Of course, while some games in the archive have been effectively abandoned and even forgotten, others are still popular and actively exploited by their creators, such as games in the Pac-Man franchise. Games from well-known companies such as Capcom, Konami, Namco, Taito, and Sega appear in the list, among many others — around 900, in total.
Archivist Jason Scott writes about the process of getting the Arcade up and running on his personal blog. He explains its purpose like this: "... my hope is that a handful, a probably tiny percentage [of players], will begin plotting out ways to use this stuff in research, in writing, and remixing these old games into understanding their contexts."
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This new clock can keep perfect time for 5 billion years.
"It's about the whole, entire age of the earth," says Jun Ye, the scientist here at JILA who built this clock. "Our aim is that we'll have a clock that, during the entire age of the universe, would not have lost a second."
But this new clock has run into a big problem: This thing we call time doesn't tick at the same rate everywhere in the universe. Or even on our planet.
Right now, on the top of Mount Everest, time is passing just a little bit faster than it is in Death Valley. That's because speed at which time passes depends on the strength of gravity. Einstein himself discovered this dependence as part of his theory of relativity, and it is a very real effect.
The relative nature of time isn't just something seen in the extreme. If you take a clock off the floor, and hang it on the wall, Ye says, "the time will speed up by about one part in 1016."
That is a sliver of a second. But this isn't some effect of gravity on the clock's machinery. Time itself is flowing more quickly on the wall than on the floor. These differences didn't really matter until now. But this new clock is so sensitive, little changes in height throw it way off. Lift it just a couple of centimeters, Ye says, "and you will start to see that difference."
This new clock can sense the pace of time speeding up as it moves inch by inch away from the earth's core.
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It was the whole Gamers’ Bill of Rights hypocrisy that burned me good. Previous to that point, I would buy most of their games and generally be ok with the value of the purchase.
At the time Element was announced, I wanted to support Stardock and paid upfront (pre-order) based on the things Brad Wardell was saying. The Gamers’ Bill of Rights was in stark contrast to where things were going with the industry and I wanted to support a company that would state that.
And I loved MoM, so how bad could they possibly screw it up given that they had that as model to follow.
Pretty much Stardock took a dump on the game and even worse the hypocrisy of the Gamers’ Bill of Rights.
So yeah F-you Brad Wardell.
I think I will just go back and play the original. Still amazing what Fred & Paul did given the constrains they had. The music was the best part of SC2.
Seriously lets get on with solving some real problems...
Having used hundreds of computers, laptops, tablets, cell phones and all the strange beasts in between, I keep going back to the desktop when I need to actually get some real work done.
For Techno-masturbation each to their own, but I don’t see the desktop going away anytime soon for the real work.
Hell I have gone back to using paper and pencil for most of my design/draft work as I find the interface easy to use. On the second draft I use the desktop tools to finish off what I need.
Frankly dealing with all the touch interfaces, pinching, swiping, licking, whatever is a hindrance to productivity and puts them in the “play” category for the time being.