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ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ»
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º º
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ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ º
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ɼ ÜÜÜÜÜÜÜ ÜÜÜÜÜÜÜ ÜÜÜÜÜÜÜ ÜÜÜÜÜÜÜ ÜÜÜÜÜÜÜ º
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º Û ÜÜÜ Û Û ÜÜÜ Û Û ÜÜÜÜÛ Û ÜÜÜÜÛ Û ÜÜÜ Û º
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ɼ Û ÜÜÜÜÛ Û ÜÜÜ Û ÛÜÜÜÜ Û Û ÛÜÜÜÜ Û ÛÜÛ Û º
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º ÛÜÛ ÛÜÛ ÛÜÛ ÛÜÜÜÜÜÛ ÛÜÜÜÜÜÛ ÛÜÜÜÜÜÛ º
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º º
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º ÜÜÜÜÜÜ ÜÜÜÜÜÜ ÜÜÜÜÜÜÜ º
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Éͼ Û ÜÜ ÛÜ Û ÜÜ ÛÜ Û ÜÜÜÜÛ º
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º Û ÜÜÜ Û Û ÜÜÜ Û ÛÜÜÜÜ Û º
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ɼ ÛÜÜÜÜÜÛ ÛÜÜÜÜÜÛ ÛÜÜÜÜÜÛ º
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º º
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ÉÍͼ ÜÜÜÜÜÜÜ ÜÜÜÜÜÜÜ ÜÜÜÜÜÜÜ ÜÜÜÜÜÜÜ ÜÜÜÜÜÜÜ ÜÜÜÜÜ ÜÜÜ ÜÜÜ ÜÜÜÜÜÜÜ ÉÍÍͼ
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º Û Ü Ü Û Û ÜÜÜ Û Û ÜÜÜÜÛ Û ÜÜÜ Û ÛÜÜÜ ÜÛ ÛÜ ÜÛ Û ßÛÛ Û Û ÜÜÜÜÛ º
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ɼ Û Û Û Û Û ÜÜÜ Û Û ÛÜÜ Û Û ÜÜÜ Û ÜÛßÜÛÛÜ ÜÛ ÛÜ Û ÛÜß Û Û ÜÜÜÛÜ º
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ɼ ÛÜÛßÛÜÛ ÛÜÛ ÛÜÛ ÛÜÜÜÜÜÛ ÛÜÛ ÛÜÛ ÛÜÜÜÜÜÛ ÛÜÜÜÛ ÛÜÛßÛÜÛ ÛÜÜÜÜÜÛ º
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ÌÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÊÍÍÍ»
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º November 1995 Volume 3 Number 11 º
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ÇÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄĶ
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º Board of Trade BBS New Port Richey, Florida (813) 862-4772 º
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ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ
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In This Issue
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-------------
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þ Association of Online Professionals Update
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þ A Look Ahead to ONE BBSCON '96
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þ Dweebs: A Disappointment
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þ Interactive Movies - by Paul Pollack
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þ The latest news, humor, and more
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+ + + + +
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Editor's Welcome
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----------------
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Hello and welcome to another issue of the Pasco BBS Magazine! This month
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||
marks the 35th consecutive month that the magazine has been published. But,
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there will be time to talk about that in the next couple of issues. However,
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I do want to thank everyone who helped make it possible!
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This month's issue ties up a few loose ends from the ONE BBSCON held in Tampa
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this Summer. There is an update on the Association of Online Professionals
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and a look ahead to next year's BBSCON. Next year's event will be held in San
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Francisco and I certainly hope that circumstances permit me to attend. It
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should be quite a show in one of the most beautiful cities in the country.
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This issue also reviews the new computer related comedy Dweebs, which is on
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CBS, Friday nights at 8:00 pm (Eastern). Paul Pollack is back, this month he
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takes a look at Interactive Movies. Of course, all our regular features are
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back too.
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I hope you enjoy this month's issue. As always, thank you very much for
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reading!
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+ + + + +
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ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
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³ PASCO BBS MAGAZINE ³
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ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´
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³ Tampa Bay's Oldest Free On-line Magazine! ³
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ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´
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³ Member of the Association of Online Professionals ³
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ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´
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³ Member of the Electronic Frontier Foundation ³
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ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´
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³ EDITOR: Richard Ziegler ³
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ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´
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³ HOME BBS: Board of Trade BBS (813) 862-4772 ³
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ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ
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+ + + + +
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Association of Online Professionals Update
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------------------------------------------
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One year ago, the Pasco BBS Magazine featured an article on a new Sysop
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organization called The Association of Online Professionals (AOP).
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Considering the track record of groups trying to organize Sysops, few would
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have blamed someone from believing that the AOP would be dead within a year.
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However, the Association of Online Professionals has done something that no
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other organization for on-line operators has done, it has not only survived,
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but is growing strong. The organization, which was officially announced at
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ONE BBSCON '94 in Atlanta, has laid a solid foundation and is now 600 members
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strong. This article takes a look at this organization, their "Code of
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Professional Standards," some of their promotional material and includes some
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comments from the AOP's Executive Director.
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The AOP's promotional literature states: "The Association of Online
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Professionals is a non-profit trade association founded in 1994 to promote the
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interests of the professionals who plan, manage and provide services to the
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online telecommunications industry. Whether you operate an online system,
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provide Internet access, or sell products and services to or through
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system operators, AOP is your professional association. Already, we've
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established a strong record of performance on behalf of our members. We're
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monitoring legislation at the federal and local levels, providing timely
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alerts of legislation that may affect online systems. We're working with
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the attorney representing Sysops facing charges for online activities. We're
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promoting our industry to the media, working to achieve a more balanced and
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accurate image of our industry. We're providing professionals with the
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information and news they need to grow professionally and to prosper."
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The promotional literature continues: "How can AOP provide this level of
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benefits and services? Through a very simple idea: That professionals
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working together can do more than individuals working alone. AOP was created
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by leading members of our industry to support the individuals, online systems
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and companies that comprise that industry. The Association is already
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supported by people you know and respect -- from Sysops of BBS systems and
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major online services to web sites on the Internet. And by such leading
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companies as Hayes Microcomputer Products, USRobotics, Rockwell International
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and Clark Development. Together, we are building an industry where
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professionals can practice their craft without undue interference. An
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industry with room for individuals and systems to grow and prosper. If there
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was ever a time for professionals to stand up and be counted, that time is
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now. And AOP will continue to work to make membership the single best
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investment you can make in your company or system this year."
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At ONE BBSCON '95 in Tampa, the AOP signed up 160 new members. Jim Harrier
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also announced, during the Opening Session, that Mustang Software, Inc. would
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join the AOP. Boardwatch Magazine editor Jack Rickard and eSoft, Inc. also
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joined the ranks of the AOP at the Tampa BBSCON. Jack Rickard talked about
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Sysop organizations and his commitment to the AOP at the Opening Session. His
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comments did appear in last month's article on ONE BBSCON '95, but deserve to
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be repeated here.
