailto:game_preservation-bounces at igda.org] *On Behalf Of *Devin Monnens > *Sent:* Tuesday, November 10, 2009 12:53 PM > *To:* IGDA Game Preservation SIG; women_dev at igda.org > *Subject:* [game_preservation] Armin Gessert, Giana Sisters creator, > passed away > > Armin Gessert (1963 - November 9, 2009) > > Armin Gessert, creator of The Great Giana Sisters (Commodore 64, > 1987), passed away on November 9 from a heart attack. > > With a career spanning 25 years in the industry, Gessert began > designing games for Rainbow Arts, starting with Street Gang for > Rainbow Arts (Commodore 64, 1984). He later created The Great Giana > Sisters (1987), which became an instant classic. Shortly after, he > began freelance work for G?tersloh to Kehl until joining Blue Byte in > 1988, where he produced the highly successful Great Court (1989). In > 1994, he went independent after founding Spellbound Studios with his > friend Jean-Marc Haessig. Spellbound produced many strategy games such > as Robin Hood - Legend of Sherwood (2002) and Airline Tycoon (1998), > along with other action titles such as Extreme Assault (1997). > > Gessert's most famous title is The Great Giana Sisters, which he > produced with Chris Huelsbeck and Manfred Trenz for the Commodore 64. > The Great Giana Sisters was an instant classic for the C64 and > developed a strong following among fans. However, the game's > similarities with Super Mario Bros. caused Nintendo to force the game > to be pulled from store shelves, but illegal copying quickly vaulted > the title to cult status. Gessert had been working on a Nintendo DS > version of the game when he passed away. > > Gessert and The Great Giana Sisters had a strong following, and his > passing was marked by many websites, both fan-based and industry. > > http://www.gamasutra.com/php-bin/news_index.php?story=26008 - Gamasutra > > http://www.spellbound.de/?idcat=10&idart=284 > - Spellbound's official > announcement (German) > > http://www.develop-online.net/news/33226/Industry-veteran-Gessert-dies-after -fatal-heart-attack > - Develop, who first published the news in English > > http://www.gamecareerguide.com/industry_news/26008/giana_sisters_cocreator_a rmin_.php > - Gamasutra article mirror > > http://www.remix64.com/armin_gessert_deceased.html - Remix 64 > > http://www.mcvuk.com/news/36443/Veteran-dev-Armin-Gessert-dies - MCV > > http://www.pcgameshardware.de/aid,699174/Armin-Gessert-Spellbound-Schoepfer- der-Great-Giana-Sisters-verstorben/Spiele/News/ > - PC Games Hardware (German) > > http://www.metafilter.com/86532/Armin-Gessert-passed-away - MetaFilter > > http://www.pouet.net/topic.php?which=6945- Pouet user comments > > http://www.mobygames.com/developer/sheet/view/developerId,35317/ - > MobyGames Profile > > http://en.wikipedia.org/wiki/Armin_Gessert - Armin Gessert's article > on Wikipedia > > http://en.wikipedia.org/wiki/The_Great_Giana_Sisters - Article on The > Great Giana Sisters > -- > Devin Monnens > www.deserthat.com > > The sleep of Reason produces monsters. > > ------------------------------------------------------------------------ > > _______________________________________________ > 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 From ommail at cox.net Fri Nov 27 18:22:13 2009 From: ommail at cox.net (ommail at cox.net) Date: Fri, 27 Nov 2009 18:22:13 -0500 Subject: [game_preservation] Armin Gessert, Giana Sisters creator, passed away In-Reply-To: <00a201ca6fa1$db10ce90$91326bb0$@com> Message-ID: <20091127182213.AT3E5.316319.imail@eastrmwml29> I was very heavily into the C=64 system and especially it's games. From 1982 through 1990 it was my primary computer. I collected well over 1000 games for this system (some purchased, some not), ran a 300bps BBS from it, and was an active member on Q-Link (later to become AOL). With my experience, I was shocked that I had never heard of this game--trust me...I played a *LOT* of games on the ol' 64. If it was even remotely popular at the time of release, odds are very strong that I would've had it--and played it. I would agree with Stuart that it would be considered a 'regional classic'. What region? I don't know, but Mr. Guttenbrunner sheds light on this below. While we all are familliar with popular Rainbow Arts games such as Turrican, R-Type, Berlin 1948 (the audio cassette one), The company was also a distrbutor to smaller, independent developers, giving opportunities to the innovative programmers with a great idea. In theory, this may have led to some titles being very popular among local areas, while not enjoying a broader, worldwide appeal. I would also agree (from reading the information provided) that it would be considered a 'cult classic' as well, being that it's instant pull from retail shelves means that it was mostly accessed by illegal copies, and the desirability of the game from a collector's standpoint. Just my 2cents-- Joe ---- Stuart Feldhamer wrote: > Maybe it was a regional thing then? > > Stuart > > -----Original Message----- > From: game_preservation-bounces at igda.org > [mailto:game_preservation-bounces at igda.org] On Behalf Of Mark Guttenbrunner > Sent: Friday, November 27, 2009 2:47 PM > To: IGDA Game Preservation SIG > Subject: Re: [game_preservation] Armin Gessert, Giana Sisters creator, > passed away > > Disagree ... > > As someone who had a C64 at that time I can confirm that it was an > instant classic ... it took me decades to find out it is "similar" to > super mario bros. ... might have been an instant classic in the german > speaking countries of europe only as the team behind it was german and > probably everyone in that area with a C64 didn't own one original game > ... so it was rather irrelevant that the game was pulled from the > shelves ... > > Mark > > Stuart