I recently saw a Reddit post where someone was demonstrating an SGI O2 running the FSN (“Fusion”) File System Navigator, a 3D rendering of the IRIX filesystem that was famously featured in the movie Jurassic Park — “It’s a UNIX system…I know this!” It got me thinking about the O2, which is the one SGI machine that I happen to own. I did some googling, just for fun, and ran across a video that SGI put out in the mid-’90s (on VHS tape) demonstrating the O2, and I thought I would share.
It was quite a machine, for the time. At my last job I had my O2 in the office on the desk and enjoyed messing around with it when time permitted. I find it sad that the once bold innovator that was SGI is no longer among us.
On Monday Apple held its September Apple Special Event at company headquarters to announce a variety of new products, among which are the iPhone 11 and 11 Pro. The new models brings notable camera upgrades, and one of the related new features exclusive to these models is something Apple is calling “QuickTake.”
While QuickTake isa new iPhone 11 feature that allows a user in photo mode to take a video by simply holding down the photo button (like in Instagram, Snapchat, etc.), its also a digital camera released by Apple 25 years ago. A line of digital cameras, actually — one of the first to hit the consumer market, back in 1994. The QuickTake 100 and 150 are Apple-branded versions of Kodak’s DC40 camera (the first digital camera I ever used) while the QuickTake 200 is a rebranded Fuji DS-7. The QuickTake line was one of the products eliminated (in 1997) by Steve Jobs upon his return to Apple, in the name of streamlining the company’s product lineup.
During the Apple event, a number of us old Apple folk were tweeting back and forth about the company’s reuse of the term “QuickTake.” Among these, I replied to @jeffcarlson (above), mentioning that I believe I have uploaded more QuickTake photos to the Flickr image network than any other person, linking to my gallery of around 200 photos taken with my QuickTake 200.
In 1989 I wrote a letter (envelope, stamp, and all) to game publisher California Dreams asking a technical question about the game Tunnels of Armageddon for the Apple IIgs. But, they never wrote back.
I was thinking back on this recently, with some sadness, and that set me about doing a bit of internet sleuthing. And I’m quite glad that it did. I am happy to report that here, 30 years later, I finally have an answer, and not from the publishing house, but from the mouth of the game’s original developer, from across the world in Poland.
Of all the computer system in my past, the Apple IIgs (which we purchased in the autumn of 1986) is one of my very favorites. But, given my fickle tendency to jump from one platform to the next, I left the IIgs behind a year or two later, about the same time that several close friends acquired their own IIgs systems.
Fridays after school, a couple of friends and I would gather at one of our houses, watch movies, eat pizza, and show off this or that new game or demo we had for our respective systems. One day in 1989, I was over at my IIgs-owning friend’s house (I had an Amiga at the time) and he showed me this game that I found to be truly impressive, which was saying something (I had an Amiga at the time…). The game was Tunnels of Armageddon. It’s a futuristic 3D racing game of sorts, in which you must successfully and rapidly navigate a series of tunnels discovered under Antarctica, carved out by an alien race as a test of humanity’s intelligence. Success will grant mankind knowledge of hyperspace travel, while failure will lead to the extinction of humanity.
The thing about Tunnels of Armageddon is its sense of speed. The tunnels you must race through are rendered as a series of rectangular wall or border sections that zoom towards you. There are obstacles and power-ups here and there, as well as many branches, some leading to dead ends. Looking with today’s eyes, it’s a rather simplistic affair, but gameplay feels extremely fast and very smooth, which is a real achievement on the Apple IIgs, which is rather limited as a high-speed gaming platform as compared to the Amiga and Atari ST, which were it’s closest equivalents.
This friend of mine had also gotten into Apple IIgs assembly language programming and had the associated Apple hardware reference texts (which are currently sitting on my shelves) on hand. Flipping through them, I had learned of the “Fill Mode” of the IIgs graphics chip, which was basically the one trick it was capable of using to help unburden the CPU during screen drawing. In a nutshell, with Fill Mode activated, only the outline need be drawn in order to render a solid, filled shape; the graphics chip would do the rest. It was a standard feature of more advanced “Blitter” chips on other platforms of the day, like the Amiga and Atari ST, but it was the IIgs’ one graphics boon. I was intrigued by this hardware capability and assumed that Tunnels of Armageddon utilized it, but I wasn’t certain, and so I wrote to the publisher to ask that question. And, I never got an answer.
I remember the first video my family ever rented. It was a James Bond film, Never Say Never Again. We rented it (on Beta videocassette) from the video rental counter that popped up in our local five and dime, a place that was called Gibsons, in Grafton, Virginia. That was sometime in 1984. I’ve rented hundreds of videotapes and DVDs over the years from many different shops ranging from tiny mom & pops establishments to Blockbuster. But the rental store I enjoyed most was a family-run place called Family Video & Computer Center at the Hilton Shopping Center in Newport News, Virginia. What made that place special to me was that, in addition to movies, they also rented computer software.
