The Apple II is an 8-bit home computer, one of the first successful mass-produced microcomputer products, designed by Steve Wozniak. It was introduced in 1977 at the West Coast Computer Faire by Jobs and was the first consumer product sold by Apple Computer, Inc, it is the first model in a series of computers which were produced until Apple IIe production ceased in November 1993. The Apple II marks Apple's first launch of a personal computer aimed at a consumer market – branded towards American households rather than businessmen or computer hobbyists. Byte magazine referred to the Apple II, Commodore PET 2001 and the TRS-80 as the "1977 Trinity." The Apple II had the defining feature of being able to display color graphics, this capability was the reason why the Apple logo was redesigned to have a spectrum of colors. By 1976, Steve Jobs had convinced the product designer Jerry Manock to create the "shell" for the Apple II – a smooth case inspired by kitchen appliances that would conceal the internal mechanics.
The earliest Apple IIs were assembled in Silicon Valley, in Texas. The first computers went on sale on June 10, 1977 with a MOS Technology 6502 microprocessor running at 1.023 MHz, two game paddles, 4 KB of RAM, an audio cassette interface for loading programs and storing data, the Integer BASIC programming language built into the ROMs. The video controller displays 24 lines by 40 columns of monochrome, uppercase-only text on the screen, with NTSC composite video output suitable for display on a TV monitor, or on a regular TV set by way of a separate RF modulator; the original retail price of the computer was $1,298 and $2,638. To reflect the computer's color graphics capability, the Apple logo on the casing has rainbow stripes, which remained a part of Apple's corporate logo until early 1998. Most the Apple II was a catalyst for personal computers across many industries. In the May 1977 issue of Byte, Steve Wozniak published a detailed description of his design; this arrangement eliminated the need for a separate refresh circuit for the DRAM chips, as the video transfer accessed each row of the dynamic memory within the timeout period.
In addition, it did not require separate RAM chips for the video RAM, while the PET and TRS-80 had SRAMs for the video. Rather than use a complex analog-to-digital circuit to read the outputs of the game controller, Wozniak used a simple timer circuit whose period is proportional to the resistance of the game controller, used a software loop to measure the timer. A single 14.31818 MHz master oscillator was divided by various ratios to produce all other required frequencies, including the microprocessor clock signals, the video transfer counters, the color-burst samples. The text and graphics screens have a complex arrangement. For instance, the scanlines were not stored in sequential areas of memory; this complexity was due to Wozniak's realization that the method would allow for the refresh of the dynamic RAM as a side effect. This method had no cost overhead to have software calculate or look up the address of the required scanline and avoided the need for significant extra hardware. In the high-resolution graphics mode, color is determined by pixel position and thus can be implemented in software, saving Wozniak the chips needed to convert bit patterns to colors.
This allowed for subpixel font rendering, since orange and blue pixels appear half a pixel-width farther to the right on the screen than green and purple pixels. The Apple II at first used data cassette storage like most other microcomputers of the time. In 1978, the company introduced an external 5 1⁄4-inch floppy disk drive, the Disk II, attached via a controller card that plugs into one of the computer's expansion slots; the Disk II interface, created by Wozniak, is regarded as an engineering masterpiece for its economy of electronic components. The approach taken in the Disk II controller is typical of Wozniak's designs. With a few small-scale logic chips and a cheap PROM, he created a functional floppy disk interface at a fraction of the component cost of standard circuit configurations. Steve Jobs extensively pushed to give the Apple II a case that looked visually appealing and sellable to people outside of electronics hobbyists, rather than the generic wood and metal boxes typical of early microcomputers.
The result was a futuristic-looking molded white plastic case. Jobs paid close attention to the keyboard design and decided to use dark brown keycaps as it contrasted well with the case; the first production Apple IIs had hand-molded cases. In addition, the initial case design ha
Electronic Games was the first dedicated video game magazine published in the United States and ran from October 15, 1981 to 1997 under different titles. It was co-founded by Bill Kunkel, Joyce Worley, Arnie Katz, is not to be confused with Electronic Gaming Monthly; the history of Electronic Games originates in Video. Video games were covered sporadic in Deeny Kaplan's regular "VideoTest Reports" column. In the summer of 1979, Video decided to launch a new column to focus on video games. Arcade Alley would represent a journalistic first. Written by Bill Kunkel, Arnie Katz, Joyce Worley, the three writers became close friends and in 1981 they founded Electronic Games magazine; the magazine was active from Winter 1981, during the golden age of arcade video games and the second generation of consoles, up until 1985, following the North American video game industry crash. The magazine was revived during the 16-bit era in the early 1990s, but ended in 1995, at which point it was renamed to Fusion.
