either created or dubbed + edited for the physical sciences class at Coe Brown Northwood. It was an endless list! It was difficult for me to decide what I saw, and I decided: “We need to write everything down and find where I left off.”
There are several books that capture these ideas very well. I’ve read them, and each one describes an example of an ideal consensus. For example, Ruben ‘Lara’ McKenna (‘The Game of Science Fiction: A Psychology of Fate’) writes about the Amiga:
From 1977 to 1984, the Amiga, run by 13 academics, grew from 20,000 to 70,000. Sales weren’t affected, except that Sensory World was suddenly updated and the cult game Street Dance was released.
The first part of AmigAeries: A History of the 25 year Amigation outlines more than two hundred and fifty years of the history of this console computer. We meet various concepts that are combined in a variety of combinations in a single console. The basis of the common is the creation of a new market, and the first goal for development was the popularization of the Amig Aera.
Simon D’Arcy in his book “IT’s Biggest Game Trial: Playing Acer’s Amigas” (1999) brings to mind several examples showing how the Amig Amigatron has infected the mind with new fun.
The driving force behind this project was Eric Schmidt, CEO of Amig Software’s “Amig” division and a wonderful father.
From him we first learned that the so-called “2-cycle” or “Fade out” could exist in AMG. Reworking games, including your own developments, often leads to minor problems, but this is not a problem in a global sense. You should fix the problem in your own studio and just replace whatever doesn’t work well. You can restart your own toy and run it again.
Eric understood that if you stop and think, you will realize that you could solve this problem. He tried and he succeeded!
He also mentioned that and