Feldhamer schrieb: > > > > Sorry for the late reply, but I would question the assertion that the > > Great Giana Sisters ?became an instant classic?. I had a C64 back in > > the day and I never even heard of that game until a couple of years > > ago. I think it?s more of one of those things that became a cult > > classic over time, more for the plagiarism than for anything else. > > > > Does anyone else agree/disagree? > > > > Stuart > > > > *From:* game_preservation-bounces at igda.org > > [mailto:game_preservation-bounces at igda.org] *On Behalf Of *Devin Monnens > > *Sent:* Tuesday, November 10, 2009 12:53 PM > > *To:* IGDA Game Preservation SIG; women_dev at igda.org > > *Subject:* [game_preservation] Armin Gessert, Giana Sisters creator, > > passed away > > > > Armin Gessert (1963 - November 9, 2009) > > > > Armin Gessert, creator of The Great Giana Sisters (Commodore 64, > > 1987), passed away on November 9 from a heart attack. > > > > With a career spanning 25 years in the industry, Gessert began > > designing games for Rainbow Arts, starting with Street Gang for > > Rainbow Arts (Commodore 64, 1984). He later created The Great Giana > > Sisters (1987), which became an instant classic. Shortly after, he > > began freelance work for G?tersloh to Kehl until joining Blue Byte in > > 1988, where he produced the highly successful Great Court (1989). In > > 1994, he went independent after founding Spellbound Studios with his > > friend Jean-Marc Haessig. Spellbound produced many strategy games such > > as Robin Hood - Legend of Sherwood (2002) and Airline Tycoon (1998), > > along with other action titles such as Extreme Assault (1997). > > > > Gessert's most famous title is The Great Giana Sisters, which he > > produced with Chris Huelsbeck and Manfred Trenz for the Commodore 64. > > The Great Giana Sisters was an instant classic for the C64 and > > developed a strong following among fans. However, the game's > > similarities with Super Mario Bros. caused Nintendo to force the game > > to be pulled from store shelves, but illegal copying quickly vaulted > > the title to cult status. Gessert had been working on a Nintendo DS > > version of the game when he passed away. > > > > Gessert and The Great Giana Sisters had a strong following, and his > > passing was marked by many websites, both fan-based and industry. > > > > http://www.gamasutra.com/php-bin/news_index.php?story=26008 - Gamasutra > > > > http://www.spellbound.de/?idcat=10&idart=284 > > - Spellbound's official > > announcement (German) > > > > > http://www.develop-online.net/news/33226/Industry-veteran-Gessert-dies-after > -fatal-heart-attack > > - Develop, who first published the news in English > > > > > http://www.gamecareerguide.com/industry_news/26008/giana_sisters_cocreator_a > rmin_.php > > - Gamasutra article mirror > > > > http://www.remix64.com/armin_gessert_deceased.html - Remix 64 > > > > http://www.mcvuk.com/news/36443/Veteran-dev-Armin-Gessert-dies - MCV > > > > > http://www.pcgameshardware.de/aid,699174/Armin-Gessert-Spellbound-Schoepfer- > der-Great-Giana-Sisters-verstorben/Spiele/News/ > > - PC Games Hardware (German) > > > > http://www.metafilter.com/86532/Armin-Gessert-passed-away - MetaFilter > > > > http://www.pouet.net/topic.php?which=6945- Pouet user comments > > > > http://www.mobygames.com/developer/sheet/view/developerId,35317/ - > > MobyGames Profile > > > > http://en.wikipedia.org/wiki/Armin_Gessert - Armin Gessert's article > > on Wikipedia > > > > http://en.wikipedia.org/wiki/The_Great_Giana_Sisters - Article on The > > Great Giana Sisters > > -- > > Devin Monnens > > www.deserthat.com > > > > The sleep of Reason produces monsters. > > > > ------------------------------------------------------------------------ > > > > _______________________________________________ > > 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 > > _______________________________________________ > game_preservation mailing list > game_preservation at igda.org > http://six.pairlist.net/mailman/listinfo/game_preservation From lowood at stanford.edu Fri Nov 27 20:49:03 2009 From: lowood at stanford.edu (Henry Lowood) Date: Fri, 27 Nov 2009 17:49:03 -0800 Subject: [game_preservation] Armin Gessert, Giana Sisters creator, passed away In-Reply-To: <008101ca6f8d$60d64f10$2282ed30$@com> References: <9d1cf2d50911100953md40d1fdwdd315ae70fde6d8e@mail.gmail.com> <008101ca6f8d$60d64f10$2282ed30$@com> Message-ID: <4B10818F.7090300@stanford.edu> So the problem here is with the term "instant classic," which is used twice. I doubt there is any problem with the facts of the obit, Devin is pretty careful. My suggestion would be to delete the phrase; it doesn't add much to the content and it seems to be a comment magnet. Also, with all respect, I'm not sure what "instant classic" means; seems like an oxymoron to me. By the way, it may not have been an instant classic, but there is now a DS version of Giana Sisters, so that must make it a "classic" of some sort -- or at least an Evergreen. And, btw, the cover art for the original C64 version probably deserves some commentary (cf. Mobygames). Henry Stuart Feldhamer wrote: > > Sorry for the late reply, but I would question the assertion that the > Great Giana Sisters "became an instant classic". I had a C64 back in > the day and I never even heard of that game until a couple of years > ago. I think it's more of one of those things that became a cult > classic over time, more for the plagiarism than for anything else. > > > > Does anyone else agree/disagree? > > > > Stuart > > > > *From:* game_preservation-bounces at igda.org > [mailto:game_preservation-bounces at igda.org] *On Behalf Of *Devin Monnens > *Sent:* Tuesday, November 10, 2009 12:53 PM > *To:* IGDA Game Preservation