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.

@AndrewMettier I don't have any invite codes; I got in via the waitlist and apparently they only give codes to people after they've been active for a while.

My main social media presence will remain here for the foreseeable future (I like it here!), but I'm also now trying out Bluesky at https://bsky.app/profile/mossrc.bsky.social for anyone interested. My feed there is likely just going to be modified cross-posts from here, aside from platform-specific boosts and replies.

A belated happy birthday to Robyn and Rand Miller's *The Manhole*, which was first released in home-made packaging at HyperExpo in mid-June 1988, leading directly to a proper publishing deal with Activision and to more whimsical adventures for the brothers who founded Cyan (where they famously created *Myst* with a small team).

The Manhole was (and is!) a wonderful, whimsical, open-ended adventure originally meant to be an interactive children's book, but for Robyn's creative meanderings, and it was the first really successful (commercially speaking) HyperCard program. I covered the story behind its creation in detail in my book *The Secret History of Mac Gaming*.

Five years ago yesterday I got together with Robyn on a livestream to replay the game and chat about its creation. You can see the recording of that here: https://www.youtube.com/watch?v=-kX5E7yOHJg&t=1s

Having a case of the Mondays? How about some more from my collection of retro cross stitch projects, to perk things up! Here’s a small scene from the classic Mac game Dark Castle. If you played it, I can guarantee you are hearing the sound effects in your head right now.

A new Mac platformer game created with Hypercard has been released! You control the titular Blah Blob as you bounce through twenty levels of increasingly devious obstacles.
https://bribrikendall.itch.io/blah-blob or download directly to your vintage Mac from CQ II BBS (cqbbs.ddns.net:6800).

Hi everyone! A week long jam about making blind accessible games is going to be next month! It's all about testing out new tech to make blind accessible games! I hope some folks join! https://itch.io/jam/bare-1

Found out this week that the book I'm writing at the moment is on track to be around 600 pages, which explains why the process of writing it never seems to end.

Some 90’s style retro from my vault. After Dark’s Flying Toasters!

If you are a of any sort (computer/console, physical, TTRPG...) who has made or is making games that are:

* Not supported by a publisher
* Under $100k in budget

Then I'd love to play and talk about them in a new blog/newsletter I'm writing called Byway.

To ensure a wide variety of games that I might not discover myself, I'm inviting developers to submit their games directly to me.

More details are over here, and I hope you will consider submitting!

https://cohost.org/byway/post/1708939-about-byway-and-how

@vga256 I remember spending hours on the Wayback Machine's archive of the site when I was writing my Mac gaming book. Incredible resource. So pleased to see it easily accessible again.

some for fellow old web nerds:

if you had a in the early 90s, you probably played the multiplayer tank battle game, Bolo.

and if you played Bolo, you probably visited jolo's Bolo Home Page. it was *the* bolo resource on the web, and it began its life on the authors' Duke University Med School web space, before it moved to lgm.com where it lived for ten years.

lgm.com was cybersquatted in the late 2000s, and the bolo home page disappeared from the public consciousness.

the site has hundreds of individual pages, and exploring its pages truly feels like an exercise in hyperlinking.

i spent the last few days recovering the site from IA and rebuilt its absolute link structure. please enjoy the Bolo Home Page for the first time in 15 years :)

http://www.dialup.cafe/~jolo/bolo/

The front page for Joseph Lo & Chris Hwang's Bolo Home Page, showing several photoshop-created button links to other parts of the site.

It is created in an extremely mid-90s lo-fi raw HTML style.

I know I'm barely here and so shouldn't ask, but our tiny cat Nessie is on life-support at the vet, and costs have already exceeded what we can bear. Any help or shares are so gratefully received.

https://www.gofundme.com/f/lifesaving-care-for-2yearold-nessie?utm_source=customer&utm_medium=copy_link&utm_campaign=p_cf+share-flow-1

💜 A love letter to the lost places of the internet, and a call to action to never stop building these places, again and again. 💜

🌻 Yesterday, I read this beautiful essay by @catvalente.

I might have cried just a little, but don't tell anybody. 🥲

https://catvalente.substack.com/p/stop-talking-to-each-other-and-start

Excerpt from the linked article by Catherynne M. Valente:

Geeks, though. Us weird geeks making communities in the ether? We love. We love so stupidly hard. We try to be happy. We get enthusiastic and devote ourselves to saving whales and trees and cancelled science fiction shows and each other. The energy we make in these spaces, the energy we make when we support and uplift and encourage and excite each other is something people like Musk can never understand or experience, which is why they keep smashing the windows in to try and get it, only to find the light they hungered for is already gone. Moved on, always a little beyond their reach.

Some more Apple related . Somewhere along the way I decided to stitch the iconic Picasso style Macintosh poster. I liked how the colors turned out.

Here's me and @KyleOrl on Retronauts talking about our latest books (Shareware Heroes and Minesweeper, respectively) and the worlds explored within them. https://retronauts.com/article/2079/retronauts-episode-539-minesweeper-shareware

@CodingItWrong And I in turn found out about it from Matt Burch, who actually gifted me my copy after I interviewed him. It's a superb book, and it was really inspirational for me in writing both of my books too.

@CodingItWrong Excellent, and thank you! I'm really glad you're enjoying it (and I hope that enjoyment continues). It'd have to contend with an old book from the mid-90s called The Macintosh Bible Guide to Games for that Mac gaming bible label, though.

18 month old was clever tonight at bedtime. She knows I'll always read at least one book she brings over, and usually all of them, so to delay her transition to bed she hurried to the shelf and got three Dr Seuss books out because she knows those stories are always long. (So I read one and hid the other two; she was too tired to remember she'd picked out three.)

With Apple’s new game porting kit announcement, I have to share a little secret game dev history from Apple days of yore.

Way back in the mid/late 90’s, when 3dfx was THE 3d graphics hardware, Apple secretly contracted with me to build a Glide (the 3dfx API) to QuickDraw 3D Rave conversion library. This would let games that only ran on 3dfx hardware also run on ATI 3d chips that were built in to the iMac… 1/2

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