retro

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Description (in English)

The Doom (stylized as DOOM) franchise is a series of first-person shooter video games developed by id Software, and related novels, comics, board games, and major film adaptation. The series focuses on the exploits of an unnamed space marine operating under the auspices of the Union Aerospace Corporation (UAC), who fights hordes of demons and the undead.

Doom is considered one of the pioneering first-person shooter games, introducing to IBM-compatible computers features such as 3D graphics, third-dimension spatiality, networked multiplayer gameplay, and support for player-created modifications with the Doom WAD format. Since its debut in 1993, over 10 million copies of games in the Doom series have been sold; the series has spawned numerous sequels, expansion packs, and 2 films.

(Source: Wikipedia)

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Doom box art
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picture displaying gameplay
Description (in English)

asciiticism is a blend of ASCII and asceticism, an ascetic retro-futuristic TV set broadcasting asciitic images. It sends us back to asceticism of Soviet industrial design and the realia of the net art of the 90s.

(source: ELO 2015 catalog)

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Description (in English)

Game, game, game and again game is a digital poem, retro-game, an anti-design statement and a personal exploration of the artist's changing worldview lens. Much of the western world's cultural surroundings, belief systems, and design-scapes, create the built illusion of clean lines and definitive choice, cold narrow pathways of five colors, three body sizes and encapsulated philosophy. Within net/new media art the techno-filter extends these straight lines into exacting geometries and smooth bit rates, the personal as WYSIWYG buttons. This game/artwork, while forever attached to these belief/design systems, attempts to re-introduce the hand-drawn, the messy and illogical, the human and personal creation into the digital, via a retro-game style interface, Hovering above and attached to the poorly drawn aesthetic is a personal examination of how we/I continually switch and un-switch our dominate belief systems. Moving from levels themed for faith or real estate, for chemistry or capitalism, the user triggers corrected poetry, jittering creatures and death and deathless noises. In addition each level contains short videos from the artist's childhood, representing those brief young interactions which spark out eventual beliefs. Game, game, game and again game is less a game about scoring and skill, and more an awkward and disjointed atmospheric, the self built into a jumping, rolling meander of life.

(Source: Author's description from Electronic Literature Collection, Volume Two)

I ♥ E-Poetry entry
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Flash

Description (in English)

Endemic Battle Collage is a set of decades-old digital poems originally written in Apple Basic and incorporating both movement and sound within their bounds.

(Source: Author's description at Electronic Literature Collection, Volume Two)

I ♥ E-Poetry entry
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Technical notes

Emulation of BASIC programs

By Eric Dean Rasmussen, 14 February, 2011
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302-326
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54.2 (Summer 2008)
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Abstract (in English)

from Project MUSE: A prominent strategy in some of the most innovative electronic literature online is the appropriation and adaptation of literary modernism, what I call “digital modernism.” This essay introduces digital modernism by examining a work that exemplifies it: Dakota by Young-hae Chang Heavy Industries. I read this Flash-based work in relation to its literary inspiration: the authors claim that Dakota is “based on a close reading of Ezra Pound's Cantos part I and part II.” The authorial framework claims modernism’s cultural capital for electronic literature and encourages close reading of its text, but the work’s formal presentation of speeding, flashing text challenges such efforts. Reading Dakota as it reads Pound’s first two cantos exposes how modernism serves contemporary, digital literature by providing a model of how to “MAKE IT NEW” by renovating a literary past.

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