SIG; women_dev at igda.org > *Subject:* [game_preservation] Armin Gessert, Giana Sisters creator, > passed away > > > > Armin Gessert (1963 - November 9, 2009) > > > > Armin Gessert, creator of The Great Giana Sisters (Commodore 64, > 1987), passed away on November 9 from a heart attack. > > > > With a career spanning 25 years in the industry, Gessert began > designing games for Rainbow Arts, starting with Street Gang for > Rainbow Arts (Commodore 64, 1984). He later created The Great Giana > Sisters (1987), which became an instant classic. Shortly after, he > began freelance work for G?tersloh to Kehl until joining Blue Byte in > 1988, where he produced the highly successful Great Court (1989). In > 1994, he went independent after founding Spellbound Studios with his > friend Jean-Marc Haessig. Spellbound produced many strategy games such > as Robin Hood - Legend of Sherwood (2002) and Airline Tycoon (1998), > along with other action titles such as Extreme Assault (1997). > > > > Gessert's most famous title is The Great Giana Sisters, which he > produced with Chris Huelsbeck and Manfred Trenz for the Commodore 64. > The Great Giana Sisters was an instant classic for the C64 and > developed a strong following among fans. However, the game's > similarities with Super Mario Bros. caused Nintendo to force the game > to be pulled from store shelves, but illegal copying quickly vaulted > the title to cult status. Gessert had been working on a Nintendo DS > version of the game when he passed away. > > > > Gessert and The Great Giana Sisters had a strong following, and his > passing was marked by many websites, both fan-based and industry. > > http://www.gamasutra.com/php-bin/news_index.php?story=26008 - Gamasutra > > http://www.spellbound.de/?idcat=10&idart=284 > - Spellbound's official > announcement (German) > > http://www.develop-online.net/news/33226/Industry-veteran-Gessert-dies-after-fatal-heart-attack - > Develop, who first published the news in English > > http://www.gamecareerguide.com/industry_news/26008/giana_sisters_cocreator_armin_.php - > Gamasutra article mirror > > http://www.remix64.com/armin_gessert_deceased.html - Remix 64 > > http://www.mcvuk.com/news/36443/Veteran-dev-Armin-Gessert-dies - MCV > > http://www.pcgameshardware.de/aid,699174/Armin-Gessert-Spellbound-Schoepfer-der-Great-Giana-Sisters-verstorben/Spiele/News/ - > PC Games Hardware (German) > > http://www.metafilter.com/86532/Armin-Gessert-passed-away - MetaFilter > > http://www.pouet.net/topic.php?which=6945- Pouet user comments > > > > http://www.mobygames.com/developer/sheet/view/developerId,35317/ - > MobyGames Profile > > http://en.wikipedia.org/wiki/Armin_Gessert - Armin Gessert's article > on Wikipedia > > http://en.wikipedia.org/wiki/The_Great_Giana_Sisters - Article on The > Great Giana Sisters > -- > Devin Monnens > www.deserthat.com > > The sleep of Reason produces monsters. > > ------------------------------------------------------------------------ > > _______________________________________________ > game_preservation mailing list > game_preservation at igda.org > http://six.pairlist.net/mailman/listinfo/game_preservation > -- Henry Lowood Curator for History of Science & Technology Collections; Film & Media Collections HRG, Green Library 557 Escondido Mall, Stanford University Libraries Stanford CA 94305-6004 USA http://www.stanford.edu/~lowood lowood at stanford.edu; 650-723-4602 -------------- next part -------------- An HTML attachment was scrubbed... URL: From dmonnens at gmail.com Fri Nov 27 23:13:09 2009 From: dmonnens at gmail.com (Devin Monnens) Date: Fri, 27 Nov 2009 21:13:09 -0700 Subject: [game_preservation] Armin Gessert, Giana Sisters creator, passed away In-Reply-To: <4B10818F.7090300@stanford.edu> References: <9d1cf2d50911100953md40d1fdwdd315ae70fde6d8e@mail.gmail.com> <008101ca6f8d$60d64f10$2282ed30$@com> <4B10818F.7090300@stanford.edu> Message-ID: <9d1cf2d50911272013g5f6e55d5y96d931e8c625d65f@mail.gmail.com> Ok, it can be rewritten as 'cult classic'. I guess I didn't do a good job of proofing this if it uses the term twice... I don't think it needs to be called 'cult classic' twice either. I figure a classic is something that lasts regardless of the age. I think the way it's used is more calling to mind 'Classical Greece' which suggests more high art or high quality. The cover art is really interesting, I have to agree. I think the fact that the game stars two heroines rather than a man or even a man with a woman playing second fiddle is more important, even if the game *was *a copy of Mario. -Devin On Fri, Nov 27, 2009 at 6:49 PM, Henry Lowood wrote: > So the problem here is with the term "instant classic," which is used > twice. I doubt there is any problem with the facts of the obit, Devin is > pretty careful. My suggestion would be to delete the phrase; it doesn't > add much to the content and it seems to be a comment magnet. Also, with > all respect, I'm not sure what "instant classic" means; seems like an > oxymoron to me. > > By the way, it may not have been an instant classic, but there is now a DS > version of Giana Sisters, so that must make it a "classic" of some sort -- > or at least an Evergreen. > > And, btw, the cover art for the original C64 version probably deserves some > commentary (cf. Mobygames). > > Henry > > > > > Stuart Feldhamer wrote: > > Sorry for the late reply, but I would question the assertion that the > Great Giana Sisters ?became an instant classic?. I had a C64 back in the day > and I never even heard of that game until a couple of years ago. I think > it?s more of one of those things that became a cult classic over time, more > for the plagiarism than for anything else. > > > > Does anyone else agree/disagree? > > > > Stuart > > > > *From:* game_preservation-bounces