The release of the first issue was scheduled for October 15, 1981. However, the release was postponed to October 29, 1981 and featured a different cover than advertised; the magazine is notable for hosting the Arcade Awards, or Arkie Awards, the first "Game of the Year" award ceremony running in Video's "Arcade Alley" column. The following games are the winners of the magazine's annual Arcade Awards; the awards for each year took place in the January of the following year. No single game was allowed to win more than one award in the same year. According to the Winter 1981 issue of Electronic Games, the 1980 Arcade Awards were announced in February 1980 and covered all hardware and software produced prior to January 1, 1980; the 1981 edition of the awards reflects accomplishments during the 12 months of the preceding year. The third annual Arcade Awards were sponsored jointly by Video and Electronic Games and honored outstanding achievements in the field of video games of the year 1981; the 1982 Arcade Awards were published in the March 1982 issue of Electronic Games.
The 4th "Arkies" cover games published between October 1, 1981 and October 1, 1982 and were published in the January 1983 issue of Electronic Games. The 5th "Arkies" were published in the January 1984 issue of Electronic Games; the 6th "Arkies" were printed in the January 1985 issue of Electronic Games. Following the magazine's revival in 1992, it published the Electronic Gaming Awards in January 1993, where editors nominated several games for each category and the readers would vote which games win; the following games were nominated for 1992. The following games were nominated by editors for the EG Awards of 1993. From May 1982 onwards, the magazine carried out a reader poll in each issue to see which are the most popular games of the month among its readers, up until the January 1985 issue; the top-ranking games in these polls are listed below. MayConsole: Asteroids Computer: Star Raiders Arcade: Pac-Man AugustConsole: Pac-Man Computer: Star Raiders Arcade: Pac-Man SeptemberConsole: Pac-Man Computer: Star Raiders Arcade: Pac-Man October & NovemberConsole: Defender Computer: Star Raiders Arcade: Tempest The games that were top-ranked the most in these 1982 polls were: Console: Pac-Man Computer: Star Raiders Arcade: Pac-Man JanuaryConsole: Pitfall!
Computer: Star Raiders Arcade: Donkey Kong MayConsole: Pitfall! Computer: Star Raiders Arcade: Donkey KongJuneConsole: Donkey Kong Computer: Star Raiders Arcade: Donkey Kong JulyConsole: Pitfall! Computer: Star Raiders Arcade: Donkey Kong AugustConsole: Donkey Kong Computer: Pac-Man Arcade: Zaxxon SeptemberConsole: Donkey Kong Jr. Computer: Star Raiders Arcade: Pole Position OctoberConsole: Donkey Kong Computer: Star Raiders Arcade: Pole Position NovemberConsole: Donkey Kong Jr. Computer: Star Raiders Arcade: Pole Position DecemberConsole: Donkey Kong Jr. Computer: Miner 2049er Arcade: Pole Position The games that were top-ranked the most in these 1983 polls were: Console: Donkey Kong / Donkey Kong Jr. Computer: Star Raiders Arcade: Pole Position JanuaryConsole: Donkey Kong Jr. Computer: Miner 2049er Arcade: Dragon's Lair NovemberConsole: Pitfall II Computer: Zork I Arcade: Dragon's Lair DecemberComputer: Zork I Arcade: Spy Hunter The games that were top-ranked the most in these 1984 polls were: Console: Donkey Kong Jr. / Pitfall II Computer: Zork I Arcade: Dragon's Lair JanuaryConsole: Pitfall II Computer: Miner 2049er (Runner-Up: Donk
Platform games, or platformers, are a video game genre and subgenre of action game. In a platformer the player controlled character must jump and climb between suspended platforms while avoiding obstacles. Environments feature uneven terrain of varying height that must be traversed; the player has some control over the height and distance of jumps to avoid letting their character fall to their death or miss necessary jumps. The most common unifying element of games of this genre is the jump button, but now there are other alternatives like swiping a touchscreen. Other acrobatic maneuvers may factor into the gameplay as well, such as swinging from objects such as vines or grappling hooks, as in Ristar or Bionic Commando, or bouncing from springboards or trampolines, as in Alpha Waves; these mechanics in the context of other genres, are called platforming, a verbification of platform. Games where jumping is automated such as 3D games in The Legend of Zelda series, fall outside of the genre. Platform games originated in the early 1980s, which were about climbing ladders as much as jumping, with 3D successors popularized in the mid-1990s.
