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Wayback Machine
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Organization:Archive Team
Formed in 2009, the Archive Team (not to be confused with the archive.org Archive-It Team) is a rogue archivist collective dedicated to saving copies of rapidly dying or deleted websites for the sake of history and digital heritage. The group is 100% composed of volunteers and interested parties, and has expanded into a large amount of related projects for saving online and digital history.

History is littered with hundreds of conflicts over the future of a community, group, location or business that were "resolved" when one of the parties stepped ahead and destroyed what was there. With the original point of contention destroyed, the debates would fall to the wayside. Archive Team believes that by duplicated condemned data, the conversation and debate can continue, as well as the richness and insight gained by keeping the materials. Our projects have ranged in size from a single volunteer downloading the data to a small-but-critical site, to over 100 volunteers stepping forward to acquire terabytes of user-created data to save for future generations.

The main site for Archive Team is atarchiveteam.org and contains up to the date information on various projects, manifestos, plans and walkthroughs.

This collection contains the output of many Archive Team projects, both ongoing and completed. Thanks to the generous providing of disk space by the Internet Archive, multi-terabyte datasets can be made available, as well as in use by theWayback Machine, providing a path back to lost websites and work.

Our collection has grown to the point of having sub-collections for the type of data we acquire. If you are seeking to browse the contents of these collections, the Wayback Machine is the best first stop. Otherwise, you are free to dig into the stacks to see what you may find.

The Archive Team Panic Downloads are full pulldowns of currently extant websites, meant to serve as emergency backups for needed sites that are in danger of closing, or which will be missed dearly if suddenly lost due to hard drive crashes or server failures.

ArchiveBot is an IRC bot designed to automate the archival of smaller websites (e.g. up to a few hundred thousand URLs). You give it a URL to start at, and it grabs all content under that URL, records it in a WARC, and then uploads that WARC to ArchiveTeam servers for eventual injection into the Internet Archive (or other archive sites).

To use ArchiveBot, drop by #archivebot on EFNet. To interact with ArchiveBot, you issue commands by typing it into the channel. Note you will need channel operator permissions in order to issue archiving jobs. The dashboard shows the sites being downloaded currently.

There is a dashboard running for the archivebot process athttp://www.archivebot.com.

ArchiveBot's source code can be found athttps://github.com/ArchiveTeam/ArchiveBot.

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The Wayback Machine - https://web.archive.org/web/20170122091724/http://www.chrismcovell.com/secret/SFC_1989Q3.html

Here are some more big pics that show some early demonstrations of the Super Famicom's power. These pictures appeared in the September 1, 1989 issue of Famicom Tsushin. These images come from a press meeting on July 28, 1989, a mere 16 months before the Super Famicom went on sale.

These are quite amazing for their history! Some quick info from the pictures:
The headline of the article says "Super Famicom will not be released for at least another year!" The second image shows an older SFC design, with A,B,Y,X buttons, but in a different arrangement. Start and Select are also in a different orientation. The right side of the page shows the "mode 7" demo, scroll demo, sprite demo, colour, mosaic demo, and "sound" as the captions say.
The next pages have some great images of an early Super Mario World, and what turned into Pilotwings. I don't know about you, but I think a game where you play a dragonfly with guns and missiles would have been much more fun than a straight flight simulator...


And now, for those of you following at home, here is a timeline of the Super Famicom's progress as followed (rumoured?) by the Japanese press:


Here are some variations of the early Super Famicom Hardware.



These pics were taken from "Family Computer Magazine", the main rival to Famitsu, in their August 18, 1989 issue. The pics are from the same show that Famitsu attended, obviously, but they have much larger pictures and close-ups of the SFC hardware. Even though the SFC would go through a few cosmetic changes, it is clear to me now that the hardware was basically finished by mid-1989, and that Nintendo sat on the SFC for over a year. They probably did this to let other software developers finish their games, but another reason was that the 8-bit Famicom was still selling like wildfire, and so they feared releasing the SFC too early would have killed hardware sales of a still-successful system. (Bah, at the very least, they could have spent that year upgrading the CPU speed!)


Here are the technical specs of the prototype SFC, circa mid-1989...

Performance:

So it looks like the SFC was pretty much shippable then. The only big differences I can see between these specs and that of the released version is much less main RAM. The release SFC has 128Kbytes of RAM, a very large increase. Most games don't use such a whopping amount of RAM, except for SlowROM games to run their code in at 3.58Mhz. So, perhaps Nintendo added the RAM in to get that speed boost.

Hmm... 2048 colours at once in the BG???!?!? (A technically-savvy friend has pointed out that this is the SFC's "direct colour mode" which displays 256-colour tiles, but with a lower single bit of colour selectable from the palette memory (256x8) for each tile. In other words, a mostly useless colour mode.)



This is the first time I've ever seen the old title screen to Super Mario World! Well, it's good that they changed it, since this seriously lacks colours... I can count maybe just 10 colours or so. It does have a nice Japanese "parchment" feel to it. It's interesting to note that the island in the title screen is the same as the "world" that you walk on in the map. It's an interesting mushroom-shaped world, though it's disappointingly small for aworld if you ask me.

Below are some more pics of an early Super Mario World. It looked very much like a 16-bit version of SMB3 back then, what with the note blocks, coins, square question blocks, andraccoon-Mario power-up. No sign of Yoshi whatsoever.

These pics, and the ones that appeared in other magazines, are usually identical. That means that Nintendo probably distributed slides or photographs to various magazines at the time. Only some of the images taken by magazines at the SFC show were from live video (or more likely videotape, given their blurriness.)

Here's an early title screen (?) of Dragonfly, what would become Pilotwings. Pretty boring, but I like the look of that '0' in the title... a level select, perhaps?


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