at igda.org [ > mailto:game_preservation-bounces at igda.org] > *On Behalf Of *Devin Monnens > *Sent:* Tuesday, November 10, 2009 12:53 PM > *To:* IGDA Game Preservation SIG; women_dev at igda.org > *Subject:* [game_preservation] Armin Gessert, Giana Sisters creator, > passed away > > > > Armin Gessert (1963 - November 9, 2009) > > > > Armin Gessert, creator of The Great Giana Sisters (Commodore 64, 1987), > passed away on November 9 from a heart attack. > > > > With a career spanning 25 years in the industry, Gessert began designing > games for Rainbow Arts, starting with Street Gang for Rainbow Arts > (Commodore 64, 1984). He later created The Great Giana Sisters (1987), which > became an instant classic. Shortly after, he began freelance work for G?tersloh > to Kehl until joining Blue Byte in 1988, where he produced the highly > successful Great Court (1989). In 1994, he went independent after founding Spellbound > Studios with his friend Jean-Marc Haessig. Spellbound produced many strategy > games such as Robin Hood - Legend of Sherwood (2002) and Airline Tycoon > (1998), along with other action titles such as Extreme Assault (1997). > > > > Gessert's most famous title is The Great Giana Sisters, which he produced > with Chris Huelsbeck and Manfred Trenz for the Commodore 64. The Great Giana > Sisters was an instant classic for the C64 and developed a strong following > among fans. However, the game's similarities with Super Mario Bros. caused > Nintendo to force the game to be pulled from store shelves, but illegal > copying quickly vaulted the title to cult status. Gessert had been working > on a Nintendo DS version of the game when he passed away. > > > > Gessert and The Great Giana Sisters had a strong following, and his passing > was marked by many websites, both fan-based and industry. > > http://www.gamasutra.com/php-bin/news_index.php?story=26008 - Gamasutra > > http://www.spellbound.de/?idcat=10&idart=284 - Spellbound's official > announcement (German) > > > http://www.develop-online.net/news/33226/Industry-veteran-Gessert-dies-after-fatal-heart-attack - > Develop, who first published the news in English > > > http://www.gamecareerguide.com/industry_news/26008/giana_sisters_cocreator_armin_.php - > Gamasutra article mirror > > http://www.remix64.com/armin_gessert_deceased.html - Remix 64 > > http://www.mcvuk.com/news/36443/Veteran-dev-Armin-Gessert-dies - MCV > > > http://www.pcgameshardware.de/aid,699174/Armin-Gessert-Spellbound-Schoepfer-der-Great-Giana-Sisters-verstorben/Spiele/News/ - > PC Games Hardware (German) > > http://www.metafilter.com/86532/Armin-Gessert-passed-away - MetaFilter > > http://www.pouet.net/topic.php?which=6945- Pouet user comments > > > > http://www.mobygames.com/developer/sheet/view/developerId,35317/ - > MobyGames Profile > > http://en.wikipedia.org/wiki/Armin_Gessert - Armin Gessert's article on > Wikipedia > > http://en.wikipedia.org/wiki/The_Great_Giana_Sisters - Article on The > Great Giana Sisters > -- > Devin Monnens > www.deserthat.com > > The sleep of Reason produces monsters. > > ------------------------------ > > _______________________________________________ > game_preservation mailing listgame_preservation at igda.orghttp://six.pairlist.net/mailman/listinfo/game_preservation > > > -- > Henry Lowood > Curator for History of Science & Technology Collections; > Film & Media Collections > HRG, Green Library > 557 Escondido Mall, Stanford University Libraries > Stanford CA 94305-6004 USAhttp://www.stanford.edu/~lowoodlowood at stanford.edu; 650-723-4602 > > > _______________________________________________ > game_preservation mailing list > game_preservation at igda.org > http://six.pairlist.net/mailman/listinfo/game_preservation > > -- Devin Monnens www.deserthat.com The sleep of Reason produces monsters. -------------- next part -------------- An HTML attachment was scrubbed... URL: From if at caps-project.org Sat Nov 28 04:18:43 2009 From: if at caps-project.org (=?Windows-1252?B?SXN0duFuIEbhYmnhbg==?=) Date: Sat, 28 Nov 2009 09:18:43 -0000 Subject: [game_preservation] Armin Gessert, Giana Sisters creator, passed away References: <9d1cf2d50911100953md40d1fdwdd315ae70fde6d8e@mail.gmail.com><008101ca6f8d$60d64f10$2282ed30$@com> <4B10818F.7090300@stanford.edu> <9d1cf2d50911272013g5f6e55d5y96d931e8c625d65f@mail.gmail.com> Message-ID: The term you are looking for is "collector' item" Take a look at the review scores: http://hol.abime.net/2793/review They are high, but many games at the time had higher marks. Notice that Amiga Joker which was a German magazine (infamous for slagging most games off) did not give it a very high score either. What made the game really desirable for those who knew about it: - owning a Mario game without owning a Nintendo system - it was difficult to get hold of it Nowadays, it is a fairly expensive collector's item. Istv?n ----- Original Message ----- From: Devin Monnens To: IGDA Game Preservation SIG Sent: Saturday, November 28, 2009 4:13 AM Subject: Re: [game_preservation] Armin Gessert, Giana Sisters creator,passed away Ok, it can be rewritten as 'cult classic'. I guess I didn't do a good job of proofing this if it uses the term twice... I don't think it needs to be called 'cult classic' twice either. I figure a classic is something that lasts regardless of the age. I think the way it's used is more calling to mind 'Classical Greece' which suggests more high art or high quality. The cover art is really interesting, I have to agree. I think the fact that the game stars two heroines rather than a man or even a man with a woman playing second fiddle is more important, even if the game was a copy of Mario. -Devin On Fri, Nov 27, 2009 at 6:49 PM, Henry Lowood wrote: So the problem here