What got me thinking about FVCC (no connection to the “Family Video” rental chain found in the Midwest and Canada today) was a recent episode of the Retronauts podcast I listened to, with video and game rental stores as the topic. The show talks about game console rentals — cartridges and CDs/DVDs. Now, while I did rent the odd PS2 title here and there in the early ’00s, I didn’t do it often. What was unique about FVCC is that they rented games and apps for computers. I’m talking about magnetic media. They had titles for the Commodore 64, Apple II, Amiga, and DOS / Windows PC.
I don’t remember just how I found out about the place but, just after it opened, I remember going in and renting the game Echelon for the Apple II. I recall that there was a “NO PIRACY” sign on the wall, but the guy working the counter let me know I could get a free rental by providing a new parameter to copy one of their games (one that wasn’t part of Copy II+ or whatever parameter copier you might have used). Good times.
The way it worked was — as I recall — you were technically buying the software, with an option to return it for retail price minus $5 within five days, or something along those lines. There were/are laws against renting computer software in the United States and things were setup in a way that got around them.
As often happens, I got an idea for a blog post about a place of my past that readers may find interesting, and jumped online to scour the search engines for some tidbit of history I could use to prop up the piece. And, as often is the case, I found nothing. Memories that make for an interesting post on this particular blog, by their very nature, often concern places and events that happened pre-internet. There’s all too often just not a trace out there about the topic in question.
In this most recent search, I was using keywords that would target the local newspaper where I grew up. I wasn’t having any luck, when I stumbled across a newspaper index / archive site that seemed to offer possibilities for my search, for a monthly fee. So, I went in on it and almost instantly found a full-page article concerning the place I had in mind. Stunned, I quickly searched for a number of other ideas I’ve had for both this blog and my other, Nostalgic Virginian, that were search engine dead ends. Boom — relevant material on every count materialized. (There are some nice posts in store, I think!)
Sitting there quite satisfied, it then occurred to me that classified ads over the decades may be part of this archive. I was something of a serial platform monogamist way back when, moving through a great many machines over the years. I would put one up for sale in the local paper and then, when it sold (usually with $ome help from mom and dad), I would jump to the new platform. So, I began searching on my home phone number for the two houses we lived in while I was growing up in the Hampton Roads area of Virginia, and — voila! In no time, I located ten scanned classified ads that, in my youth, I had written up and phoned in to the Daily Press newspaper. It’s amazing for me to sit here today and look at these decades-old artifacts from my computing past. The dates that these ads ran in the paper have adjusted my memory a bit as to what was happening just when, but I do remember it all.
I hope readers find this collection at least an interesting glimpse back, if not so profoundly fascinating as I do.
The subreddit r/Retrobattlestations is one of my favorite vintage computing project outlets on the net. The sub runs frequent competitions, and last week’s compo was High Score Week. During a High Score Week, members pick a game for their favorite vintage platform, score up as best they can (on actual hardware — no emulators allowed), and submit photographic evidence of their pixel pounding badassery. Others join in and rank on the scoreboard and, in the end, winners are regaled with prizes. (I’ve made a habit of festooning a door in the Byte Cellar with mine.)
During this High Score Week, I made thirteen submissions on as many platforms and had a lovely time so doing. As a nice side-effect of my labors I became reacquainted with the old classic from Japan, Silpheed from Game Arts (and brought to the states by Sierra), and am presently somewhat addicted to playing it at length, and on as many platforms as I can.
Head over to my r/Retrobattlestations entries photo gallery for a closer look.
Visit a gallery of all my r/Retrobattlestations entry photos. A complete list, with links, of the fun I've had with challenges in that subreddit over the years can be seen below. Good times!
I spend a good deal of time these days on various telnet BBS that are (naturally) focused on vintage computing. As such, much of the discussion being had in the message bases is in the form of help / advice requests posted by people with ailing systems of yore and replies by those offering up helpful suggestions. More and more I’m seeing these responses come in the form of something like this:
Ok, so your Amiga 500 powers on but goes to a full yellow screen just seconds after boot? I’d suggest you test the power supply with a voltage meter, re-seat the socketed chips on the motherboard, and, of course, replace all the capacitors.
I began collecting vintage computers in 1999 — 20 years ago. The modern computer I had at that time is now considered to be vintage and collectible. I now have a sizable room full of computer systems, setup and bootable at the flip of a switch. Some of them are nearly 40 years old. In all of that time, I have never — not once, ever — replaced a single capacitor. I have never encountered a blown or even bulged capacitor on any of these fully functional systems. And I use these computers quite frequently.
From Wikipedia’s capacitor page:
A capacitor is a passive two-terminal electronic component that stores electrical energy in an electric field. The effect of a capacitor is known as capacitance.