The term describes games where jumping on platforms is an integral part of the gameplay and came into use after the genre had been established, no than 1983. The genre is combined with elements of other genres, such as the shooter elements in Contra, Beat'em up elements of Viewtiful Joe, adventure elements of Flashback, or role-playing game elements of Castlevania: Symphony of the Night. While associated with console gaming, there have been many important platform games released to video arcades, as well as for handheld game consoles and home computers. North America and Japan have played major parts in the genre's evolution. Platform themes range from cartoon-like games to science fantasy epics. At one point, platform games were the most popular genre of video game. At the peak of their popularity, it is estimated that between one-quarter and one-third of console games were platformers. No genre either before or since has been able to achieve a similar market share; as of 2006, the genre had become far less dominant, representing a two percentage market share as compared to fifteen percent in 1998, but is still commercially viable, with a number of games selling in the millions of units.
Since 2010, a variety of endless running platformers for mobile devices have brought renewed popularity to the genre. Platform games originated in the late 1970s - early 1980s. Most, but not all, early examples of platform games were confined to a static playing field viewed in profile. Space Panic, a 1980 arcade release by Universal, is sometimes credited as being the first platform game, though the distinction is contentious. While the player had the ability to fall, there was no ability to jump, so the game does not satisfy most modern definitions of the genre. However, it influenced the genre, with gameplay centered on climbing ladders between different floors, a common element in many early platform games. A difficult game to learn, Space Panic remained obscure as an arcade game, but the 1981 unauthorized clone Apple Panic was a hit for home computers. Another precursor to the genre from 1980 was Nichibutsu's Crazy Climber, which revolved around the concept of climbing vertically-scrolling skyscrapers.
Donkey Kong, an arcade game created by Nintendo and released in July 1981, was the first game that allowed players to jump over obstacles and across gaps, making it the first true platformer. It introduced a modern icon of the genre, under the name Jumpman. Donkey Kong was ported to many consoles and computers at the time, notably as the system-selling pack-in game for ColecoVision, a handheld version from Coleco in 1982; the game helped cement Nintendo's position as an important name in the video game industry internationally. The following year, Donkey Kong received a sequel, Donkey Kong Jr.. The third game in the series, Donkey Kong 3, was not a platformer, but it was succeeded by Mario Bros, a platform game that offered two-player simultaneous cooperative play; this title laid the groundwork for other popular two-player cooperative platformers such as Fairyland Story and Bubble Bobble, which in turn influenced many of the single-screen platformers that would follow. Beginning in 1982, transitional games emerged that did not feature scrolling graphics, but had levels that spanned several connected screens.
Pitfall!, released for the Atari 2600, featured broad, horizontally extended levels. It was a breakthrough for the genre. Smurf: Rescue in Gargamel's Castle was released on the ColecoVision that same year, adding uneven terrain and scrolling pans between static screens. Manic Miner and its sequel Jet Set Willy continued this style of multi-screen levels on home computers. Wanted: Monty Mole won the first award for Best Platform game in 1984; that same year, Epyx released Impossible Mission, which further expanded on the exploration aspect and laid the groundwork for such games as Prince of Persia. The term platform game is somewhat ambiguous when referring to games that predate the widespread, international use of the term; the concept of a platform game as it was defined in its earliest days is somewhat different from how the term is used today. Following the release of Donkey Kong, a genre of similarly-styled games emerged characterized by a profile view of tiers connected by ladders; these included Kangaroo, Canyon Climber, Miner 2049er, Lode Runner, Jumpman.
The two most common gameplay goals were to get to the top of the screen or to collect all of a particular item, both of which are found in Donkey Kong. The North Ame
Video game genre
A video game genre is a classification assigned to a video game based on its gameplay interaction rather than visual or narrative differences. A video game genre is defined by a set of gameplay challenges and are classified independently of their setting or game-world content, unlike other works of fiction such as films or books. For example, a shooter game is still a shooter game, regardless of when it takes place; as with nearly all varieties of genre classification, the matter of any individual video game's specific genre is open to personal interpretation. Moreover, each individual game may belong to several genres at once; the first attempt to classify different genres of video games was made by Chris Crawford in his book The Art of Computer Game Design in 1984. In this book, Crawford focused on the player's experience and activities required for gameplay. Here, he stated that "the state of computer game design is changing quickly. We would therefore expect the taxonomy presented to become obsolete or inadequate in a short time."