is with the term "instant classic," which is used twice. I doubt there is any problem with the facts of the obit, Devin is pretty careful. My suggestion would be to delete the phrase; it doesn't add much to the content and it seems to be a comment magnet. Also, with all respect, I'm not sure what "instant classic" means; seems like an oxymoron to me. By the way, it may not have been an instant classic, but there is now a DS version of Giana Sisters, so that must make it a "classic" of some sort -- or at least an Evergreen. And, btw, the cover art for the original C64 version probably deserves some commentary (cf. Mobygames). Henry Stuart Feldhamer wrote: Sorry for the late reply, but I would question the assertion that the Great Giana Sisters ?became an instant classic?. I had a C64 back in the day and I never even heard of that game until a couple of years ago. I think it?s more of one of those things that became a cult classic over time, more for the plagiarism than for anything else. Does anyone else agree/disagree? Stuart From: game_preservation-bounces at igda.org [mailto:game_preservation-bounces at igda.org] On Behalf Of Devin Monnens Sent: Tuesday, November 10, 2009 12:53 PM To: IGDA Game Preservation SIG; women_dev at igda.org Subject: [game_preservation] Armin Gessert, Giana Sisters creator, passed away Armin Gessert (1963 - November 9, 2009) Armin Gessert, creator of The Great Giana Sisters (Commodore 64, 1987), passed away on November 9 from a heart attack. With a career spanning 25 years in the industry, Gessert began designing games for Rainbow Arts, starting with Street Gang for Rainbow Arts (Commodore 64, 1984). He later created The Great Giana Sisters (1987), which became an instant classic. Shortly after, he began freelance work for G?tersloh to Kehl until joining Blue Byte in 1988, where he produced the highly successful Great Court (1989). In 1994, he went independent after founding Spellbound Studios with his friend Jean-Marc Haessig. Spellbound produced many strategy games such as Robin Hood - Legend of Sherwood (2002) and Airline Tycoon (1998), along with other action titles such as Extreme Assault (1997). Gessert's most famous title is The Great Giana Sisters, which he produced with Chris Huelsbeck and Manfred Trenz for the Commodore 64. The Great Giana Sisters was an instant classic for the C64 and developed a strong following among fans. However, the game's similarities with Super Mario Bros. caused Nintendo to force the game to be pulled from store shelves, but illegal copying quickly vaulted the title to cult status. Gessert had been working on a Nintendo DS version of the game when he passed away. Gessert and The Great Giana Sisters had a strong following, and his passing was marked by many websites, both fan-based and industry. http://www.gamasutra.com/php-bin/news_index.php?story=26008 - Gamasutra http://www.spellbound.de/?idcat=10&idart=284 - Spellbound's official announcement (German) http://www.develop-online.net/news/33226/Industry-veteran-Gessert-dies-after-fatal-heart-attack - Develop, who first published the news in English http://www.gamecareerguide.com/industry_news/26008/giana_sisters_cocreator_armin_.php - Gamasutra article mirror http://www.remix64.com/armin_gessert_deceased.html - Remix 64 http://www.mcvuk.com/news/36443/Veteran-dev-Armin-Gessert-dies - MCV http://www.pcgameshardware.de/aid,699174/Armin-Gessert-Spellbound-Schoepfer-der-Great-Giana-Sisters-verstorben/Spiele/News/ - PC Games Hardware (German) http://www.metafilter.com/86532/Armin-Gessert-passed-away - MetaFilter http://www.pouet.net/topic.php?which=6945- Pouet user comments http://www.mobygames.com/developer/sheet/view/developerId,35317/ - MobyGames Profile http://en.wikipedia.org/wiki/Armin_Gessert - Armin Gessert's article on Wikipedia http://en.wikipedia.org/wiki/The_Great_Giana_Sisters - Article on The Great Giana Sisters -- Devin Monnens www.deserthat.com The sleep of Reason produces monsters. -------------------------------------------------------------------------- _______________________________________________ game_preservation mailing list game_preservation at igda.org http://six.pairlist.net/mailman/listinfo/game_preservation -- Henry Lowood Curator for History of Science & Technology Collections; Film & Media Collections HRG, Green Library 557 Escondido Mall, Stanford University Libraries Stanford CA 94305-6004 USA http://www.stanford.edu/~lowood lowood at stanford.edu; 650-723-4602 _______________________________________________ game_preservation mailing list game_preservation at igda.org http://six.pairlist.net/mailman/listinfo/game_preservation -- Devin Monnens www.deserthat.com The sleep of Reason produces monsters. ------------------------------------------------------------------------------ _______________________________________________ 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 dmonnens at gmail.com Sat Nov 28 09:28:30 2009 From: dmonnens at gmail.com (Devin Monnens) Date: Sat, 28 Nov 2009 07:28:30 -0700 Subject: [game_preservation] Armin Gessert, Giana Sisters creator, passed away In-Reply-To: References: <9d1cf2d50911100953md40d1fdwdd315ae70fde6d8e@mail.gmail.com> <008101ca6f8d$60d64f10$2282ed30$@com> <4B10818F.7090300@stanford.edu> <9d1cf2d50911272013g5f6e55d5y96d931e8c625d65f@mail.gmail.com> Message-ID: <9d1cf2d50911280628v15678faaga607de75288d8130@mail.gmail.com> Good, we can use that instead! It's more famous due to its scarcity and the legal battle surrounding it than the game's actual quality (well that and I suppose Chris Huelsbeck's name, which was how I heard of it). This might also explain why in German areas it was in a bit higher demand. I think the idea with these is to tell it how it is rather than to make everything seem