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.

@metalsnake Makes you wonder why they bothered having a "mini" version. When Apple first started making their flagship phones bigger than four inches I remember thinking "oh no, now everybody's going to phase out their one-handed smartphone options." But I never predicted that "mini" and "tiny" would be redefined as devices that are only comfortable to *hold* (but not use) in one hand.

@torb There are a whole lot of reasons for having a big phone that I can completely understand, but what bums me out is that there are millions of us who want something comfortable in a roughly 3.5"-4.5" range and we're almost completely ignored now.

I remember back when Apple released the iPhone I saw one of the designers talking about how they chose 3.5" for the screen because their research showed that was the optimal size for the majority of adults to touch any part of the screen with their thumb without stretching or changing grip. With today's tiny bezels that would be around 4-4.5".

Whoever decided this is the "perfect one-handed size" must have enormous hands. If you can't reach every part of the screen with your thumb while holding it comfortably, it's not a one-handed phone. https://www.asus.com/mobile-handhelds/phones/zenfone/zenfone-10/

I really miss the world where 5.9 inches was considered a phablet. *looks wistfully at his Unihertz Titan Pocket and ageing Xperia XZ1 Compact, mourning a forgotten age when _actual_ small phones could have powerful specs*

Seriously cool Lego recreation of Myst Island here at

If you're in the mood for some adventure after watching Indiana Jones and the Dial of Destiny, then why not play my point and click game, Flight of the Amazon Queen for FREE! It has full voice and is playable in French, German and Italian!

https://www.gog.com/en/game/flight_of_the_amazon_queen

I've reached the penultimate FIFA World Cup game, and it's a good one: https://www.superchartisland.com/fifa-2010-world-cup-south-africa

@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! Hereโ€™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 90โ€™s style retro from my vault. After Darkโ€™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

๐Ÿ’œ A love letter to the lost places of the internet, and a call to action to never stop building these places, again and again. ๐Ÿ’œ

๐ŸŒป Yesterday, I read this beautiful essay by @catvalente.

I might have cried just a little, but don't tell anybody. ๐Ÿฅฒ

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.

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