Archive for the 'BBS History' Category

VC&G Interview: Felicia Day — Actress, Author, and Geek Advocate

Tuesday, November 10th, 2015

Felicia Day Interview Headshot10 DAYS OF VINTAGE: Day 10

One week ago, I had a chance to talk to Felicia Day, an American actress who has gained considerable renown for embracing her geeky side.

In 2007, Day created a pioneering web TV show called The Guild that focused on a group of disparate characters in a World of Warcraft-like MMO who are nonetheless bound together by their devotion to the game — and to each other as teammates.

After launching The Guild, Day went on to co-star in Joss Whedon's Dr. Horrible's Sing-Along Blog, an award-winning musical miniseries crafted especially for the web. She has also acted in shows such as Buffy the Vampire Slayer, Supernatural, and Eureka.

Just this year, Day released a memoir called You're Never Weird on the Internet (Almost), that I read from cover-to-cover in a few days and enjoyed immensely. In it, she talked about growing up in the American South, her gaming habits, embracing her geeky nature, and creating The Guild.

With that book in mind, I thought it would be fun to ask her some questions about her early computing and gaming habits. Along the way, we touch on the philosophy of genius and celebrity, and whether it's safe to do an interview while you're driving a car.

I hope you enjoy it.

This interview took place on November 4, 2015 over the telephone.

[ Continue reading VC&G Interview: Felicia Day — Actress, Author, and Geek Advocate » ]

VC&G Anthology Interview: F. Randall Farmer, Co-Creator of Lucasfilm's Habitat (2008)

Wednesday, November 4th, 2015

F. Randall Farmer HeadshotIn September 2008, I began working on an in-depth history of the early online virtual world called Lucasfilm's Habitat for After delays in hearing back from Chip Morningstar (one of the game's co-creators) and an unexpected death in my wife's family, the article got the kibosh. It's probably for the best, because I barely knew what I was doing back then.

Along the way, I did manage to interview Habitat's other main creator, F. Randall ("Randy") Farmer via email. Farmer didn't answer half of my most probing development questions (he kept pointing to an earlier piece over on Gamasutra), but what he did answer is pretty interesting.

VC&G Anthology BadgeSome of this information be recounted elsewhere by now — I think more articles have been written about Habitat since 2008 — but I'm publishing my complete interview here in the hopes that it may help someone else with research about Habitat in the future.


[ Continue reading VC&G Anthology Interview: F. Randall Farmer, Co-Creator of Lucasfilm's Habitat (2008) » ]

[ Retro Scan of the Week ] VINTAGECOMPUTING.COM

Monday, November 2nd, 2015

Benj Edwards Vintage Computing and Gaming domain name registration Network Solutions June 2000"I REPEAT, THIS IS NOT AN INVOICE"

Although Vintage Computing and Gaming turns 10 years old today, I actually registered the "" domain name back on June 8, 2000. This is what Network Solutions sent to me in the mail. I was only 19 years old — now I'm 34. Time flies.

It wasn't the first domain I'd ever registered, but it was an early one. I wanted to use for an online computer museum that would show off my vintage computer and video game collection. I never got around to creating that.

Another project got in the way of all of those plans, and I ended up working on music at instead until October 2005.

I finally put my domain to good use — over five years later — when I decided to make a blog on that fateful day in November 2005.

[ From Networks Solutions Domain Registration Letter, June 13 2000]

Discussion Topic of the Week: What was the first domain name you ever registered?

Musician Shooter Jennings Launches New BBS Door Game

Monday, September 28th, 2015

[ After hearing exciting news about a new BBS door game, I invited BBS door historian Josh Renaud of Break Into Chat to write up a post about it for VC&G. — Benj]

My name is Josh Renaud, and I run a BBS wiki and retrocomputing blog called "Break Into Chat." I love old BBS door games, and I'm also fascinated by the ways today's sysops are doing new things with old technology.

I'm here to tell you about a new BBS door game launching today. Its author is none other than Shooter Jennings, son of country music legend Waylon Jennings.

Shooter's new game is called From Here to Eternity, and for the last several weeks, he has been beta-testing it on his BBS, which is called "Bit Sunrise."

I first encountered Jennings when I came across his question on Reddit's /r/bbs: "If I made a door game for money would you play it?"

I'm not into country music, so the username "ShooterJennings" didn't mean anything to me. But his question grabbed my attention. I wanted to know what he had in mind. A "freemium" pay-to-play model? A registration fee for sysops like the old days? No. Jennings wanted users to pay a small fee to join his game. Then they would compete to win a jackpot.

We had some back and forth. He told me he had come across Break Into Chat, and had been blown away by one of my ANSI game demos. So I looked him up. It was my turn to be blown away. Jennings has a successful music career. He's appeared in movies and on TV.

I wanted to know why he was spending time writing a new BBS door game, so I interviewed him at length about From Here to Eternity. Jennings explained how writing the game helped him through the loss of a close friend, and how important retrocomputing is to him (he started with an Apple IIe as a kid).

It's a fascinating story. And his game is pretty cool too.

To play it, you can access Bit Sunrise BBS and play the game over the web using a browser-based client at Or if you want a slightly more authentic experience, then fire up a terminal program like SyncTerm, and telnet to

In an email announcing the game's launch, Jennings promised that "the first player to pass through The Coil (the final gate) with all 20 artifacts will receive 1 Bitcoin (~$240) sent directly to their Bitcoin wallet!"

The game will last for 30 days, or until someone wins the game.