rosy. Out of curiosity how much does a complete copy usually go for? On Sat, Nov 28, 2009 at 2:18 AM, Istv?n F?bi?n wrote: > The term you are looking for is "collector' item" > Take a look at the review scores: > http://hol.abime.net/2793/review > > They are high, but many games at the time had higher marks. Notice that > Amiga Joker which was a German magazine (infamous for slagging most games > off) did not give it a very high score either. > > What made the game really desirable for those who knew about it: > - owning a Mario game without owning a Nintendo system > - it was difficult to get hold of it > > Nowadays, it is a fairly expensive collector's item. > > Istv?n > > ----- Original Message ----- > *From:* Devin Monnens > *To:* IGDA Game Preservation SIG > *Sent:* Saturday, November 28, 2009 4:13 AM > *Subject:* Re: [game_preservation] Armin Gessert, Giana Sisters > creator,passed away > > Ok, it can be rewritten as 'cult classic'. I guess I didn't do a good job > of proofing this if it uses the term twice... I don't think it needs to be > called 'cult classic' twice either. > > I figure a classic is something that lasts regardless of the age. I think > the way it's used is more calling to mind 'Classical Greece' which suggests > more high art or high quality. > > The cover art is really interesting, I have to agree. I think the fact that > the game stars two heroines rather than a man or even a man with a woman > playing second fiddle is more important, even if the game *was *a copy of > Mario. > > -Devin > > On Fri, Nov 27, 2009 at 6:49 PM, Henry Lowood wrote: > >> So the problem here is with the term "instant classic," which is used >> twice. I doubt there is any problem with the facts of the obit, Devin is >> pretty careful. My suggestion would be to delete the phrase; it doesn't >> add much to the content and it seems to be a comment magnet. Also, with >> all respect, I'm not sure what "instant classic" means; seems like an >> oxymoron to me. >> >> By the way, it may not have been an instant classic, but there is now a DS >> version of Giana Sisters, so that must make it a "classic" of some sort -- >> or at least an Evergreen. >> >> And, btw, the cover art for the original C64 version probably deserves >> some commentary (cf. Mobygames). >> >> Henry >> >> >> >> >> Stuart Feldhamer wrote: >> >> Sorry for the late reply, but I would question the assertion that the >> Great Giana Sisters ?became an instant classic?. I had a C64 back in the day >> and I never even heard of that game until a couple of years ago. I think >> it?s more of one of those things that became a cult classic over time, more >> for the plagiarism than for anything else. >> >> >> >> Does anyone else agree/disagree? >> >> >> >> Stuart >> >> >> >> *From:* game_preservation-bounces at igda.org [ >> mailto:game_preservation-bounces at igda.org] >> *On Behalf Of *Devin Monnens >> *Sent:* Tuesday, November 10, 2009 12:53 PM >> *To:* IGDA Game Preservation SIG; women_dev at igda.org >> *Subject:* [game_preservation] Armin Gessert, Giana Sisters creator, >> passed away >> >> >> >> Armin Gessert (1963 - November 9, 2009) >> >> >> >> Armin Gessert, creator of The Great Giana Sisters (Commodore 64, 1987), >> passed away on November 9 from a heart attack. >> >> >> >> With a career spanning 25 years in the industry, Gessert began designing >> games for Rainbow Arts, starting with Street Gang for Rainbow Arts >> (Commodore 64, 1984). He later created The Great Giana Sisters (1987), which >> became an instant classic. Shortly after, he began freelance work for G?tersloh >> to Kehl until joining Blue Byte in 1988, where he produced the highly >> successful Great Court (1989). In 1994, he went independent after founding Spellbound >> Studios with his friend Jean-Marc Haessig. Spellbound produced many strategy >> games such as Robin Hood - Legend of Sherwood (2002) and Airline Tycoon >> (1998), along with other action titles such as Extreme Assault (1997). >> >> >> >> Gessert's most famous title is The Great Giana Sisters, which he produced >> with Chris Huelsbeck and Manfred Trenz for the Commodore 64. The Great Giana >> Sisters was an instant classic for the C64 and developed a strong following >> among fans. However, the game's similarities with Super Mario Bros. caused >> Nintendo to force the game to be pulled from store shelves, but illegal >> copying quickly vaulted the title to cult status. Gessert had been working >> on a Nintendo DS version of the game when he passed away. >> >> >> >> Gessert and The Great Giana Sisters had a strong following, and his >> passing was marked by many websites, both fan-based and industry. >> >> http://www.gamasutra.com/php-bin/news_index.php?story=26008 - Gamasutra >> >> http://www.spellbound.de/?idcat=10&idart=284 - Spellbound's official >> announcement (German) >> >> >> http://www.develop-online.net/news/33226/Industry-veteran-Gessert-dies-after-fatal-heart-attack - >> Develop, who first published the news in English >> >> >> http://www.gamecareerguide.com/industry_news/26008/giana_sisters_cocreator_armin_.php - >> Gamasutra article mirror >> >> http://www.remix64.com/armin_gessert_deceased.html - Remix 64 >> >> http://www.mcvuk.com/news/36443/Veteran-dev-Armin-Gessert-dies - MCV >> >> >> http://www.pcgameshardware.de/aid,699174/Armin-Gessert-Spellbound-Schoepfer-der-Great-Giana-Sisters-verstorben/Spiele/News/ - >> PC Games Hardware (German) >> >> http://www.metafilter.com/86532/Armin-Gessert-passed-away - MetaFilter >> >> http://www.pouet.net/topic.php?which=6945- Pouet user comments >> >> >> >> http://www.mobygames.com/developer/sheet/view/developerId,35317/ - >> MobyGames Profile >> >> http://en.wikipedia.org/wiki/Armin_Gessert - Armin Gessert's article on >> Wikipedia >> >> http://en.wikipedia.org/wiki/The_Great_Giana_Sisters - Article on The >> Great Giana Sisters >> -- >> Devin Monnens >> www.deserthat.com >> >> The sleep of Reason produces monsters. >> >> ------------------------------ >> >> _______________________________________________ >> game_preservation mailing listgame_preservation at igda.orghttp://six.pairlist.net/mailman/listinfo/game_preservation >> >> >> -- >> Henry Lowood >> Curator for History of Science & Technology Collections; >> Film & Media Collections >> HRG, Green Library >> 557 Escondido Mall, Stanford University Libraries >> Stanford CA 94305-6004 USAhttp://www.stanford.edu/~lowoodlowood at stanford.edu; 650-723-4602 >> >> >> _______________________________________________ >> game_preservation mailing list >> game_preservation at igda.org >> http://six.pairlist.net/mailman/listinfo/game_preservation >> >> > > > -- > Devin Monnens > www.deserthat.com > > The sleep of Reason produces monsters. > > ------------------------------ > > _______________________________________________ > 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 > > -- Devin Monnens www.deserthat.com The sleep of Reason produces monsters. -------------- next part -------------- An HTML attachment was scrubbed... URL: From if at caps-project.org Sat Nov 28 09:44:13 2009 From: if at caps-project.org (=?Windows-1252?B?SXN0duFuIEbhYmnhbg==?=) Date: Sat, 28 Nov 2009 14:44:13 -0000 Subject: [game_preservation] Armin Gessert, Giana Sisters creator, passed away References: <9d1cf2d50911100953md40d1fdwdd315ae70fde6d8e@mail.gmail.com><008101ca6f8d$60d64f10$2282ed30$@com> <4B10818F.7090300@stanford.edu><9d1cf2d50911272013g5f6e55d5y96d931e8c625d65f@mail.gmail.com> <9d1cf2d50911280628v15678faaga607de75288d8130@mail.gmail.com> Message-ID: <320BAF621DB44F66ADFF5657F6832E55@tg.scee.sony.co.uk> Depends on luck... but easily over a hundred Euros. ----- Original Message ----- From: Devin Monnens To: IGDA Game Preservation SIG Sent: Saturday, November 28, 2009 2:28 PM Subject: Re: [game_preservation] Armin Gessert, Giana Sisters creator,passed away Good, we can use that instead! It's more famous due to its scarcity and the legal battle surrounding it than the game's actual quality (well that and I suppose Chris Huelsbeck's name, which was how I heard of it). This might also explain why in German areas it was in a bit higher demand. I think the idea with these is to tell it how it is rather than to make everything seem rosy. Out of curiosity how much does a complete copy usually go for? On Sat, Nov 28, 2009 at 2:18 AM, Istv?n F?bi?n wrote: The term you are looking for is "collector' item" Take a look at the review scores: http://hol.abime.net/2793/review They are high, but many games at the time had higher marks. Notice that Amiga Joker which was a German magazine (infamous for slagging most games off) did not give it a very high score either. What made the game really desirable for those who knew about it: - owning a Mario game without owning a Nintendo system - it was difficult to get hold of it Nowadays, it is a fairly expensive collector's item. Istv?n ----- Original Message ----- From: Devin Monnens To: IGDA Game Preservation SIG Sent: Saturday, November 28, 2009 4:13 AM Subject: Re: [game_preservation] Armin Gessert, Giana Sisters creator,passed away Ok, it can be rewritten as 'cult classic'. I guess I didn't do a good job of proofing this if it uses the term twice... I don't think it needs to be called 'cult classic' twice either. I figure a classic is something that lasts regardless of the age. I think the way it's used is more calling to mind 'Classical Greece' which suggests more high art or high quality. The cover art is really interesting, I have to agree. I think the fact that the game stars two heroines rather than a man or even a man with a woman playing second fiddle is more important, even if the game was a copy of Mario. -Devin On Fri, Nov 27, 2009 at 6:49 PM, Henry Lowood wrote: So the problem here is with the term "instant classic," which is used twice. I doubt there is any problem with the facts of the obit, Devin is pretty careful. My suggestion would be to delete the phrase; it doesn't add much to the content and it seems to be a comment magnet. Also, with all respect, I'm not sure what "instant classic" means; seems like an oxymoron to me. By the way, it may not have been an instant classic, but there is now a DS version of Giana Sisters, so that must make it a "classic" of some sort -- or at least an Evergreen. And, btw, the cover art for the original C64 version probably deserves some commentary (cf. Mobygames). Henry Stuart Feldhamer wrote: Sorry for the late reply, but I would question the assertion that the Great Giana Sisters ?became an instant classic?. I had a C64 back in the day and I never even heard of that game until a couple of years ago. I think it?s more of one of those things that became a cult classic over time, more for the plagiarism than for anything else. Does anyone else agree/disagree? Stuart From: game_preservation-bounces at igda.org [mailto:game_preservation-bounces at igda.org] On Behalf Of Devin Monnens Sent: Tuesday, November 10, 2009 12:53 PM To: IGDA Game Preservation SIG; women_dev at igda.org Subject: [game_preservation] Armin Gessert, Giana Sisters creator, passed away Armin Gessert (1963 - November 9, 2009) Armin Gessert, creator of The Great Giana Sisters (Commodore 64, 1987), passed away on November 9 from a heart attack. With a career spanning 25 years in the industry, Gessert began designing games for Rainbow Arts, starting with Street Gang for Rainbow Arts (Commodore 64, 1984). He later created The Great Giana Sisters (1987), which became an instant classic. Shortly after, he began freelance work for G?tersloh to