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 an upcoming book on the creation of #AgeOfEmpires and another upcoming book that I'm not allowed to talk about yet.

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.

@pgv
And thank you for reading it. I first learnt about Seumas via a fan of his games who hoped to see his work covered in my book, and I was similarly touched by the story I heard, so in a way I'm just paying it forward.

Did you know that the Independent Games Festival's main prize, the Seumas McNally Grand Prize, is named after the creator of its *second* winner? Seumas made one of the last great shareware games, Tread Marks, a 3D combat racer with deformable terrain, released in early 2000.

Seumas had been diagnosed Hodgkin Lymphoma three years earlier, aged 18. As his health declined, he defiantly made the best Breakout game ever, DX-Ball 2, with help from his family, then after meeting his hero John Carmack he dove into this more ambitious, innovative project.

He released the game on January 3rd, 2000, then accepted the IGF main prize March 10th, assisted by an oxygen tank and seated in a wheelchair. He died 11 days later. Carmack later penned a moving eulogy (see attached images).

In honour of his gamedev dream, his family continued making games under his company name, Longbow Digital Arts (now Longbow Games). They made the Hegemony RTS series and puzzle-platformer Golem. https://longbowgames.com

As my own tribute to Seumas McNally's legacy, and to the brilliance of his games, I told a longer version of his story to close out my new book, Shareware Heroes: The renegades who redefined gaming at the dawn of the internet. More info on the book at https://sharewareheroes.com
Tread Marks screenshot DX-Ball 2 screenshot In Memory of Seumas McNally, by John Carmack 3/27/00 ------- Two years ago, Id was contacted by the Startlight Foundation, an organization that tries to grant wishes to seriously ill kids. (www.starlight.org) There was a young man with Hodgkin's Lymphoma that, instead of wanting to go to Disneyland or other traditional wishes, wanted to visit Id and talk with me about programming. It turned out that Seumas McNally was already an accomplished developer. His family company, Longbow Digital Arts (www.longbowdigitalarts.com), had been doing quite respectably selling small games directly over the internet. It bore a strong resemblance to the early shareware days of Apogee and Id. We spent the evening talking about graphics programmer things -- the relative merits of voxels and triangles, procedurally generated media, level of detail management, API and platforms. We talked at length about the balance between technology and design, and all the pitfalls that lie in the way of shipping a modern product. We also took a dash out in my ferrari, thinking "this is going to be the best excuse a cop will ever hear if we get pulled over". Longbow continued to be successful, and eventually the entire family was working full time on "Treadmarks", their new 3D tank game. Over email about finishing the technology in Treadmarks, Seumas once said "I hope I can make it". Not "be a huge success" or "beat the competition". Just "make it". That is a yardstick to measure oneself by. It is all too easy to lose your focus or give up with just the ordinary distractions and disappointments that life brings. This wasn't ordinary. Seumas had cancer. Whatever problems you may be dealing with in your life, they pale before having problems drawing your next breath. He made it. Treadmarks started shipping a couple months ago, and was entered in the Independent Games Festival at the Game Developer's Conference this last month. It came away with the awards for technical excellence, game design, and the grand prize. I went out to dinner with the McNally family the next day, and had the opportunity to introduce Anna to them. One of the projects at Anna's new company, Fountainhead Entertainment (www.fountainheadent.com), is a documentary covering gaming, and she had been looking forward to meeting Seumas after hearing me tell his story a few times. The McNallys invited her to bring a film crew up to Canada and talk with everyone whenever she could. Seumas died the next week. I am proud to have been considered an influence in Seumas' work, and I think his story should be a good example for others. Through talent and determination, he took something he loved and made a success out of it in many dimensions.

@flargh I had that same thought once (for my nearsightedness), then after 20 minutes of research decided it'd be a bad idea because apparently the procedure exacerbates dry eye syndrome (which I have).

@vga256 They're beautifully produced, just like Ceremony. Obviously missing the audiovisual stuff that's only possible on computer, but on the other hand you get a wonderful tactility that's only possible with books and physical mixed-media production.

@matt_diamond @vga256 It'll probably run in emulation. It's definitely worth playing, regardless.

@Vidyala @vga256 If you love the books then you should definitely try Ceremony of Innocence. It adds so much to them with its animation, narration, and sound design.

@vga256 I'm glad I could help you learn about it. Ceremony of Innocence is one of my favourite things ever. I came across it shortly after my mum gave me the books (which are great) in the early 2000s and was similarly blown away by the experience.

sometimes i come across and projects that blow me away so completely that i end up spending the rest of the day just playing with them.

Ceremony of Innocence (1997) tells the story of two lonely strangers who fall in love through a series of postcards... all based on the novel Griffin and Sabine by nick bantock.

each postcard is lavishly decorated and animated. but what blew me away was the tactile, playful interactivity. sometimes postcards are pried apart, caressed, or tortured into opening... all with the mouse cursor.

voice acting by Isabella Rosselini, Paul McGann and Ben Kingsley. the project won two BAFTAs in its day.

i'm offended that we have nothing today that compares with this multimedia experience. all made in director by Real World Multimedia.

creative director Alex Mayhew has some background on the project here:
https://www.alexmayhew.com/portfolio-item/ceremony-of-innocence/

🙏 thank you @MossRC for the tip about this absolute gem

@vga256 Ooh, yes, they did some amazing stuff with the tech. (And yeah, the story of how Director was used is way more interesting than how/why it was made.) I've always wanted to read a deep dive into the work of Real World Multimedia, too

@vga256 It doesn't help that one of its creators is generally regarded as being a toxic, woman-harrassing dickhead (I can't speak to the truth of the rumours, but he wasn't exactly pleasant to deal with in my very-limited experience with the man). But I agree, and I'd love to read such a history.

At one point several years ago I actually thought about doing a history book on the golden age of multimedia; I eventually decided I wasn't the right person to write it.

@vga256 This is so cool. I miss the weird interactive shit that people did in the multimedia days.

having fun documenting the mid- and early interactive movement

today's archival project is the companion for the book "In Your Face: The Best of Interactive interface Design". it is full of dozens of Director projectors highlighting award-winning websites, cd-roms, floppies and kiosks of the era.

most of the designs are fun, goofy and tactile

if you're feeling wistful for design, this is the cheapest time travel device money can buy 😅

disc image here - windows/mac:
https://archive.org/details/in_your_face_disc

Years before Rockstar's Bully, in Italy we had Tabboz Simulator. A free game released to great success in 1997, it was a simple Tamagotchi-like "white trash" simulator where you could get into fights with metalheads, get a girlfriend, modify your scooter and buy loads of furry clothes.

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

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