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"Every year it seemed there was someone who came up with the idea of forming
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some sort of association of bulletin board operators. I watched quite a
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parade of them come out, announce something, hope for 15,000 or 20,000 members
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instantly and when they didn't materialize, move on. The question is why
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can't we get all the BBS operators to do x, whatever x is. Basically, I
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didn't know. I had never seen all the bulletin board operators do anything.
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If you got all the bulletin board operators in the world, and laid them end-
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to-end, they couldn't reach a conclusion, much less lunch. They are a fairly
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independent group of people and getting them to do anything is a lot like
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herding cats. I think one of the reasons they run bulletin boards, on-line
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services and their own Web sites is that the rest of the world didn't do to
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suit them. So, they built another one where they could have a little control
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and do it their way."
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Rickard continued: "Politically, almost all of the bulletin board operators
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tend to be Libertarians. None of them actually join the Libertarian Party,
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there's too many rules, you don't really buy into all of it, but the tendency
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||
is towards Libertarianism, just don't want to actually become a member. When
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we started Boardwatch Magazine people who ran on-line services were viewed
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much as you might a group of people who met every Tuesday evening to exchange
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toothbrushes. They do what? Why do they do that? In recent years, it's not
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that much of a niche. This has gone quite into the national eye and its
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||
become a bit of a mainstream thing. It also lead to a curious desire by our
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governing structure to do two things, one is to regulate it, and the other is
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tax it. To defend ourselves we are going to have to make some concessions on
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the I don't join and I don't get involved position. The first organization
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I've joined in ten years is now this Association of On-Line Professionals."
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||
Shortly after the Opening Sessions the AOP's Executive Director, David
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McClure, was asked by the editor of the Pasco BBS Magazine the basic question
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"Why should a Sysop join the AOP?" McClure began, "There some obvious reasons
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||
related to professional services, discounts and representation. But, I think
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the most important reason that a Sysop should join is that we've moved beyond
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the day when a Sysop is an isolated operator sitting in his basement. Today,
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we are in fact professionals, we are experts in the law, in customer service,
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the technologies of on-line communications, hardware and software. And there
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||
are some very compelling reasons to begin to work together. First, to begin
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||
to enhance the perceived level of professionalism, because if we are ever
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||
going to make strides in terms of getting some respect as an industry, in
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||
being able to get the salaries that a good Sysop should command, on the
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||
corporate side and on the private side, to be able to get things like bank
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||
credit card accounts without being hassled, people have to begin to begin to
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see us as the professionals that we are. One of the ways that you do that is
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through the activities of a professional association."
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The AOP has two Classes of Membership. Individual members are "individuals
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who manage or operate systems that include BBS systems, nodes of the Internet,
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nodes on message networks, remote access computers and other systems. And
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they are the professionals actively involved in the industry who do not manage
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systems. These include service providers, educators, law enforcement
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officers, government employees and others who share our commitment to the
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growth of the online community. These members receive the full range of AOP
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services for an annual dues of $95." Corporate members include "the companies
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that provide hardware, software, access services (including major online
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systems) and other direct services or support for system operators. Corporate
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members pay a dues fee on a sliding scale based on gross annual sales, and
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receive up to five individual memberships, access to industry research data,
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access to members, and a role in industry promotion and public policy
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initiatives."
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David McClure was also asked what he would say to people who feel that $95 a
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year is a bit steep. "There are always going to be people who are going to
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make the decision not to join. Whether it's a financial decision, or based on
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something else. I always find it amusing that a person who is willing to
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spend thousands of dollars on hardware, and hundreds of dollars every month on
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phone bills, wont support an organization that costs much less than that, and
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might keep them in business."
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There are many benefits to joining the AOP, besides the obvious reason of
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supporting the on-line community. The AOP literature states: "Service to
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members is the reason AOP exists, and its single goal for the years ahead."
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Services for members include:
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-- Opportunities for interaction with other professionals, including seminars,
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conferences and regional events.
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-- A voice in Washington, and in your state capitol, working to protect your
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interests.
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-- Professional advisory services for legal, business management, marketing
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and accounting issues.
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-- Career development, education and accreditation services for professionals.
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-- Referrals for Bulletin Boards. Referrals to consultants. And a job-search
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bank for professionals seeking new opportunities.
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-- Discounts on essential products and services.
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-- Industry-wide promotional programs to foster the growth of the online
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community, including media relations, joint marketing and public
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education.
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-- Association publications that include membership directory, resource guide
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and more.
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-- A members-only BBS system for communication and information vital to online
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operations and management.
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-- A monthly newsletter, legislative alerts and other timely news.
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-- And the opportunity to take an active role in the growth and evolution of
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the world's fastest-growing and most vital industry.
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This article concludes with the Code of Professional Standards for the
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Association of Online Professionals. Following the standards we re-print the
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Association of Online Professionals "Fact Sheet," which gives detailed
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information about the AOP and includes contact information for the
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organization.
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Code of Professional Standards
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Association of Online Professionals
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I. Members shall base their professional principles on the fundamental
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value and dignity of the individual, holding that free exercise of
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human rights, including freedom of speech, freedom of assembly and the
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protection of personal privacy, is essential to the communications
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process.
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II. Members shall conduct themselves professionally, with truth, accuracy,
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fairness and responsibility, in accord with the public interest and in
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such ways as may be required to safeguard the public trust and
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confidence in online communications systems.
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III. Members shall commit themselves to improvement of their individual
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competence and advance the knowledge proficiency of the profession
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through continuing research and education.
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IV. Members shall deal fairly with the public and with fellow
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professionals, giving due respect to the rights and legitimate
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interests of others.
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V. Members shall accord due respect to the law, practicing strict
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adherence to all laws, regulations and standards that govern their
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individual professional practices.
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VI. Members shall respect the rights of the owners of intellectual
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properties, including software authors, providing proper diligence and
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reasonable effort to prevent the infringement of copyrights, patents
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and other protections.
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VII. Members shall not knowingly create, acquire, distribute or allow
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intentional distribution of materials that violate the legitimate use
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or integrity of the channels of electronic communications, online
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services, computer systems or their contents.
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VIII. Members shall not knowingly disseminate false or misleading
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information and shall act promptly to correct erroneous communication
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for which he or she is responsible, or which has originated from or
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resides on his or her system.
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IX. Members shall use proper diligence to ensure that materials
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inappropriate for persons below the age of majority be clearly
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identified, and that online or electronic access to such materials be
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restricted in accordance with applicable laws, regulations and the
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tenets of reasonable precaution.
