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.

@vga256 @thevglibrary Now looking for a copy. I love it when game guide books do something a bit different. The SimCity Planning Commission Handbook by Johnny Wilson (of CGW fame) is another great one in that regard — it has an in-depth guide to how real cities around the world are laid out (and why), then shows you how to recreate the different styles in-game.

@SRG24 @metalsnake I agree on Masters of Doom. Console Wars is full of bad recreated dialogue and portrays a warped/inaccurate view of what actually happened. (And I've also spoken to women whose stories were left out of the book despite being interviewed, for unknown reasons.)

@miah @metalsnake I can vouch for Soul of a New Machine. Brilliant book. That and Steven Levy's Hackers were big influences on how I approach long-form journalism and history writing.

@metalsnake What's the Oddworld book like? I keep going back and forth on whether to buy a copy, after having read that there's not much new information about the game's history/development in there.

@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! 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

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