Since among other genres, the platformer and 3D shooter genres, which hardly existed at the time, have gained a lot of popularity. As hardware capabilities have increased, new genres have become possible, with examples being increased memory, the move from 2D to 3D, new peripherals and location. Though genres were just interesting for game studies in the 1980s, the business of video games expanded in the 1990s and both smaller and independent publishers had little chance of surviving; because of this, games settled more into set genres that larger publishers and retailers could use for marketing. Due to "direct and active participation" of the player, video game genres differ from literary and film genres. Though one could state that Space Invaders is a science-fiction video game, such a classification "ignores the differences and similarities which are to be found in the player's experience of the game." In contrast to the visual aesthetics of games, which can vary it is argued that it is interactivity characteristics that are common to all games.
Descriptive names of genres take into account the goals of the game, the protagonist and the perspective offered to the player. For example, a first-person shooter is a game, played from a first-person perspective and involves the practice of shooting; the term "subgenre" may be used to refer to a category within a genre to further specify the genre of the game under discussion. Whereas "shooter game" is a genre name, "first-person shooter" and "third-person shooter" are common subgenres of the shooter genre. Other examples of such prefixes are real-time, turn based, side-scrolling; the target audience, underlying theme or purpose of a game are sometimes used as a genre identifier, such as with "games for girls," games for cats,"Christian game" and "Serious game" respectively. However, because these terms do not indicate anything about the gameplay of a video game, these are not considered genres. Video game genres vary in specificity, with popular video game reviews using genre names varying from "action" to "baseball."
In this practice, basic themes and more fundamental characteristics are used alongside each other. A game may combine aspects of multiple genres in such a way that it becomes hard to classify under existing genres. For example, because Grand Theft Auto III combined shooting and roleplaying in an unusual way, it was hard to classify using existing terms. Since the term Grand Theft Auto clone has been used to describe games mechanically similar to Grand Theft Auto III; the term roguelike has been developed for games that share similarities with Rogue. Elements of the role-playing genre, which focuses on storytelling and character growth, have been implemented in many different genres of video games; this is because the addition of a story and character enhancement to an action, strategy or puzzle video game does not take away from its core gameplay, but adds an incentive other than survival to the experience. According to some analysts, the count of each broad genre in the best selling physical games worldwide is broken down as follows.
The most popular genres are Shooter, Role-playing and Sports, with Platformer and Racing having both declined in the last decade. Puzzle games have declined when measured by sales, however, on mobile, where the majority of games are free-to-play, this genre remains the most popular worldwide. List of video game genres
Apple II series
The Apple II series is a family of home computers, one of the first successful mass-produced microcomputer products, designed by Steve Wozniak, manufactured by Apple Computer, launched in 1977 with the original Apple II. In terms of ease of use and expandability, the Apple II was a major advancement over its predecessor, the Apple I, a limited-production bare circuit board computer for electronics hobbyists. Through 1988, a number of models were introduced, with the most popular, the Apple IIe, remaining changed little into the 1990s. A 16-bit model with much more advanced graphics and sound, the Apple IIGS, was added in 1986. While compatible with earlier Apple II systems, the IIGS was in closer competition with the Atari ST and Amiga; the Apple II was first sold on June 10, 1977. By the end of production in 1993, somewhere between five and six million Apple II series computers had been produced; the Apple II was one of the longest running mass-produced home computer series, with models in production for just under 17 years.
The Apple II became one of several recognizable and successful computers during the 1980s and early 1990s, although this was limited to the USA. It was aggressively marketed through volume discounts and manufacturing arrangements to educational institutions, which made it the first computer in widespread use in American secondary schools, displacing the early leader Commodore PET; the effort to develop educational and business software for the Apple II, including the 1979 release of the popular VisiCalc spreadsheet, made the computer popular with business users and families. The original Apple II operating system was in ROM along with Integer BASIC. Programs were entered saved and loaded on cassette tape; when the Disk II was implemented in 1978 by Steve Wozniak, a Disk Operating System or DOS was commissioned from the company Shepardson Microsystems where its development was done by Paul Laughton. The final and most popular version of this software was Apple DOS 3.3. Some commercial Apple II software did not use standard DOS formats.
This discouraged the modifying of the software on the disks and improved loading speed. Apple DOS was superseded by ProDOS, which supported a hierarchical filesystem and larger storage devices. With an optional third-party Z80-based expansion card, the Apple II could boot into the CP/M operating system and run WordStar, dBase II, other CP/M software. With the release of MousePaint in 1984 and the Apple IIGS in 1986, the platform took on the look of the Macintosh user interface, including a mouse. Despite the introduction of the Motorola 68000-based Macintosh in 1984, the Apple II series still accounted for 85% of the company's hardware sales in the first quarter of fiscal 1985. Apple continued to sell Apple II systems alongside the Macintosh until terminating the IIGS in December 1992 and the IIe in November 1993; the last II-series Apple in production, the IIe card for Macintoshes, was discontinued on October 15, 1993. The total Apple II sales of all of its models during its 16-year production run were about 6 million units, with the peak occurring in 1983 when 1 million were sold.
The Apple II was designed to look more like a home appliance than a piece of electronic equipment. The lid popped off the beige plastic case without the use of tools, allowing access to the computer's internals, including the motherboard with eight expansion slots, an array of random access memory sockets that could hold up to 48 kilobytes worth of memory chips; the Apple II had color and high-resolution graphics modes, sound capabilities and one of two built-in BASIC programming languages. The Apple II was targeted for the masses rather than just engineers. Unlike preceding home microcomputers, it was sold as a finished consumer appliance rather than as a kit. VanLOVEs Apple Handbook and The Apple Educators Guide by Gerald VanDiver and Rolland Love reviewed more than 1,500 software programs that the Apple II series could use; the Apple dealer network used this book to emphasize the growing software developer base in education and personal use. The Apple II series had a keyboard built into the motherboard shell, with the exception of the Apple IIGS which featured an external keyboard.
The Apple II case was durable enough, according to a 1981 Apple ad, to protect an Apple II from a fire started when a cat belonging to one early user knocked over a lamp. Early II-series models were designated "Apple ]["; the first Apple II computers went on sale on June 10, 1977 with a MOS Technology 6502 microprocessor running at 1.023 MHz, 4 KB of RAM, an audio cassette interface for loading programs and storing data, the Integer BASIC programming language built into the ROMs. The video controller displayed 40 columns by 24 lines of monochrome, upper-case-only text on the screen, with NTSC composite video output suitable for display on a TV monitor, or on a regular TV set by way of a separate RF modulator; the original retail price of the computer was US$1298 and US$2638. To reflect the computer's color graphics capability, the Apple logo on the casing was represented using rainbow stripes, which remained a part of Apple's corporate logo until early 1998; the earliest Apple IIs were assembled in Silicon Valley, in Texas.
Softalk was an American magazine of the early 1980s that focused on the Apple II computer. Published from September 1980 through August 1984, it featured articles about hardware and software associated with the Apple II platform and the people and companies who made them; the name was used on a newsletter of Apple Software pioneer company, who in 1980 changed its name to Artsci Inc. The startup capital for Softalk came from Margot Comstock, who had won on the television game show Password, along with a generous contribution after a few months from John Haller and from Comstock and Al Tommervik's second mortgage on their house. Partners William V R Smith III, William Depew contributed early office space in their Softape storeroom and arrived unexpectedly with office desks when Softalk moved into its own location. Unlike other computer magazines that focused on a specific, narrow subject matter or market segment, Softalk gave broad coverage to all parts of the Apple world of the time, from programming tips to game playing, from business to home use, including computing as an industry, a hobby, a tool, a toy, a culture.
On occasion it ran fiction. Another characteristic of the magazine was a insider-like voice; the experts in those early days chatted in their own relaxed language about the techniques and elements of their world. Bert Kersey, Beagle Bros, was one columnist. A regular feature was a monthly chart of the most popular software in various categories, the Apple community's equivalent of the Billboard charts for pop music. Unlike most such bestseller lists, which report shipment from warehouses, not sales, Softalk's bestseller numbers were drawn from polling retail sales in computer stores throughout the world. There were contests encouraging the participation of readers. Softalk was sent free to all registered Apple owners, but it required paid subscription after one free year. Softalk underwent rapid expansion in its early history, with issues getting thick, but an industry slump in 1984 caught Softalk with too much unrealized revenues against heavy printing costs, which overtaxed its undercapitalized status.
