commodore 64

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Description (in English)

Nijmeegs Avontuur (aka Nijmegen Avontuur) by Couwenberg Software and Courbois Software was released in the early 1980s. The original version was released for the Commodore PET, the recorded version shown here was the remake for the Commodore 64. This Dutch text adventure is considered as one of the first official video games released in The Netherlands. The Netherlands Institute for Sound and Vision even included it as the first title in the Dutch Games Canon, that was published in 2018.

Description (in original language)

Nijmeegs Avontuur (ook bekend als Nijmegen Avontuur) van Couwenberg Software en Courbois Software is uitgebracht aan het begin van de jaren 80, dus rond 1980. De originele versie werd uitgebracht voor de Commodore PET, de opgenomen versie hier was een hernieuwde versie voor de Commodore 64. Dit Nederlandse tekstadventure wordt gezien als één van de eerste officiële computerspellen in Nederland. Het Nederlands Instituut voor Beeld en Geluid in Hilversum nam het spel zelfs als eerste titel op in de Nederlandse Games Canon, die in 2018 werd gepubliceerd

Description in original language
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By Piotr Marecki, 27 April, 2018
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Public Domain
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Abstract (in English)
  • Second Fridays: How People Connect, Presentation of Commodore 64 BASIC programming, Piotr Marecki and Erik Stayton, and event at the MIT Museum, February 14, 2014
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Description (in English)

Poem 21 is based on a 1986 William Barton program (in English) called “The Mad Poet,” published in Commodore Power/Play but later redone with different Spanish words by Amìlcar Romaro. His Spanish version, Poema 21, was published in 1988 in the magazine K64. This is the first of two alternative sets of data given in that issue. The following are available: The original (Spanish) BASIC program, the translated (English) BASIC program, the original program as a PRG file, and the translated program as a PRG file. The PRG files can be run on Commodore 64 emulators; an in-browser emulator (VICE.js) is provided in the current publication. Translation to English by Nick Montfort.

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Address

Rutgers–Camden Center for the A
New Jersey, NJ NJ 08102
United States

Short description

From January 19, 2016 through April 21, 2016, The Stedman Gallery will host an electronic literature exhibition entitled “Electronic Literature: A Matter of Bits.” The exhibition is sponsored by the Digital Studies Center and was curated by Director Jim Brown and Associate Director Robert Emmons.

Since at least the 1970s, authors, artists, and computer programmers have been exploring the literary potentials of digital computing. The Electronic Literature Organization (ELO) describes electronic literature as having “important literary aspects that take advantage of the capabilities and contexts provided by the stand-alone or networked computer.” Much of this work might strike us as ephemeral or lacking the same physical materiality as print-based literature, but writers, artists, scholars, and critics have continued to question this commonplace. Silicon and bits are no doubt different from print and ink, but the “Matter of Bits” exhibition will demonstrate how electronic literature relies on any number of materialities for its existence. Featuring work from around the world, this exhibition displays works of electronic literature on a range of devices, from a Commodore 64 to a Microsoft Kinect to an Oculus Rift Virtual Reality headset.

In addition to raising these important questions about materiality, this exhibition will also host the launch of the Electronic Literature Collection, Volume 3. Published by the Electronic Literature Organization, this collection gathers together historical and contemporary works of electronic literature from around the world. “A Matter of Bits” will feature a number of works from this brand new collection, works that push us to consider how electronic literature helps us think differently about literature in the digital world.

(Source: https://digitalstudies.camden.rutgers.edu/electronic-literature-a-matte…)

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By Alvaro Seica, 20 September, 2016
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Abstract (in English)

From January 19, 2016 through April 21, 2016, The Stedman Gallery will host an electronic literature exhibition entitled “Electronic Literature: A Matter of Bits.” The exhibition is sponsored by the Digital Studies Center and was curated by Director Jim Brown and Associate Director Robert Emmons.

Since at least the 1970s, authors, artists, and computer programmers have been exploring the literary potentials of digital computing. The Electronic Literature Organization (ELO) describes electronic literature as having “important literary aspects that take advantage of the capabilities and contexts provided by the stand-alone or networked computer.” Much of this work might strike us as ephemeral or lacking the same physical materiality as print-based literature, but writers, artists, scholars, and critics have continued to question this commonplace. Silicon and bits are no doubt different from print and ink, but the “Matter of Bits” exhibition will demonstrate how electronic literature relies on any number of materialities for its existence. Featuring work from around the world, this exhibition displays works of electronic literature on a range of devices, from a Commodore 64 to a Microsoft Kinect to an Oculus Rift Virtual Reality headset.