The physical form and construction of practical capacitors vary widely and many capacitor types are in common use. Most capacitors contain at least two electrical conductors often in the form of metallic plates or surfaces separated by a dielectric medium. A conductor may be a foil, thin film, sintered bead of metal, or an electrolyte. The nonconducting dielectric acts to increase the capacitor’s charge capacity. Materials commonly used as dielectrics include glass, ceramic, plastic film, paper, mica, air, and oxide layers. Capacitors are widely used as parts of electrical circuits in many common electrical devices/
An unfortunate thing about capacitors is that every type of capacitor will, at some point, fail. The type and quality of a given capacitor plays heavily into its life span — and some vintage systems used rather poorly constructed capacitors. I have seen many examples online of a system malfunctioning and, in diagnosing, a blown capacitor was found and replaced and the system was healed. I can’t say for sure that I have ever seen an example of a capacitor failure utterly destroying a system.
I would like to continue on as I have always done, using these systems as-is with the plan of replacing capacitors on a given system in the future, as they inevitably fail. But, I would like opinions as to just how risky this is.
I am hoping, with this post, to get feedback in the comments from other vintage computer users users of vintage computers (I almost walked into that one…) regarding the issue of capacitor failure. What experiences have you had? What advice can you offer, here? Those of you who have suffered capacitor failures in such systems, were any of them catastrophic, unrepairable? Please leave a comment, I appreciate any feedback.
UPDATE:Hackaday has picked up this piece and published their own post, “Ask Hackaday: Experiences with Capacitor Failure“. There are some good accounts in the comments thread, including much discussion regarding the “Capacitor Plague” that came from Asia, afflicting systems made between 1999 and 2007.
Also, the Retro Computing Roundtable podcast (my personal favorite vintage computing podcast out there) saw this post and has made a discussion of capacitor failure the host topic of “Episode 191: Re: Recapping.”
A computer geek all my life, in my youth I was a member of several different local computer users’ groups in the Hampton Roads area of Virginia. In 1983 I joined my first, becoming a member of the Peninsula ’99ers, a group centered around the TI-99/4A (my first computer). After moving to an Apple //c, I joined an Apple II group that may have been called the Peninsula Apple Corps. (memory fails me there). A few platforms later, I became an Atari ST user and joined P.A.C.E., the Peninsula Atari Computer Enthusiasts.
P.A.C.E. was a group originally focused on the Atari 8-bit home computer, but expanded to include the ST when it was launched. The group had a supporting newsletter as well as a BBS. We met once a month, had the occasional picnic and pool party, held raffles, ran shows, and were involved in various other local events. Most of our meetings were held in the computer lab at the Gloria Dei Lutheran school (which I discussed in an earlier post). I joined P.A.C.E. in late 1986 and was a member until I moved to my next platform, a year and a half later. I recently got in contact with another member of the group and he unexpectedly provided me with quite a stroll down memory lane.
I first encountered Shannon Hendrix online on various local bulletin board systems, and then in person when I joined the group. He was, at one point, VP of the club and was heavily involved in local computer-related events. We were recently chatting about the good ole’ days of P.A.C.E. and the Atari when he told me that he had scanned and preserved a number our group newsletters, P.A.C.E. WORLD. The newsletter was a monthly publication created primarily in The Newsroom on Atari 8-bit computers and put together with both virtual and a bit of real-life cut-and-paste. Shannon was willing to share them with me and I have to say, reading through them was like being in a time machine dialed back to 1986. I remember all of the names, most of the faces, and see that I was even mentioned in one of the issues (June 1987, page 8 [PDF])!
While I can’t imagine anyone else from the group will encounter this post, I wanted to share these newsletters to give readers a glimpse of a little corner of Virginia way back the “home computing” days.
For completeness I will mention that, several more platforms later, I moved to the last users’ group that I ever joined, A.L.F.A., the Amigaoid Life Form Association, a local Commodore Amiga group. (Yes, I was on both sides of the Amiga vs. ST war — and switched sides a few times!) Time spent in connection with all of these groups are some of my best memories, growing up.
As those who follow me on any of my social feeds are quite aware, I enjoy the game No Man’s Sky. Actually, that’s something of an understatement. I’ve written quite a few words about the degree to which the boundless universe that Hello Games has given us to explore has captivated me in various blog posts over the past two and a half years. In the first of these, written three weeks after the game launched back in August 2016, I explained,
All my life I have dreamed of exactly this in gaming — an interesting, alternate universe, massive in scale, in which I can freely wander and explore at my own pace. That is what No Man’s Sky is to me, and it’s my observation that many others are similarly moved by the game. The fact that the universe is procedurally generated and that even the game’s creators can’t describe everything that’s out there to be encountered ads to the incredible sense of the unexplored, the alien. There is a lovely feeling of solitude to the whole experience of discovering a world, leaving your mark on it, and moving on to the next.
I began playing the game on the PS4 back on its launch day in August 2016. I was so completely drawn into it that just a few weeks later I decided to build a high-end gaming PC — something I hadn’t done in many years — in order to get the best experience possible in the No Man’s Sky universe. The system I built was able to achieve a higher resolution at a higher frametrate than the PS4, as well as allowing mods to be run (which, in the end, I decided to stay away from in the interest of experiencing the gameplay as intended by the developers).
It wasn’t until a week ago, however, that it enabled me not only to travel across the vast and myriad galaxies within the universe at the heart of the game, but to travel back through time within that universe, as well.