
By Ted Nelson
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Extra resources for Computer Lib Dream Machines - 1st edition
Example text
When (he Author gets tired of Authoring, or th* Student of Slewing, Just around the corner, • few keystroke* away, ere diversion* and game* to boogie the ImaoJnelion. You can go to a prooraa ("lesson rote") and look at "the great rose*"-- elaborate curlicue* gener*(ed by mathematical pattern* (hat appealed to the author* of (hat program; or find, a I*o tucked In rose, Conway'* Game of Life (see write-up, p. T £ . and pier ture serie*. nearby). Then there are game* you can play against the System, like racetrack and blackjack.
Society of shadows, you pick your - fighting name. Thl* ha* numi most obvious il that st you I rain shed the identity In which you The main game* with Big Board* are standby, spacewar (rocketshlps wheeling at each other and sliding around on (he dogfight (biplanes wheeling and firing i and sliding around on (he screen), moony that old ind firing icreen}; ; each other •r (shooting (As those insiders who have automatic sign-on to Big Boards write programs to do the sign-on, the arrival in a Big Board game Is often an animated sign-on.
The computer, at penman, draws lints • stored in core memory. In a ' system, trie basic mates is converted representing a particular T h e s e c o n d p r o g r a m follower in s u c h a device b e h a v e s m u c h as it d o e s in the 2 D s y s t e m , but with certain additions. Like the 2 D s y s t e m , it p r o c e e d s d o w n its o w n p r o g r a m o n e step at a t i m e . Like the Z D s y s t e m , it finds in its p r o g r a m the coordinates of a line to display a n d creates electronic signals r e p r e s e n t i n g its e n d points.