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Association of Online Professionals
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Fact Sheet
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Association: Section 501(c)(6) professional association, tax-exempt
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Founded: 1994
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Staff Contact: David P. McClure (Executive Director)
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Classes of Membership: Individual, Corporate
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Special Interest Groups: System Operator
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Industry Marketing
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Hobbyist/Non-Profit
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Education
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Media
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Legislative/legal Issues
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Board of Directors: Dennis C. Hayes, Hayes Microcomputer (Chairman)
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Steve Klingler, Clark Development (Vice Chairman)
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Adam A. Strack, US Robotics (Treasurer)
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Tony McClenny, World Data Network (Secretary)
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Doug Clemons, Rockwell International
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Carson Hanrahan, Traders Connection
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Kathy Lane, Harman Interactive
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Steve Larsen, Prodigy Services Co.
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Dan Linton, Software Creations BBS
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Bob Mahoney, Exec-PC BBS
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Contact: Association of Online Professionals
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6010 Burdon Court, Suite 302
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Alexandria, VA 22315
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Voice: (703) 924-9692
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Fax: (703) 924-9594
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E-mail: membership@aop.org, 70631,266 on CIS, Go AOP on AOL
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BBS: (703) 264-1750
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Telnet: aop.org (198.232.144.101)
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|
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+ + + + +
|
||
|
||
ÕÑÑÑÑÑÑÑÑÑÑÑÑÑÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÑÑÑÑÑÑÑÑÑÑÑѸ
|
||
ÆØØØØØØØØØØØ Board of Trade BBS ØØØØØØØØØØµ
|
||
ÆØØØØØØØØØ New Port Richey, Florida ØØØØØØØØµ
|
||
ÆØØØØØØØ (813) 862-4772 (28.8 Rotary) ØØØØØØµ
|
||
ÆØØØØØ FidoNet: 1:3619/10 ØØØØµ
|
||
ÆØØØ ØØµ
|
||
ÆØ Pasco County's Information Source ص
|
||
³ Home of Pasco County's Most Popular Publications ³
|
||
³ Home of the Pasco BBS Magazine, the 813 BBS Directory, ³
|
||
³ GamePlay Magazine, DA BUCS and BBS Basics ³
|
||
³ ³
|
||
³ Call here FIRST for the BEST in Shareware ³
|
||
³ Home of Shadoware, DragonHawk Productions, Maximus Productions ³
|
||
ÆØ and an Offical Distribution Site for Everybody Else!! ص
|
||
ÆØØØ ØØØµ
|
||
ÆØØØØØ Official Support BBS for Pasco ComPats Computer Club ØØØØØµ
|
||
ÆØØØØØØØ ØØØØØØØµ
|
||
ÆØØØØØØØØØ Member: Association of Online Professionals ØØØØØØØØµ
|
||
ÆØØØØØØØØØØØ Member: Electronic Frontier Foundation ØØØØØØØØØØµ
|
||
ÔÏÏÏÏÏÏÏÏÏÏÏÏÏÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÏÏÏÏÏÏÏÏÏÏÏϾ
|
||
|
||
+ + + + +
|
||
|
||
A Look Ahead to ONE BBSCON '96
|
||
------------------------------
|
||
|
||
From one bay area to another, the BBSCON moves from Tampa to San Francisco for
|
||
next year's fifth rendition of the popular on-line trade show. ONE BBSCON '96
|
||
will take place August 7-11, 1996 at San Francisco's Marconi Center. If early
|
||
estimates are to be believed, California's fourth largest city could play host
|
||
to somewhere in the range of 10,000 people. In this article we, along with
|
||
the convention organizers, look ahead to next summer's convention on the West
|
||
Coast.
|
||
|
||
At this year's ONE BBSCON in Tampa, Phil Becker, president of eSoft and one of
|
||
the primary organizers of the BBSCON, was asked the simple question why San
|
||
Francisco? "For the reason that we have not been to the West Coast. We were
|
||
in Atlanta, here, and we have had a lot of people say 'we'd like to see it
|
||
west.' We started this in Colorado, we're too big, there's no place in
|
||
Colorado we can do this show anymore. Jack and I would take it home if we
|
||
could, but there just isn't any place there that we'll fit. So, we decided
|
||
that California was the logical place. We looked at California and it seemed
|
||
to be San Francisco before it was done was the place to do it. I think that
|
||
if you look at the concept, Long Beach as an example has a gorgeous facility,
|
||
the town was great, but if you tell people we're having it in Long Beach or
|
||
we're having it in San Francisco, I think you just made a 2,000 people
|
||
different in attendance."
|
||
|
||
There was some discussion that because Tampa was out of the way for some
|
||
people, that was a factor in the leveling off in the attendance for the 1995
|
||
event. Jack Rickard, editor of Boardwatch Magazine and the other half of the
|
||
BBSCON team, was asked if holding the event in California would pose the same
|
||
problem? "No, I think we'll have the opposite problem. We had more attendees
|
||
in Atlanta last year from California than we had from Georgia. So, California
|
||
is the big ape as far as people involved on-line." Phil Becker was also asked
|
||
the same question. "No, we believe quite the opposite. It is a site that
|
||
people want to go to, apparently, and I belive that it will really draw a
|
||
lot."
|
||
|
||
Remembering that early estimates for the Tampa BBSCON were twice what the
|
||
actual attendance was, event organizers were asked for a projection on how
|
||
many people they expected to attend the next BBSCON. Jack Rickard speculated,
|
||
"Oh, it's tough to tell. I think we would be in the 10-12,000 range in San
|
||
Francisco." Phil Becker added, "I would say we'll have 8-10,000, maybe more,
|
||
in San Francisco."
|
||
|
||
It looks like ONE BBSCON '96 is shaping up to be another wonderful show. Talk
|
||
may turn from hurricanes to earthquakes, but a record number of on-line
|
||
enthusiasts should make the trip out west. California's fourth largest city
|
||
is one of the most beautiful places in the country, so the early attendance
|
||
estimates may just be right.
