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hate when the soap dispenser is low and ur too lazy to refill it so you gotta stand there jerking it off until you get a stupid measly cumshot
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why would you ever outsource fun to chatgpt? are you stupid? you can make mediocre shit by yourself too.
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💾🖥️📖 Inside the Personal Computer: An Illustrated Introduction in 3 Dimensions: A Pop-Up Guide. Text by Sharon Gallagher. Paper engineering and design by Ron van der Meer (1984). Posting this and more as we get our #retrocomputing series ready for next month!












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Olivetti Divisumma 26 GT, Mechanical Calculator, Ettore Sottsass, 1970
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Flashback (1992)
Commodore Amiga
Flashback, released as Flashback: The Quest for Identity in the United States, is a 1992 science fiction cinematic platform game developed by Delphine Software of France. It was published by U.S. Gold in the United States and Europe and by Sunsoft in Japan.
A successor of sorts to the equally brilliant Another World, Flashback might look at first glance to be your typical 2D platformer. Still, it skillfully blends cinematic scenes with reflex-testing action to create one of the most memorable pixel graphics games of all time.
While it would find global fame on consoles (and director Paul Cuisset has been quoted as saying the Mega Drive version is the best), the Amiga version is where Flashback made its initial impact; this is effortlessly one of the finest games on Commodore Amiga.
https://en.wikipedia.org/wiki/Flashback_(1992_video_game)
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NINTENDO GAMEBOY
Being a non-gamer, then Nintendo President Hiroshi Yamauchi would give the game to his superstar programmer Shigeru Miyamoto, the creator of their most popular franchises Super Mario and The Legend of Zelda, to see what he thought. Several days later, Miyamoto confirmed to Yamauchi that it was a great game and when Yamauchi asked why, Miyamoto responded “Because even your secretaries and accountants are playing it!"
video source: https://www.instagram.com/reel/DHJ3HB-tu2P
Release Date: • Japan: April 21, 1989 • North America: July 1989 • Europe: 1990
Manufacturer: Nintendo Designer: Gunpei Yokoi & Nintendo R&D1 Display: 2.6" monochrome LCD (160×144 resolution) Audio: Mono speaker, stereo via headphones Power: 4 AA batteries (10–15 hours playtime) Multiplayer: Game Link cable (for games like Tetris and Pokémon)
Key Features: Portable: One of the first truly successful handheld consoles. Durable Build: Known for its toughness—could survive falls and rough handling. Cartridge-Based Games: Swappable game cartridges. Simple Controls: D-pad + A, B, Start, Select buttons.
Iconic Games: Tetris – bundled with the console, helped it become a global success. Super Mario Land – Mario’s first handheld adventure. The Legend of Zelda: Link’s Awakening – a deep handheld Zelda RPG. Metroid II: Return of Samus – expanded the Metroid series on the go. Pokémon Red & Blue – launched the Pokémon phenomenon.
Legacy: Over 118 million units sold (Game Boy and Game Boy Color combined). Laid the foundation for Nintendo’s handheld dominance. Predecessor to all later Nintendo handhelds: Game Boy Color, GBA, DS, 3DS, Switch Lite.
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Panasonic FS-A1GT (1992)
The Panasonic FS-A1GT MSX turbo R is the last MSX computer ever produced and follows the latest standard for the MSX line.
Originally, in 1990, Yamaha and ASCII announced the V9978 Video Display Processor, the video chip for the MSX3. It was a very capable video IC, with two different sets of video modes. In bitmap modes, it was capable of up to 768 x 240 resolution (up to 768 x 480 in interlace mode), up to 32,768 colors, superposition, hardware scrolling, and even a hardware cursor for Windows-like operating systems. However, the most impressive feature of these modes was the use of a fast hardware bitblock data mover. The MSX2 video IC was also equipped with a hardware bit mover, but the new one would be 20 times faster!