In addition to raising these important questions about materiality, this exhibition will also host the launch of the Electronic Literature Collection, Volume 3. Published by the Electronic Literature Organization, this collection gathers together historical and contemporary works of electronic literature from around the world. “A Matter of Bits” will feature a number of works from this brand new collection, works that push us to consider how electronic literature helps us think differently about literature in the digital world.

(Source: https://digitalstudies.camden.rutgers.edu/electronic-literature-a-matte…)

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Description (in English)

A text adventure game. A double murder has been committed in the town of Leatherhead and Dr. Watson has encouraged the player, who plays Holmes, to investigate. Inspector Lestrade is also investigating. The game came with paratextual elements such as time tables for the train, which served as a form of copy protection as you needed the information to play the game.

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By Alvaro Seica, 19 February, 2014
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Platforms have been around for decades, right under our video games and digital art. Those studying new media are now starting to dig down to the level of code to learn more about how computers are used in culture, but there have been few attempts to go deeper, to the metal — to look at the base hardware and software systems that are the foundation of computational expression.

Platform Studies investigates the relationships between the hardware and software design of computing systems and the creative works produced on those systems.

By choosing a platform, new media creators simplify development and delivery in many ways. Their work is supported and constrained by what this platform can do. Sometimes the influence is obvious: A monochrome platform can't display color, a video game console without a keyboard can't accept typed input. But there are more subtle ways that platforms interact with creative production, due to the idioms of programming that a language supports or due to transistor-level decisions made in video and audio hardware. In addition to allowing certain developments and precluding others, platforms also encourage and discourage different sorts of expressive new media work. In drawing raster graphics, the difference between setting up one scan line at a time, having video RAM with support for tiles and sprites, or having a native 3D model can end up being much more important than resolution or color depth.

Particular platform studies may emphasize different technical or cultural aspects and draw on different critical and theoretical approaches, but they will be united in being technically rigorous and in deeply investigating computing systems in their interactions with creativity, expression, and culture. While being addressed to readers without a computer science background, the Platform Studies books will drive deep into the workings of computers, opening an exciting new level for scholars, students, and general readers.

(Source: http://platformstudies.com/)

By Elisabeth Nesheim, 7 March, 2013
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978-0262018463
Pages
328
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CC Attribution Non-Commercial Share Alike
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Approved by librarian
Abstract (in English)

This book takes a single line of code—the extremely concise BASIC program for the Commodore 64 inscribed in the title—and uses it as a lens through which to consider the phenomenon of creative computing and the way computer programs exist in culture. The authors of this collaboratively written book treat code not as merely functional but as a text—in the case of 10 PRINT, a text that appeared in many different printed sources—that yields a story about its making, its purpose, its assumptions, and more. They consider randomness and regularity in computing and art, the maze in culture, the popular BASIC programming language, and the highly influential Commodore 64 computer.

(Source: Publication website)

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Description (in English)

This one-line poem code poem for the Commodore 64 produces the output you see in the screen capture above, though this short video documentation will show it in action. When executed, it randomly generates one of two characters, / or \ , repeating the operation forever, unless interrupted. This poem will be the subject of an MIT Press book which will feature 10 academics writing about this code work from different perspectives.

The emergent complexity from this deceptively simple work is part of its interest. The results you see in the image and video are from emulated version, which seek to replicate the computational conditions in which this version of BASIC ran, the Commodore 64. This popular computer system from the 1980s had a video output of it of 40 columns of text, using the PETSCII character set, which meant that the code poem would produce 40 / or \ before needing to go to the next line. The monospaced font meant that the characters would line up perfectly to produce the results you see.

But what do you see when you look at this output? I see a labyrinth, which I try to navigate with my gaze. I see letters, such as the E, F, P, a square-top A, O (or is it 0?). I see great complexity emerge from such a simple line of code, the kind that is incomplete without a human being to read into it. We can look at this maze as a visual art object, but let’s not forget we’re also reading characters: unvoiced parts of our alphabet, this building block of written language.

I see a poem.

(Source: Leonardo Flores)

I ♥ E-Poetry entry
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By Patricia Tomaszek, 22 July, 2011
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The talk takes the audience through how a single one-line Commodore 64 BASIC program can serve as a Rosetta Stone, helping people understand the interconnected cultural and technical aspects of creative computing, practices of using the computer expressively and recreationally in innovative ways.

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