|
||
|
||
+ + + + +
|
||
|
||
ÕÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ͸
|
||
³ ÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜ ÜÜÜ ³
|
||
³ The Most Comprehensive Listing ßßßßßÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ ³
|
||
³ of Computer Bulletin Board ßßÛÛÛÛÛÛÛÛßß ßÛÛÛÛÛÛÛÛÛÛÛÛÛ ³
|
||
³ Systems in Pasco, Pinellas ßßßß ÛÛÛÛÛÛÛÛÛÛÛÛÛ ³
|
||
³ and Hillsborough Counties ßÛÛÛÛÛÛÛÛÛÛÛÛ ³
|
||
³ ÚÄÄÄÄÄÄÄÄÄ¿ ÛÛÛÛÛÛ ³
|
||
³ ÚÄÒÄ¿Ò Â ÖÄÄÄ "Ö¿  ÖÄÄÄ Ò Â" ³ ÛÛÛÛÛÛÝ ³\ÛÛÛÛÛÛÝ ³
|
||
³ º ÇÄÄ´ ÇÄÄ ºÀ¿³ ÇÄÄ Ó·Ú¿ÚÙ ³ÞÛÛßßÛÛÛݳ ÛÛÛÛÛÛÛ ³
|
||
³ Ð Ð Á ÓÄÄÄ Ð ÀÙ ÓÄÄÄ ÓÙÀÙ ³ ß ÜÜÛÝ ³ ÛÛÛÛÛÛÛÛ ³
|
||
³ ÖÄÄ¿ · ÄÄ· ÖÄ· ÖÄ· ÖÄÄ ³ ßÛÛß ³/ÛÛÛÛÛÛÛÛÝ ³
|
||
³ ÇÄÄ´ º Ķ ºÄз ºÄз ÓÄ· ÀÄÄÄÄÄÄÄÄÄÙ ÛÛÛßßÛÛÛÛݳ
|
||
³ ÓÄÄÙ Ó ÄĽ ½ÄĽ ½ÄĽ ÄĽ ßÛÛÛÛÜ ÜÛÛÛÛÛ³
|
||
³ ÒÄÄ¿ Ò ÖÄÄ¿ ÖÄÄÄ ÖÄÄ¿ ÚÄÒÄ¿ ÖÄÄ¿ ÖÄÄ¿ Ò Â ßÛÛÛÛÛÛÛÛÛÛÛ³
|
||
³ º ³ º ÇÄÂÙ ÇÄÄ º º º ³ ÇÄÂÙ ÓÄÒÄÙ ÛÛÛÛÛÛÛÛÛݳ
|
||
³ ÐÄÄÙ Ð Ð Á ÓÄÄÄ ÓÄÄÙ Ð ÓÄÄÙ Ð Á Ð ßÛÛÛÛÛÛÛ ³
|
||
³ ßÛÛÛß ³
|
||
³ ÜÜþ ³
|
||
³ CLARK D. GILBO, Editor & Founder ÜÜßßßß ³
|
||
³ ³
|
||
³ GILBEAU PUBLISHING CO. P.O.BOX 3397, HOLIDAY, FL. (813) 938-6975 voice** ³
|
||
³ THE 813 BBS DIRECTORY HOME BOARD IS BOARD OF TRADE BBS, DATA # IS 862-4772³
|
||
ÔÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ;
|
||
|
||
+ + + + +
|
||
|
||
Dweebs: A Disappointment
|
||
-------------------------
|
||
|
||
You could see it coming. With the increasing popularity of the personal
|
||
computer in today's society, it was inevitable that the major commercial
|
||
television networks would begin producing shows based on computer related
|
||
themes. CBS has added just such a situation comedy to its new Friday night
|
||
lineup and is promoting the show, called Dweebs, as "the comedy with byte."
|
||
Dweebs does feature a proven cast, but overall the first few episodes have
|
||
been a disappointment.
|
||
|
||
Some cast members are very well known to TV sitcom fans. Actually, Dweebs
|
||
probably has as strong a cast as any of the new shows this fall season.
|
||
Farrah Forke plays Carey Garrett, the beautiful new office manager for
|
||
CyberByte Software. Forke is best known for her portrayal of Brain Hackett's
|
||
helicopter pilot girlfriend Alex in the NBC hit sitcom Wings. Peter Scolari
|
||
plays the role of the quiet speaking company president Warren Mosley, the
|
||
brains behind CyberByte Software. Scolari has had roles in a couple of other
|
||
sitcoms, most notably Newhart. The show also features Cory Feldman, Stephen
|
||
Tobolowsky, Adam Biesk and David Kaufman. Tobolowsky's portrayal of Carl may
|
||
be the best character of the show.
|
||
|
||
The basic premise of Dweebs, which is produced by Warner Brothers Television,
|
||
revolves around a group of male computer geeks who hire a new female office
|
||
manager. The story lines are based on her efforts to teach the guys about the
|
||
real world, something they need a lot of help on. Many of the punch lines
|
||
come from the fact that she is a computer neophyte who does not understand
|
||
half of what the guys are talking about.
|
||
|
||
In the series premiere, the guys moved out of their garage and into a swanky
|
||
new office. The software company is very successful, as one of Carey's first
|
||
tasks is to use a $3-million check to open up an account at the bank in the
|
||
new office building. This leads Carey to ask, "Penthouse suite, a check for
|
||
$3-million, how successful are you guys?" They are very successful, buy very
|
||
quirky as well. Warren's office is pretty much taken up by a trampoline,
|
||
where he escapes to bounce and contemplate the next "killer app." Carey's
|
||
efforts to educate the dweebs begins early on, when they start discussing
|
||
lunch.
|
||
|
||
Warren: "Explain something to me. Lunch, what's that all about?
|
||
|
||
Carey: You don't know what lunch is?
|
||
|
||
Warren: "I understand the need for food in the middle of the day. I just
|
||
don't understand why it needs to be, lunch. Everybody all sitting together,
|
||
chit-chatting, laughing.
|
||
|
||
Carey: They're just being social.
|
||
|
||
Warren: I don't care to be social with most of the world, they never much
|
||
wanted to be social with me.
|
||
|
||
Carey: The guys were telling me the hard times they had growing up.
|
||
|
||
Warren: Yeah, if I had a million for every time I was given a wedgie, wait, I
|
||
do!
|
||
|
||
Most of the jokes seem to be based on the theme that the guys cannot relate
|
||
with other people, or that Carey doesn't understand much about computer
|
||
technology. She is so bad that a glimpse inside her apartment shows that all
|
||
the digital clocks are flashing 12:00. Of course, you put a beautiful woman
|
||
together with a bunch of guys and you get the tried and true sitcom stable,
|
||
gags based on sexual innuendo. Unfortunately, over the first few shows, these
|
||
types of jokes were probably the best lines of the show. Take a look at this
|
||
exchange from the premier episode.
|
||
|
||
Warren (Talking to Carey): Run a spreadsheet of third quarter miscellaneous
|
||
expenses, shoot it to the financial sub-directory on my hard drive and
|
||
attached a file copy to accounting.
|
||
|
||
Carey: Doesn't anybody here speak English? I don't know anything about
|
||
computers. He wants me to spread a sheet over his hard thing!
|
||
|
||
The next couple of episodes were very predictable, considering the premise.
|
||
The guys come over to Carey's apartment for a visit, or a party, and the plot
|
||
revolves around their inability to relate to other people. Unfortunately, the
|
||
attempts at humor are very weak and far too predictable. In the long run, a
|
||
strong cast may not be able to overcome the weak writing. Other than a
|
||
premise which has the potential to be tried again, if not milked to death, the
|
||
show seems to have little hope of surviving.
|
||
|
||
+ + + + +
|
||
|
||
ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ»
|
||
º º
|
||
º ßÛß ÛßßÛ ÛßßÛ Ûßßß ÛßÛ Ûßßß ÛßßÛ ÛßßÛ ÛßßÛ ßßÛßß Û Û ÛßÛßÛ º
|
||
º Û Û Û Û Û Ûß ÛßßÛ ßßßÛ ÛßßÛ Û Û Û Û Û Û Û Û Û º
|
||
º ßßß ß ß ß ß ßßßß ß ß ßßßß ß ß ß ß ßßßß ß ßßßß ß ß º
|
||
º º
|
||
º ÛßÛ ÛßÛ Ûßßß º
|
||
º ÛßßÛ ÛßßÛ ßßßÛ º
|
||
º ßßßß ßßßß ßßßß º
|
||
º º
|
||
º Since 1985 - Pasco County's Oldest BBS º
|
||
º º
|
||
º Sysops - Rob & Carolyn Marlowe º
|
||
º º
|
||
º Popular Chat Board, On-Line Games, CD-ROMS, Internet, FidoNet º
|
||
º º
|
||
º Ten Lines - (813) 848-6055 Voice - (813) 845-0893 º
|
||
º º
|
||
º telenet: sanctum.com º
|
||
º º
|
||
º READ THE PASCO BBS MAGAZINE AT: http://www.sanctum.com/pasco º
|
||
º º
|
||
ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ
|
||
|
||
+ + + + +
|
||
|
||
Interactive Movies
|
||
------------------
|
||
|
||
Written by Paul Pollack, Editor of GamePlay Magazine, New Port Richey, FL
|
||
Edited by Alex Thomas, New Port Richey, FL
|
||
|
||
If only I had a penny for every game that claimed to be an IM, or Interactive
|
||
Movie... If you're like many gamers, you've probably tried some and been
|
||
disappointed. It seems like you can't look in any gaming magazine these days
|
||
without hearing about a new game that claims to be an IM. Here are a few
|
||
titles that swept the media fairly recently that claimed to be one: Critical
|
||
Path, Quantum Gate, Myst, and Return to Zork. With the possible exception of
|
||
Myst, all these games were long on graphics, but when it came to actual game
|
||
play, just didn't deliver.
|
||
|
||
Too many game designers, in trying to expand the genre, have been
|
||
concentrating too much on the movie part of an IM, and not enough in the way
|
||
of interactivity. I admit that Return to Zork has photorealistic graphics, I
|
||
admit Quantum Gate and Critical Path (both related in some way to Media
|
||
Vision) use digitized video, I admit that Dracula Unleashed looks good. But
|
||
you have to ask if these games really have the interactive elements necessary
|
||
to create a good game. For many games, the answer is too often no. Every
|
||
game has its drawbacks. Return to Zork - Great graphics and good sound, but
|
||
it lacks the animation necessary to a good game. Quantum Gate and Critical
|
||
Path, both didn't cut it when it came to gameplay. The only POSSIBLE
|
||
exception is Dracula Unleashed, which has good graphics, OK gameplay, but
|
||
mediocre acting.
|
||
|
||
Most gamers are confused about Interactive Movies, and they have good reason
|
||
to be, there is no set definition of what an Interactive Movie is/or what it
|
||
must contain. It seems that if you took a poll of 1000 people, and asked what
|
||
an Interactive Movie is, you'd probably get 1000 different answers. I myself
|
||
have my own opinion, which I'll print later in this article.
|
||
|
||
Many people have tried to set their own guidelines for the definition, but
|
||
most of these people have been "biased" game manufacturers and representatives
|
||
tailor-making the definition for the game they were producing. Most
|
||
Interactive Movies right now are just dressed up adventure games, but where
|
||
can you draw the line between a regular adventure game, and an Interactive
|
||
Movie? Is an IM, just an IM because it has live video and talks, or does it
|
||
have to have something more. Too often game companies miss out on the
|
||
something more, and just add speech and video. I myself have some specific
|
||
standards I feel a game has to meet in order to be classified as an
|
||
Interactive Movie.
|
||
|
||
For me, an Interactive Movie has to have a good plot capable of evoking
|
||
emotions ranging from the sadness of Schindler's list to the humor of Mrs.
|
||
Doubtfire. An IM has to use the same techniques real movies do, both graphic
|
||
effects, and sound effects. I feel an IM also MUST have digitized speech all
|
||
the way through, else you lose a lot of the feeling of an Interactive Movie.
|
||
The game must use actors, whether real actors, or synthetic actors (which I
|
||
didn't know existed until Origin's Bioforge), and the actors must be
|
||
believable. It's not necessary to use live video, because when using
|
||
synthetic actors, that's almost impossible. For hardware definitions, I feel
|
||
that this is the minimum that an Interactive Movie will end up requiring (if
|
||
you keep up with MPC specs, this should sound familiar):
|
||
|
||
#1- 486-SX 25 Minimum, 486 33/66/Pentium PC recommended
|
||
#2- SVGA card capable of 640*480 with 256 colors displaying simultaneously
|
||
#3- 4 MB RAM, 8 MB preferred
|
||
#4- Double-speed CD-ROM (at least 300kb per second data transfer rate)
|
||
#5- 8-bit sound card, 16-bit preferred
|
||
|
||
As you can see, Interactive Movies will demand all they can from your
|
||
computer's hardware, but the end result and finished product will make it all
|
||
worth it. I'll explain each of the requirements: #1 is/will be required
|
||
because of the speed needed to keep all the talking heads, background
|
||
animation, and game file running at a tolerable rate. #2 is required because
|
||
graphics are important to a game, and without the graphics element of
|
||
photorealism, the game just won't cut it in the IM world. #3 is needed for
|
||
much the same reason as #1. #4 is needed because IMs take up big space,
|
||
sometimes filling more than one CD (Access's latest Under a Killing Moon is
|
||
three!). #5 is basically for the sound element, the game realism is greatly
|
||
affected by the sound.
|
||
|
||
Is there any future in IMs, or will the whole genre blow over in a few months?
|
||
My opinion is that the current "cheap" IMs, the ports to CD with video clips
|
||
and a little bit of speech, will eventually die off, and be replaced by full-
|
||
fledged Interactive Movies. The reason: Today's Interactive Movies resemble
|
||
movies ported to CD with a little gameplay mixed in more so than they do games
|
||
with movie elements. As soon as the public gets a taste of a real Interactive
|
||
Movie, like Under a Killing Moon, or Bioforge, they won't settle for less.
|
||
Soon, game designers will learn that it takes more than a few video clips, or
|
||
a bunch of still screen shots stuck together to please gamers. So just wait,
|
||
in a few months, almost any title that appeals to your taste and claims to be
|
||
an IM, probably will be.
|
||
|
||
Two of the more exciting titles planned for release this year are Under a
|
||
Killing Moon, and Bioforge. Although both claim to be IMs, they both take a
|
||
different approach to it, but in the end successfully accomplish their goal.
|
||
First, let's take a detailed look at perhaps the most original title to come
|
||
out of Origin in some year's now: Bioforge.
|
||
|
||
Bioforge is a pretty new project that promises to revolutionize the way the
|
||
public looks upon IMs. The game not only has beautifully written graphics
|
||
going for it, but also has gorgeous graphics and animation. BioForge is in
|
||
some ways, similar to the smash hit, Alone in the Dark. Both Alone in the
|
||
Dark and Bioforge use multiple camera angles and viewing perspectives, and
|
||
feature some fighting. But unlike Alone in the Dark, Bioforge has superior
|
||
texture-mapped characters. There's where the synthetic actors come in.
|
||
Synthetic actors are character's in the game that can perform any actions as a
|
||
real actor, just at the user's will. The game, slated for a soon release,
|
||
fits ALMOST all of my requirements for an IM. The only problem: The game
|
||
itself will first be released on disk, and I assume that it will not contain
|
||
all the first-rate speech and/or some graphics. This game could be one of the
|
||
most influential titles ever to hit the market. Watch for it!
|
||
|
||
Now that we've gotten Bioforge out of the way, let's move our attention to
|
||
another product that takes an entirely different approach to becoming an IM,
|
||
Access' colossal 2-3 (I've heard rumors about both) CD, Under a Killing Moon.
|
||
This game is perhaps the most widely anticipated, and widely rumored about
|
||
games in history. Definitely one to watch for.
|
||
|
||
The ad asks, "What do film stars Brian Keith, Margot Kidder, & Russell Means
|
||
all have in common?" And the answer is, "They all star in ACCESS Software's
|
||
new CD thriller Under a Killing Moon!" In case you don't know who these
|
||
people are, Margot Kidder was Lois Lane from Superman I-IV. Brian Keith was
|
||
an actor in "Family Affair," "Hardcastle and McCormick," along with many other
|
||
films, and Russell Means starred in the hit movie, "The Last of the Mohicans."
|
||
As Ken Williams, the president of perhaps the BEST game making company,
|
||
Sierra, put it, "While Hollywood is getting more interactive, the interactive
|
||
entertainment industry is getting more Hollywood." By now you may be
|
||
thinking, big deal, they used semi-pro actors in Return to Zork and look how
|
||
that turned out. But Under a Killing Moon is anything but Return to Zork II.
|
||
In fact, one of the only thing Under a Killing Moon has in common is the great
|
||
graphics that are of photorealistic quality.
|
||
|
||
The history (some information from Compute magazine): It all started when
|
||
Access decided it was time to create another sequel in its Tex Murphy
|
||
detective games. So they bought a professional script writer, Aaron Conner to
|
||
write the script for the game. Now it was time to decide on the look of the
|
||
game, so they went to the programmers. They eventually decided on a 3D
|
||
virtual reality look similar in look and feel to Wolfenstein and Doom, but
|
||
instead use a 640*480 SVGA resolution. The engine allowed for movement all
|
||
around the different rooms, and believe me, this is VERY impressive indeed.
|
||
OK, so now that most of the movie part is complete, on to the actual gameplay
|
||
part which first begins with the puzzles. Since the game takes place in a
|
||
three-dimensional first-person perspective, they couldn't use conventional
|
||
puzzles. Then they had to design personalities for all the characters. After
|
||
they found the actual actors, they began long hours of taping. But it was
|
||
well worth it. The game has over two hours of quality digitized video
|
||
incorporated into the game. Boy, those actors must have been tired. I read
|
||
in an Interaction magazine that one of the biggest problems with the actors in
|
||
King's Quest VI was the amount of dialog that had to be recorded for the CD-
|
||
ROM multimedia version. The actors couldn't understand how their character
|
||
could be dead in one seen, and alive in the next. This is probably how the
|
||
actors for Under a Killing Moon felt.
|
||
|
||
Ok. The graphics are good, the plot is good, the puzzles are good, and the
|
||
scrolling is good. But what of the interactive elements and the interface.
|
||
For the general interface, you use the mouse to move around the ornately
|
||
decorated room, along with using icons for important functions like looking
|
||
and talking. Once you actually begin conversation with a person, the game
|
||
switches from the normal, first-person perspective, to a new third-person
|
||
perspective. As in a real movie, the actors talking are not always filmed at
|
||
the same camera angle. The conversation is incredible, both with serious and
|
||
humorous elements.
|
||
|
||
When you add up all the elements of Under a Killing Moon, you get pure fun.
|
||
No game so far has the complexity, or the graphics and animation to even begin
|
||
to challenge it. From the start of the company, Access has set new standards.
|
||
With Under a Killing Moon, the interactive entertainment industry may never be
|
||
the same again!
|
||
|
||
All in all, the future for Interactive Movies is looking brighter and brighter
|
||
with each passing day. With the release of games like Bioforge, and Under a
|
||
Killing Moon, we may see an explosion in the number of titles out there. I
|
||
invite you to come and explore new worlds, the worlds of Interactive Movies!
|
||
|
||
Editor's Note: Thanks again to Paul Pollack for another great article. There
|
||
will be more from Paul and GamePlay in next month's Pasco BBS Magazine. Paul
|
||
is an avid gamer and frequent BBSer who, if you would like to contact him, can
|
||
be reached at Gator's Place BBS (813) 376-0087, or Dr. Duck's BBS (813) 849-
|
||
3562. Paul is also the moderator of the GamePlay Conference on the Board of
|
||
Trade BBS (813) 862-4772.