Kehl until joining Blue Byte in 1988, where he produced the highly successful Great Court (1989). In 1994, he went independent after founding Spellbound Studios with his friend Jean-Marc Haessig. Spellbound produced many strategy games such as Robin Hood - Legend of Sherwood (2002) and Airline Tycoon (1998), along with other action titles such as Extreme Assault (1997). Gessert's most famous title is The Great Giana Sisters, which he produced with Chris Huelsbeck and Manfred Trenz for the Commodore 64. The Great Giana Sisters was an instant classic for the C64 and developed a strong following among fans. However, the game's similarities with Super Mario Bros. caused Nintendo to force the game to be pulled from store shelves, but illegal copying quickly vaulted the title to cult status. Gessert had been working on a Nintendo DS version of the game when he passed away. Gessert and The Great Giana Sisters had a strong following, and his passing was marked by many websites, both fan-based and industry. http://www.gamasutra.com/php-bin/news_index.php?story=26008 - Gamasutra http://www.spellbound.de/?idcat=10&idart=284 - Spellbound's official announcement (German) http://www.develop-online.net/news/33226/Industry-veteran-Gessert-dies-after-fatal-heart-attack - Develop, who first published the news in English http://www.gamecareerguide.com/industry_news/26008/giana_sisters_cocreator_armin_.php - Gamasutra article mirror http://www.remix64.com/armin_gessert_deceased.html - Remix 64 http://www.mcvuk.com/news/36443/Veteran-dev-Armin-Gessert-dies - MCV http://www.pcgameshardware.de/aid,699174/Armin-Gessert-Spellbound-Schoepfer-der-Great-Giana-Sisters-verstorben/Spiele/News/ - PC Games Hardware (German) http://www.metafilter.com/86532/Armin-Gessert-passed-away - MetaFilter http://www.pouet.net/topic.php?which=6945- Pouet user comments http://www.mobygames.com/developer/sheet/view/developerId,35317/ - MobyGames Profile http://en.wikipedia.org/wiki/Armin_Gessert - Armin Gessert's article on Wikipedia http://en.wikipedia.org/wiki/The_Great_Giana_Sisters - Article on The Great Giana Sisters -- Devin Monnens www.deserthat.com The sleep of Reason produces monsters. ---------------------------------------------------------------------- _______________________________________________ game_preservation mailing list game_preservation at igda.org http://six.pairlist.net/mailman/listinfo/game_preservation -- Henry Lowood Curator for History of Science & Technology Collections; Film & Media Collections HRG, Green Library 557 Escondido Mall, Stanford University Libraries Stanford CA 94305-6004 USA http://www.stanford.edu/~lowood lowood at stanford.edu; 650-723-4602 _______________________________________________ game_preservation mailing list game_preservation at igda.org http://six.pairlist.net/mailman/listinfo/game_preservation -- Devin Monnens www.deserthat.com The sleep of Reason produces monsters. -------------------------------------------------------------------------- _______________________________________________ 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 -- Devin Monnens www.deserthat.com The sleep of Reason produces monsters. ------------------------------------------------------------------------------ _______________________________________________ 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 dmonnens at gmail.com Mon Nov 30 09:23:15 2009 From: dmonnens at gmail.com (Devin Monnens) Date: Mon, 30 Nov 2009 07:23:15 -0700 Subject: [game_preservation] CFP: Game Preservation at SW/TX PCA/ACA Message-ID: <9d1cf2d50911300623s1119639bra2630e276aab2615@mail.gmail.com> Hi all! I wanted to forward this again to the list. The deadline for submitting proposals to the Southwest/Texas PCA/ACA conference in Albuquerque is rapidly approaching (December 14) and I was hoping there would be other people interested in presenting on game preservation. I will be hosting the panel at the conference, but need some more papers for it! (Looks like we'll be having a paper all the way from Japan, so this is a great opportunity to meet some international game preservationists!) If any of you would be interested in presenting at the conference, please let me know! It would be great to have some people from the White Paper there, particularly since Judd Ruggill and Ken McAlister will be attending as well. I have also expanded it to include game history papers as well, but the more preservation papers, the better! So if there is anything you want to talk about regarding your preservation projects, or game preservation theory in general, please let me know! -Devin CFP: Game History and Preservation Computer Culture Area 31st Annual SW/TX PCA/ACA Conference February 10-13, 2010 Participants sought for a panel on computer game history and preservation. The longevity of computer games is threatened by the decay of digital storage media (bit rot), the obsolescence of older hardware and software formats, and copyright laws that prevent their archiving. If preservation efforts are not initiated soon, a vast part of computer game history stands to be lost. This panel will explore in detail the issues surrounding game preservation, including preservation strategies, areas of focus for the archive, and case studies of computer game archiving. The panel will look to expand on research conducted by the International Game Developers Association Game Preservation Special Interest Group and their 2009 White Paper. Please send a 250 word presentation proposal and your full contact information to Devin Monnens via e-mail (dmonnens at gmail.com) no later than 12/15/2009 -- Devin Monnens www.deserthat.com The sleep of Reason produces monsters. -------------- next part -------------- An HTML attachment was scrubbed... URL: