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 — 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.

Help me spread the word! You can now follow @panic and @playdate right here on Mastodon! ✨

We’ll keep you up-to-date with news about our Mac/iOS app updates! Information about upcoming video games we’re publishing (there are a few in the works!) And of course the latest on our unique yellow handheld game system.

Let’s go! 😆👍

@evanholt I wish I knew. I've looked for him twice and asked a couple of people who used to work with him, and I'm yet to find him. I'll try again later this year; maybe if I check under enough rocks or ask enough people he'll turn up.

@damianogerli I can confirm that it's definitely not on Prime in Australia.

@damianogerli Cool, thanks. Looks like it's generated subs only, so I'll either fumble through the Spanish at a reduced playback speed or try the auto-translate.

@damianogerli I have not! Got a link?

Got this book today. *Un Pasado Mejor: Memorias Del Videojuego Español*. It's a collection of Spanish-language interviews with various developers from the golden age of Spanish game development. (And it'll be a big test of my barely-intermediate-level Spanish language skills for me to read it.)
The front cover of Un Pasado Mejor: Memorias del videojuego Español, written by Atila Merino and published by GamePress. The illustration features a buff dude with a sword and shield kneeling on one leg, holding a glistening, glimmering Amstrad CPC above his head. The back cover of Un Pasado Mejor, including a detailed description of its contents (in Spanish). The book is a second volume in the Un Pasado Mejor series, this time focusing on the companies Dinamic, Topo Soft, Opera Soft, DRO Soft, Aventuras AD, Iber Soft, and New Frontier.

A reminder to my fellow Australians that you can buy the Expanded Edition of my first book The Secret History of Mac Gaming from PixelCrib, along with many other fine tomes about video games. Better yet, you can email your receipt to my publisher Bitmap Books to get a free bonus PDF copy as well (at least until Bitmap resumes shipping to our parts, whenever that happens). https://www.pixelcrib.com.au/products/the-secret-history-of-mac-gaming-expanded-edition?_pos=1&_psq=secret+history&_ss=e&_v=1.0

I don't care what anyone says, this is the peak era of graphics in games

Glider Pro screenshot Prince of Persia screenshot Sim City 2000 screenshot

Congrats to all current and former contributors of @scummvm on reaching 100 supported engines (with Chamber of the Sci-Mutant Priestess, aka KULT: The Temple of Flying Saucers, as lucky number 100).

It's amazing how much they've achieved since I wrote about ScummVM's history in an Ars feature 11 years ago, when they were at a then-incredible 34 supported engines. https://arstechnica.com/gaming/2012/01/maniac-tentacle-mindbenders-of-atlantis-how-scummvm-kept-adventure-gaming-alive/

A new engine lands in ScummVM.

An engine for "Chamber of the Sci-Mutant Priestess" also known as "KULT: The Temple of Flying Saucers" has landed ScummVM master.

It is a small and pretty unique game. So far, we support only DOS CGA rendering, but Hercules and EGA graphics support is in the works.

The engine is small, just 9.5k lines of code, the original was even a .COM file.

What makes this engine a bit special is it is our engine #100!

@scummvm @danielalbu A fine achievement! What's the lucky 100th engine?

For this month's issue of Retro Gamer magazine, I spoke with the team who worked on SimCopter. We went over several topics, like the infamous easter egg, the cancelled SimMars and the troubles in Maxis before Electronic Arts came in to save the day (at least, at the time...).

Activision Blizzard's CEO has said he "rewards profit and nothing else," so it didn't go over well when Blizzard devs were rewarded for a banner quarter by having their bonuses slashed. I wrote about it a bit in the latest This Week in Business column:

https://www.gamesindustry.biz/blizzard-president-sends-a-message-this-week-in-business

Who made the best 'About...' screens in the vintage Mac era? I present: ICOM Simulations, Inc. Theirs went above and beyond the usual boring text box while employing animation and ... music! I show them here in this video

https://youtu.be/UkA9XuP_g0w

A still capture if the 'About Shadowgate' animation sequence of a hapless person being chased by a flying dragon, high in the sky, barely jumping over a breath of fire as the scramble towards the safety of a medieval castle is attempted.

@evanholt Not that I know of, although I may try to contact the two Zacks as part of my Mac gaming history follow-up book work — and I'd of course ask them about it.

How the Finnish demoscene turned Helsinki into "The mobile gaming capital of the world."

There is one crucial line in this article, "We know we have the social security network to fall back on, so you don't have to mortgage your own house to set-up a company."

In other words, a good benefits system is the basis of an innovative population. People with a safety net are likely to take more risks in their businesses.

Governments take note.

https://www.bbc.co.uk/news/entertainment-arts-64655633

@craiggrannell @johnpassfield You could try splitting the material into multiple projects, like say one that's arcade-themed and another for the 8-bit/16-bit stuff, but there'll still need to be an angle/hook to tie each one coherently together and draw people in. Good luck, whatever you choose to do with the material; I hope the transcripts make it out into the world someday — in one form or another.

@johnpassfield @craiggrannell Interview transcripts packaged in a book format can work commercially with a strong angle (eg Gamers at Work was a great set of interviews about building a successful and innovative games company) or if edited into an oral history format — in both cases requiring good marketing or an established specialist publisher to break through the noise. Otherwise you'll struggle to sell much.

But for low effort you could package them all into an ebook and get it included in a StoryBundle; that'll likely net you several hundred dollars or more, which isn't much but depending on the state of your transcripts may be worthwhile. (I'm sitting on many hundreds of thousands of mostly-unpublished words in interview transcripts with notable people, too, so I know the feeling well of wondering how to publish it in a format that earns money.)

@iainmew I remember I ended up moving my FM09 save to Dropbox to avoid this very problem. Not sure about my FM12 save, which is probably somewhere on my iMac, but I suspect anything from the earlier games (FM06 and the various Champ Mans) may be long gone.

@savaran Yes! They were much more difficult than I'd have liked, but the design was superb, the graphics exceptional, and the audio innovative and influential in ways it rarely gets credited for. I encouraged Mark Stephen Pierce to do an official remaster or a throwback sequel when I last spoke to him pre-pandemic, but it seems nothing ever came of it.

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