|
||
|
||
+ + + + +
|
||
|
||
ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
|
||
³ ÛÛÛÛÛ ÛÛÛÛ ÛÛÛÛÛÛ ÛÛÛÛ ÛÛÛÛ ÛÛ ÛÛÛÛ ÛÛ Û ³
|
||
³ Ü Ü ÛÛ Û ÛÛ Û ÛÛ Û Û ÛÛ Û ÛÛ Û ÛÛ ÛÛ Û ÛÛ Û Ü Ü ³
|
||
³ ÜßÜ ÜßÜßÜ ÛÛ Û ÛÛ Û ÛÛ Û Û ÛÛ Û ÛÛ Û ÛÛ ÛÛ Û ÛÛ Û ÜßÜßÜ ÜßÜ ³
|
||
³ ÜßÜßÜßÜßÜßÜßÜß ÛÛ ÛÛÜÛ ÛÛ Û Û ÛÛÜ ÛÛÜÛ ÛÛ ÛÛÜÛ ÛÛÛÛ ßÜßÜßÜßÜßÜßÜßÜ ³
|
||
³ ßÜßÜßÜß ßÜßÜß ÛÛ ÛÛ ÛÛ Û ÛÛ Û Û ÛÛ ÛÛ ÛÛ Û ÛÛ Û ÞÛÝ ßÜßÜß ßÜßÜßÜß ³
|
||
³ ßÜß ßÜß ÛÛ Û ÛÛ Û ÛÛ Û Û ÛÛ Û ÛÛ ÛÛ Û ÛÛ Û ÞÛÝ ßÜß ßÜß ³
|
||
³ ÛÛÜÜÛ ÛÛ Û ÛÛ Û Û ÛÛÜÛ ÛÛ ÛÛÜÛ ÛÛ Û ÞÛÝ ³
|
||
³ ³
|
||
³ =======FOR THE SERIOUS ONLINE GAMER======= ³
|
||
³ ³
|
||
³ The hottest gaming magazine ever just got even better! With more reviews ³
|
||
³ of shareware and commercial games/demos, more game hints, Windows 3.1 ³
|
||
³ compatibility, an updated list of the best shareware games, demos and ³
|
||
³ more! This is one magazine you simply can't afford to miss! Now with a ³
|
||
³ terrific all-new 256-color menu system, an awesome new RPG narrative, a ³
|
||
³ complete One Must Fall 2097 strategy guide, and a terrific strategy ³
|
||
³ guide to Privateer. You haven't known gaming until you've read GamePlay! ³
|
||
³ ³
|
||
³ ==========DragonHawk Productions========== ³
|
||
³ ³
|
||
³ Home BBS: Board of Trade BBS, New Port Richey, FL (813) 862-4772 ³
|
||
ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ
|
||
|
||
+ + + + +
|
||
ROTFL!
|
||
------
|
||
|
||
Computer humor courtesy of Sandy Illes
|
||
|
||
Acme Computer Products Available in Stores Any Time Now
|
||
|
||
HRTACHE.ZIP: Heartache 1.0. Turns your computer into a country and western
|
||
karaoke machine, then drops it off of a cliff.
|
||
|
||
ERTHQAKE.ZIP: Earthquake 1.0. Simulates a 3-D earthquake in 256-color VGA,
|
||
then blows up your monitor.
|
||
|
||
PANCAKE.ZIP: Pancake 1.0. Using your SmellBlaster (tm) card, you will
|
||
experience the aroma of pancakes. Then a cliff will be dropped on your
|
||
computer.
|
||
|
||
TIDLWAVE.ZIP: Tidal Wave 1.0. Graphics display of a tidal wave on your
|
||
screen! Then it floods your hard drive.
|
||
|
||
DSRTSAND.ZIP: Desert Sand 1.0. Looks like desert sand, feels like desert
|
||
sand, tastes like desert sand! Then a sinkhole opens and sucks you and your
|
||
computer into the depths of the earth.
|
||
|
||
CHRGCARD.ZIP: Charge Card 1.0. Provides unlimited access to the Acme charge
|
||
card, as long as you have unlimited money in the bank and can provide a
|
||
personal reference from Wile E. Coyote. Then it hits you on the head
|
||
repeatedly.
|
||
|
||
Editor's Note: Thank you to ROTFL Digest!, and its editor Sandy Illes for
|
||
allowing the above to be reprinted from a prior issue of the on-line humor
|
||
magazine. For more information on ROTFL Digest! contact Access Media Systems
|
||
at (905) 847-7362 (Voice/FAX), or call the CAP/Canada BBS at (416) 287-0935.
|
||
Email: sandy.illes@canrem.com, or Sandy Illes 1:250/710.
|
||
|
||
+ + + + +
|
||
|
||
EFF Quote of the Month
|
||
----------------------
|
||
|
||
"There is no reason for any individual to have a computer in their home."
|
||
- Ken Olsen, then president of Digital Equipment Corporation (DEC), 1977.
|
||
|
||
Editor's Note: The Electronic Frontier Foundation Quote of the Month is a
|
||
collection of the wittiest and stupidest, most sublime and most inane
|
||
comments ever said about cryptography, civil liberties, networking,
|
||
government, privacy, and more. For more information on the Electronic
|
||
Frontier Foundation, contact the EFF via the Internet, phone, fax, or US
|
||
Mail. The Electronic Frontier Foundation, 1001 G Street NW, Suite 950 E,
|
||
Washington, DC 20001, (202) 347-5400 (voice), (202) 393-5509 (fax), (202)
|
||
638-6119 (BBS), Internet: ask@eff.org.
|
||
|
||
+ + + + +
|
||
|
||
Favorite Taglines
|
||
-----------------
|
||
|
||
Some bulletin boards and off-line mail readers are set-up to add taglines
|
||
to network type messages. This is typically done to add a humorous thought
|
||
onto the message. The Pasco BBS Magazine will on occasion run some of our
|
||
favorite taglines found while browsing the local nets.
|
||
|
||
I don't need any stinking taglines.
|
||
|
||
Windows Ice Cream -- Hoggin' DOS
|
||
|
||
CONGRESS.SYS Corrupted: Re-Boot Washington D.C. (Y/N)?
|
||
|
||
Read the docs? Wow, what a radical concept!
|
||
|
||
I think he's a few bytes short of a checksum.
|
||
|
||
Hey, don't pick up that dog Wr#+%^%( NO TERRIER
|
||
|
||
... Captain! The UARTs kenna' take these speeds!
|
||
|
||
Mary had a little RAM -- Only about a MEG or so.
|
||
|
||
Don't use our trashcan, it's only for Apples!
|
||
|
||
(((((YOU)))))(((((ARE)))))(((((FEELING)))))(((((SLEEPY)))))
|
||
|
||
(A)bort, (R)etry, (I)gnore, (S)orry I Asked!
|
||
|
||
Read my chips: No new upgrades!
|
||
|
||
Adam to Eve -- "I'll wear the plants in this family."
|
||
|
||
He's got a magnet! Everybody backup!
|
||
|
||
If at first you don't succeed, call it v1.0.
|
||
|
||
Spilt personality? Who us?
|
||
|
||
Whew! Reality almost caught up to me ... but I got away!
|
||
|
||
We all live in a yellow subroutine.
|
||
|
||
Ensign Pillsbury? He's BREAD Jim!
|
||
|
||
If this were an actual tagline, it would be funny.