Rather than take the desperate path of erratic publication, the Softalk board chose to cease publication. In its 48 influential months, the original Softalk readership grew from 30,000 names loaned by Apple Computer Inc. to 250,000 readers. In its third and fourth years, Softalk achieved a place on the Folio 400 list of the nation's largest magazines; when the IBM PC came on the market, Softalk Publishing started "'Softalk for the IBM PC."' And with the advent of the Macintosh, Softalk Publishing launched Softalk Mac, written as ST. Mac. For a few years Softalk Publishing published a magazine begun by On-Line Systems: Softline, renamed to ST. Game for its final issue; the disk magazine Softdisk was partly owned by Softalk, survived on its own. Softalk at the Internet Archive
A computing platform or digital platform is the environment in which a piece of software is executed. It may be the hardware or the operating system a web browser and associated application programming interfaces, or other underlying software, as long as the program code is executed with it. Computing platforms have different abstraction levels, including a computer architecture, an OS, or runtime libraries. A computing platform is the stage. A platform can be seen both as a constraint on the software development process, in that different platforms provide different functionality and restrictions. For example, an OS may be a platform that abstracts the underlying differences in hardware and provides a generic command for saving files or accessing the network. Platforms may include: Hardware alone, in the case of small embedded systems. Embedded systems can access hardware directly, without an OS. A browser in the case of web-based software; the browser itself runs on a hardware+OS platform, but this is not relevant to software running within the browser.
An application, such as a spreadsheet or word processor, which hosts software written in an application-specific scripting language, such as an Excel macro. This can be extended to writing fully-fledged applications with the Microsoft Office suite as a platform. Software frameworks. Cloud computing and Platform as a Service. Extending the idea of a software framework, these allow application developers to build software out of components that are hosted not by the developer, but by the provider, with internet communication linking them together; the social networking sites Twitter and Facebook are considered development platforms. A virtual machine such as the Java virtual machine or. NET CLR. Applications are compiled into a format similar to machine code, known as bytecode, executed by the VM. A virtualized version of a complete system, including virtualized hardware, OS, storage; these allow, for instance, a typical Windows program to run on. Some architectures have multiple layers, with each layer acting as a platform to the one above it.
In general, a component only has to be adapted to the layer beneath it. For instance, a Java program has to be written to use the Java virtual machine and associated libraries as a platform but does not have to be adapted to run for the Windows, Linux or Macintosh OS platforms. However, the JVM, the layer beneath the application, does have to be built separately for each OS. AmigaOS, AmigaOS 4 FreeBSD, NetBSD, OpenBSD IBM i Linux Microsoft Windows OpenVMS Classic Mac OS macOS OS/2 Solaris Tru64 UNIX VM QNX z/OS Android Bada BlackBerry OS Firefox OS iOS Embedded Linux Palm OS Symbian Tizen WebOS LuneOS Windows Mobile Windows Phone Binary Runtime Environment for Wireless Cocoa Cocoa Touch Common Language Infrastructure Mono. NET Framework Silverlight Flash AIR GNU Java platform Java ME Java SE Java EE JavaFX JavaFX Mobile LiveCode Microsoft XNA Mozilla Prism, XUL and XULRunner Open Web Platform Oracle Database Qt SAP NetWeaver Shockwave Smartface Universal Windows Platform Windows Runtime Vexi Ordered from more common types to less common types: Commodity computing platforms Wintel, that is, Intel x86 or compatible personal computer hardware with Windows operating system Macintosh, custom Apple Inc. hardware and Classic Mac OS and macOS operating systems 68k-based PowerPC-based, now migrated to x86 ARM architecture based mobile devices iPhone smartphones and iPad tablet computers devices running iOS from Apple Gumstix or Raspberry Pi full function miniature computers with Linux Newton devices running the Newton OS from Apple x86 with Unix-like systems such as Linux or BSD variants CP/M computers based on the S-100 bus, maybe the earliest microcomputer platform Video game consoles, any variety 3DO Interactive Multiplayer, licensed to manufacturers Apple Pippin, a multimedia player platform for video game console development RISC processor based machines running Unix variants SPARC architecture computers running Solaris or illumos operating systems DEC Alpha cluster running OpenVMS or Tru64 UNIX Midrange computers with their custom operating systems, such as IBM OS/400 Mainframe computers with their custom operating systems, such as IBM z/OS Supercomputer architectures Cross-platform Platform virtualization Third platform Ryan Sarver: What is a platform