Pleroma

Pleroma

Richard Moss | @MossRC@social.mossrc.me

Author of *Shareware Heroes: The renegades who redefined gaming at the dawn of the Internet* and *The Secret History of Mac Gaming*, as well as two upcoming books โ€” one on the creation of #AgeOfEmpires and the other about the history of football (soccer) games.

Writer/director on TerrorBytes: The Evolution of Horror Gaming, an upcoming five-part docuseries about horror games. Producer/co-writer on FPSDOC, a 4.5-hour documentary film celebrating the first-person shooter genre (with an emphasis on the 90s/early-2000s golden age) that's guided by the developers themselves.

Creates The Life & Times of Video Games and Ludiphilia podcasts.

He/him.

rich@mossrc.me
@MossRC on Twitter and @mossrc.bsky.social on Bluesky.

Posts mainly about #gamedev and #indiegames histories and stories, #retrogaming/#retrogames, #retrocomputing, #classicmac, #shareware, #tombraider, and #videogamehistory.

๐Ÿ“ข New mod by Xevengar!

* Play as CJ from GTA: San Andreas * ๐Ÿ‘
(also includes a new torso boss - you can see him in the video)

- Download the mod: https://core-design.com/community_tr1laramoddings5.html ๐Ÿ”—
- Video: https://youtu.be/NuzJs5qLSZU ๐ŸŽž๏ธ

@dangolding
Congrats! Sounds like interesting and valuable research, too.

i helped test the Windows and Android versions of Aerofoil. Great source port.

@MossRC Here's Glider PRO in your browser. https://galeforcegames.itch.io/aerofoil

"Do we have any quotes to put on the back of the box?" "Eh, kind of, but they're all like, 'This game is not terrible.' Why don't you just make some up instead?" "Sure!" *scribbles down furiously*
Tracksuit Manager 2 box back; quote at the top, which is unattributed, says "probably the best football management game ever!" Several other unattributed quotes offer similar effusive praise.

The original game had a lovely quaint charm to it (what Calhoun calls a "quiet domesticity"), but I love the creativity of the commercial sequels, which came with a Room Editor app that people used for all sorts of offbeat and original ideas. Just look at all these cool room designs.
Hands-Off House from Glider 4 Hands-Off House Pac-Man Glider Space Pods Glider

The Glider games have been a huge part of my life, from shareware original on a b/w Mac through two commercial releases in the 90s and later an iOS/Mac game. Interviewing creator John Calhoun in depth and dedicating a whole chapter to his work was the biggest highlight of working on The Secret History of Mac Gaming (https://secrethistoryofmacgaming.com) for me.
Glider 2.02 screenshot; just a paper plane in a simple rundown house Glider 4 screenshot, with a toaster on the floor of the bathroom for some reason Glider PRO screenshot Glider Classic screenshot

The MOOF A DAY collection just passed 50 items.

What's a MOOF? It's a copy-protected Macintosh program, imaged using a flux reader called APPLESAUCE and made bootable in an emulator at Internet Archive.

If you lived through the early black and white macs, this growing collection is going to bring back amazing memories, and make a familiar "BING!"

https://archive.org/details/moofaday?sort=-date

@BrendanSinclair Yep, and for any studios and operating groups that are well managed, having that independence and agency within the ginormous Embracer family may let them thrive. But I'm not convinced that they're all well managed, and with minimal top-level personnel changes post-sale I suspect any dysfunction or incompetence has just been ported over and given a clean slate.

But back to the original point, I don't see any clear signs that they're even planning to implement a coherent business-wide strategic alignment. They seem to treat it more like an investment portfolio.

@1Bit Yes, absolutely. She gave the Mac so much character and spunk, and her artistic and design sensibilities complemented beautifully the ideas of Bill Atkinson and Steve Capps.

@BrendanSinclair I'm starting to wonder if the different units within the Embracer group even talk to each other or have any real strategic alignment at all. The sale to Embracer certainly doesn't seem to have changed anything in the business management practices of the former Eidos studios.

Embracer Group set up an archival group saying it wants to preserve game history, then it pulls this nonsense.

https://www.eurogamer.net/deus-ex-go-becomes-unplayable-in-january-even-if-you-paid-for-it

@1Bit I love her little dig at the idea that computers need to be used for serious work and business.

Quick MacPaint Masterclass from Susan Kare
https://youtu.be/zOP1LNr70aU&t=1267

@thevglibrary @lunarloony Thanks Dean! As for this Jeff Anderson fellow, I've not dug into his history before (and his games aren't mentioned in my book), but it looks like he went to Colorado State University โ€” so matching up the dates, I'd guess this is him: https://www.linkedin.com/in/jeff-anderson-655bb639/

To find out for sure, of course, you'll have to just send him a message (or put that profile URL into an email finder like RocketReach or Lusha).

I published a small history on gaming/software piracy in Europe, looking at the major cracking groups and at the notorious Twilight CDs, one of the biggest ever pirate operations in the continent (if not the world). It was difficult to get information, but hopefully it can be used as an introduction on the topic. https://genesistemple.com/the-european-bucaneers-gaming-piracy-in-the-eu-between-the-80s-and-90s

Ray Feibush's 1974 cover art for "The Far-Out Worlds of A E Van Vogt"

[via https://www.reddit.com/r/RetroFuturism/comments/z0zqxq/ray_feibush_cover_art_for_the_farout_worlds_of_a/]

The next DOS Games Jam has been announced. It's a casual, unranked game jam where people can make new DOS games or tabletop and video games inspired by DOS games. The jam is over a month long but shorter projects that are low stress are encouraged. Previously started projects are allowed too

https://itch.io/jam/dos-games-end-of-the-year-jam-2022

It's a weird and wonderful way to cap off the story of a brilliant, imaginative 3D action-puzzle-adventure game. And somehow, after traversing Venetian canals, an abandoned opera house, Great Wall ruins, a huge Tibetan monastery, a palace of ice, a sunken oil rig, and more, this surrealistic abstraction feels completely natural.

Unfortunately the TR2 team would move onto a different project and then leave the company after this, their plans of a two-year TR3 development cycle with new engine tech scuppered by Eidos management. Their replacements did a fine job on three more games with the original engine, but I would have loved to see what the level designers Heather and Neal and level editor programmer Gavin Rummery could have come up with if they'd got their way.
Tomb Raider 2 screenshot by Richard Moss Tomb Raider 2 screenshot by Richard Moss Tomb Raider 2 screenshot by Richard Moss Tomb Raider 2 screenshot by Richard Moss

The funny thing about Tomb Raider II is that you go through basically the whole game playing levels rooted in real environments around the world, and that feel kind of *videogame real*, with architectural norms, naturalistic landscapes, and a sense that you're exploring abandoned places, then you get to the final level and all bets are off. Suddenly bad guys are jade statues come to life who can fly, and for some reason they make animal noises, while the level design has transformed into a fever dream of jagged edges and green islands floating in empty space.

It's like after making two games with this engine the level designers had it so completely mastered that the only thing left to do was to make a surrealistic deconstructed design that abstracts away everything but the core mechanics โ€” running, jumping, grabbing, shooting, pulling levers, dodging traps โ€” and the big thematic motifs of the game โ€” the twisted fate of an ancient Chinese emperor, a dark power lying dormant, and a life-or-death struggle to protect or uncover the dagger that holds the power.
Tomb Raider 2 floating islands scenery Tomb Raider 2 floating islands screenshot Tomb Raider 2 floating islands jade statue screenshot Tomb Raider 2 floating islands flying bad guy screenshot

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