|
||
|
||
+ + + + +
|
||
|
||
²²²²± ²²± ²²± ²²± ²²²²²²²± ²²± ²²± ²²²²± THE NEWS
|
||
²²± ²²± ²²± ²²± ²²²± ²²± ²²± ²± ²²± ²²± ²²± ²²± DIRECTORY
|
||
²²± ²²± ²²± ²²²²±²²± ²²±²± ²²± ²²± ²²²±
|
||
²²± ²²± ²²±²²²²± ²²²²± ²²±²±²²± ²²²± A brief look
|
||
²²± ²²± ²²± ²²²± ²²±²± ²²²²²²²± ²²²± at some of
|
||
²²± ²²± ²²± ²²± ²²± ²²± ²²± ²± ²²²±²²²± ²²± ²²± the news of
|
||
²²²²± ²²± ²± ²²± ²²± ²²²²²²²± ²²± ²²± ²²²²± the month
|
||
|
||
On September 20, AT&T announced that the nation's largest telecommunications
|
||
company would be breaking up. The voluntary breakup divides AT&T into three
|
||
companies, communications services, communications equipment manufacturing and
|
||
computer manufacturing. The move was aimed at raising shareholder value,
|
||
providing more strategic flexibility and containing the damage from the
|
||
floundering computer operation. AT&T chairman Robert Allen was quoted as
|
||
saying, "AT&T is re-inventing itself once again."
|
||
|
||
The Road Ahead, a book about the information superhighway written by Bill
|
||
Gates, will be released on December 4, 1995. The book, published by Viking
|
||
Penguin, was expected to be released last year, but underwent extensive
|
||
rewriting.
|
||
|
||
Intel Corporation announced they had profits of $931-million for the third
|
||
quarter of 1995. This 41% increase over the same period last year was a
|
||
result of a high demand for the Pentium microprocessor.
|
||
|
||
MicroSoft Corporation announced that the sale of 7-million copies of Windows
|
||
95 helped the company earn $499-million dollars during the most recent
|
||
quarter. Last year the company earned $316-million during the same period.
|
||
|
||
+ + + + +
|
||
|
||
PBM Flashback - November 1993
|
||
-----------------------------
|
||
|
||
The November 1993 issue of the Pasco BBS Magazine had a lengthy feature
|
||
article on ONE BBSCON '93 held in Colorado Springs. Dan Linton, Sysop of
|
||
Software Creations BBS, was one of the panelists for the BBS Success
|
||
Roundtable educational session at that year's convention. The session turned
|
||
out to be quite informative, but it was not without its lighter moments. Dan
|
||
Linton got off one of the better lines when discussing adding more telephone
|
||
lines in the small town of Clinton, Massachusetts.
|
||
|
||
"When they had the streets blocked off to put that cable in, the contractor
|
||
basically asked me where all the people were going to sit in my living room to
|
||
answer all those phones."
|
||
|
||
Editor's Note: PBM Flashback will appear on a regular basis in future issues.
|
||
Most issues will have this brief look back at some of the features which have
|
||
appeared over the history of the Pasco BBS Magazine.
|
||
|
||
+ + + + +
|
||
|
||
°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°
|
||
² ²
|
||
² Board of Trade BBS New Port Richey, Florida ²
|
||
² ²
|
||
² (813) 862-4772 12/24/48/96/144/28800 baud ²
|
||
² ²
|
||
² Home of the Pasco BBS Magazine ²
|
||
² ²
|
||
² Home of the 813 BBS Directory ²
|
||
² ²
|
||
² Home of DragonHawk Productions ²
|
||
² ²
|
||
² Home of Shadoware ²
|
||
² ²
|
||
² Home of Maximus Productions ²
|
||
² ²
|
||
² Official Distribution Site: ²
|
||
² Alive Software, Apogee Software, Epic MegaGames, Gamer's Edge, ²
|
||
² Id Software, Impulse Software, MVP Software, Safari Software, ²
|
||
² Software Creations, Soleau Software and Union Logic Software ²
|
||
² ²
|
||
°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°
|
||
|
||
+ + + + +
|
||
|
||
Next Month
|
||
----------
|
||
|
||
Several things are in the works for upcoming issues of the Pasco BBS Magazine,
|
||
but we are not quite sure which features will end up in the December issue.
|
||
Next month's issue will have our updated BBS Glossary, which has become a
|
||
tradition for the December issue. There will also be some Christmas related
|
||
articles and all our regular features.
|
||
|
||
To find out exactly what makes it into the December issue of the Pasco BBS
|
||
Magazine, make sure you do not miss the next issue. The December issue of
|
||
Tampa Bay's Oldest On-Line Magazine will be available on, or before, November
|
||
22.
|
||
|
||
+ + + + +
|
||
|
||
Important Information
|
||
---------------------
|
||
|
||
The Pasco BBS Magazine is distributed free of charge, as long as it is
|
||
unaltered and complete. When uploading make sure the original archive is
|
||
intact with all files included.
|
||
|
||
The Pasco BBS Magazine is the sole property of the Board of Trade BBS and
|
||
Richard Ziegler. It is legally copyrighted material and all rights are
|
||
reserved. No part of this magazine may be used without permission. No
|
||
compensation of any kind may be received for the viewing, distribution, or
|
||
for any other use of the magazine files.
|
||
|
||
By submitting something, you are agreeing to allow publication of the
|
||
material in the magazine. Articles reprinted with permission remain the
|
||
property of the cited source. Guest contributions may not necessarily
|
||
reflect the views of the Pasco BBS Magazine. The editor reserves the right
|
||
to edit submissions, however, this is normally only done to correct spelling
|
||
or grammatical errors. The editor makes all determinations on what and when
|
||
articles will run.
|
||
|
||
Every effort is made to insure that all information contained within the
|
||
Pasco BBS Magazine is accurate, but inadvertently mistakes can appear.
|
||
The Pasco BBS Magazine, Board of Trade BBS or Richard Ziegler cannot be held
|
||
liable for information contained within this document. It is intended that
|
||
this magazine exists for the personal enjoyment of the readers.
|
||
|
||
Rather than place a trademark symbol at every occurrence of a trademarked
|
||
name, it is stated that trademarks are only being used in an editorial
|
||
fashion with no intention of any infringement of the trademark itself.
|
||
|
||
More information can be found in the other files distributed with the
|
||
magazine's archive.
|
||
|
||
Comments, questions, suggestions and submissions can be left on the Board
|
||
of Trade BBS (813) 862-4772, or mailed to Board of Trade BBS, P.O. Box 1853,
|
||
New Port Richey, FL 34656.
|
||
|
||
+ + + + +
|
||
|
||
(C)Copyright 1995 Richard Ziegler - All Rights Reserved
|
||
|
||
+ + + + + |