In pattern mode, it was able to use SNES class features. Multiple layers, 16k patterns, different palettes, 128 sprites, maximum 16 sprites per scanline. So basically an SNES but without mode7. However, something went wrong and the project was cancelled. Probably because of the great interest in marketing MSX machines and the growing interest in game consoles and powerful PC-like computers (mainly for word processing purposes), companies were less enthusiastic about making a new MSX machine. MSX's biggest software supporters defected to Nintendo and other computers/gaming machines. Sony chose to make their own game console.
Instead came the MSX Turbo-R, a supercharged MSX2+. Some people say that ASCII failed to deliver the new VDP in time for the 1990 release, so they only opted for the new CPU (named R800). However, the specifications and pinout of the V9978 were in some data books of the era.
Panasonic was the only company to manufacture and market MSX turbo R computers, and they were only sold in Japan. Several machines were imported to Europe via gray market imports.
The FS-A1ST was the first and was succeeded by the FS-A1GT, which had more RAM and MIDI IN and OUT.
After these two machines, it ended when Panasonic moved to their 3DO game console.
Detailed Specifications
CPU R800 (DAR800-X0G), with 28.63630 MHz external clock and 16-bit ALU.
CPU Z80A 3.579545MHz compatible (included in the MSX-Engine)
256kB of main RAM (can be natively expanded to 512kB internally)
16kB SRAM for backup (used internally)
32kB BASIC/BIOS ROM and 32kB sub-ROM
TC8566AF disk controller
3.5" double sided double density (720kB) disk drive
S1990 MSX Bus-controller
T9769C MSX-ENGINE (also contains Z80A & AY-3-8910)
MSX-JE (a simple Kanji input interface)
Kanji-ROM with approx. 32000 characters
MSX-Music (Yamaha YM-2413 OPLL)
DAC to PCM 8-bit sample rate up to 16kHz
Internal microphone for the PCM unit
More info: https://www.msx.org/wiki/Panasonic_FS-A1ST
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PolType/Cyfronex
Polish PolType is a family of microcomputer systems developed by Polish engineers in close cooperation with the Polish representative of the British MonoType company (PolType was acquired by the Cyfronex company in 1986, but the original developers remained with the company).
PolType devices were able to control LaserComp and MonoType Imagesetter machines (Imagesetter produces the printing film from which the printing plate is made – nowadays the plate is made directly, and the film is not needed).
The first generation of Poltype (1988) required its own eight-bit computer, the next, Poltype 03 and 04, used a PC XT class computer.
The 510-key POLSET 04 keyboard (for PolType 04) shown in the first two pictures was also Cyronex's own development. This was also excellent for typing complex mathematical formulas, but through it, the functions of the SW were also available (the mouse and WYSIWYG were still in a very experimental stage at that time)
source:
• Tumbler // sailing the cylindrical sea
• Mikro Klan 1988/1
• Bajtek 1988/5
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do you think that a certain genre of queer person is so obsessively weird about pride flag discourse becuase their flags fill the gaping hole in their personality where a hogwarts house used to be
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Look, I know this is artist rendition or stylized ideal or whatever. But.
Place CRT monitors as in the picture above and you will get no end of complaints because of interference between them (showing as subtle image distortions, barely noticeable image trembling and a host of other minor but very much real, annoyances). I've received quite a number of complaints ("my screen is broken!") yielding from this kind of setup.
CRTs continuously shoot a beam of electrons from their backs towards you (they hit and are stopped by the front of the screen though), and aim these beams using magnetic fields (also from the back). They are shielded, but the shielding is usually* not 100% effective at that close distance.
Long-story short: if you place two or more CRT monitors with their backs close to one another, there's a good chance the image quality will degrade.
* I think there might have been some (extremely?) expensive monitors with shielding good enough for this setup, but they were very much not the norm.

#CRT#helldesk#memories#history#form over function#CRT: Aim a particle accelerator directly at your face#still like them btw
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Everyone warns you agaist going to the supermarket hungry, but nobody tells you about the dangers of going there too full: I do not want any of these things, for I will never require any food at all!
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goosebumps as a concept are so funny ur brain is like "oh no we're threatened! quick! make us look bigger!" and your skin, that absolutely does not have the ability to do that, is like "absolutely. right away boss"
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Obsessed, OBSSESED with this Boris Artzybasheff series
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A cool Fibonacci’s clock design
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