Bringing Prodigy Back From The Dead

Monday, July 14th, 2014

Prodigy Online Service Logo

Since last year, I have been working with Jim Carpenter, a freelance programmer by trade, on hunting down old Prodigy data so that we may preserve it, display it again, and perhaps even one day use it to recreate Prodigy itself.

We're calling it the Prodigy Restoration Project.

By now you may have seen my latest piece for The Atlantic entitled Where Online Services Go When They Die: Rebuilding Prodigy, One Page at a Time. That article describes the genesis of the project while also diving into the technical back story of the Prodigy service.

The reason we have any hope of doing something like this is because Carpenter discovered that Prodigy screen data can still be found in the STAGE.DAT and CACHE.DAT files located in used Prodigy client directories.

Those two files were used as cache files to speed up load times when using the service. When connecting to Prodigy, the client would download page data into the files. Whenever the client last connected to Prodigy, that data got frozen in time. If a vintage Prodigy client install still exists, we can get at the "frozen" data today.

Here are some screens that Carpenter pulled from a STAGE.DAT I had in my personal archives (these are from a STAGE.DAT file dated October 6, 1996):

Prodigy Login Screenshot from Benj Edwards STAGE.DAT Prodigy Rebel Space Screenshot from Benj Edwards STAGE.DAT Prodigy Encyclopedia Screenshot from Benj Edwards STAGE.DAT Prodigy Golf Tour Screenshot from Benj Edwards STAGE.DAT

Prodigy Greeting Cards Screenshot from Benj Edwards STAGE.DAT Prodigy Email Template Screenshot from Benj Edwards STAGE.DAT Prodigy Phone Directory Screenshot from Benj Edwards STAGE.DAT Prodigy Problem Error Screenshot from Benj Edwards STAGE.DAT

We can extract these screens using a series of Python programs written by Carpenter. They read through a previously used STAGE.DAT file, generate a list of pointers to the pages or object data contained within, then direct the Prodigy Reception System client to display them one at a time so we can take screenshots.

Jim's code is not ready for release yet, but he hopes to polish it up enough to put up on GitHub soon. It has a long way to go before becoming a turnkey solution to extracting and displaying the data found in STAGE.DAT files. We're working on it.

With that in mind, I've written the rest of this post in the form of a Frequently Asked Questions.

[ Continue reading Bringing Prodigy Back From The Dead » ]

[ Retro Scan of the Week ] The New Prodigy

Monday, July 14th, 2014

The New Prodigy Provocative Lady Advertisement - 1996You can't see her other hand, but it's holding a gun!

It's a Prodigy-y week around here thanks to my recent article on The Atlantic. So I poked around my scans directory for something Prodigy related, and ka-pow!

I have yet to see an ad for the pre-ISP Prodigy in any of the magazines in my sizable archive (but then again, most of my computer magazines date from before and after Prodigy's heyday, with a gap in the middle), but I did find this "New Prodigy" ad from an old issue of Internet World, which I proudly subscribed to for a few years in the mid-1990s.

Ads like this one represented a new marketing push at time when the company sought to find a new corporate parent and shifted its focus to being an ISP (its legacy NAPLPS-flavored content was soon re-branded "Prodigy Classic").

By the way, the "original" Prodigy had a wholesome, family-safe, squeaky clean image, with an army of moderators eager to censor any bulletin board postings or even emails (yes, they read, or at least filtered, everyone's emails) that contained a hint of sexuality, so I find it humorously ironic that the company ultimately resorted to a sexually-charged ad like this one.

[ From Internet World - February 1996, insert between p.32-33]

Discussion Topic of the Week: Did you meet a romantic partner online prior to the year 2000? (Including those that didn't involve physical relationships.) Tell us about it.

[ Retro Scan of the Week ] My CompuServe Password

Tuesday, June 17th, 2014

Benj's CompuServe Password - 1993I still love my dad's handwriting.

Here it is, folks: My CompuServe Information Service password that I used from 1993 until the late 1990s: "Needy-Sacred".

Feel free to log in as me the next time you get a chance. (I kid.)

"Needy-Sacred" is an almost magical combination of words for me — probably because it bounced around my mind so often in the 1990s. It has a tension to it; a phrase at odds with itself.

I didn't make it up, though. CompuServe assigned random combinations of two words (with a dash in the middle) as user passwords, and this is the hand I was dealt.

Well, "we were dealt" would be more accurate. This is the original note paper my dad used on February 21st, 1993 to write down the password to our new CompuServe account, which he set up for use with his business.

Heavily into BBSes at the time, I became the primary user of the account (surprise surprise). Soon his company often asked me — even as a young teenager — to relay international emails to and from Germany for them since I knew how to use it. Ah, those were the days.

The Encounters Forum was my favorite place to hang out. That, and the Atari Forum. GO ATARI.

[ From Personal note from Benj Edwards' collection dated 2/21/1993]

Discussion Topic of the Week: Tell us your best CompuServe stories.

[ Retro Scan of the Week ] Doom is 20

Monday, December 9th, 2013

id Software Doom for Atari Jaguar Ad Advertisement - 1994One of the best reasons to own a Jaguar circa 1994

Twenty years ago this week, id Software launched one of the most important and influential PC games of all time: Doom. It started as a modest shareware download but grew to change the entire video game industry. To explain how, here's 2009 Benj writing about the title for a PC World slideshow:

Id's archetypical first-person shooter triggered a sea change in the PC game industry, which had formerly been dominated by slow, plodding strategy turn fests, brainy simulations, and stilted PC action titles of yore.

In contrast, Doom was the first of a new generation of fast-paced, smooth action titles that utilized new visual techniques to push PC hardware to its limits. With Doom, PC gamers could experience fluid gameplay, graphics, and sound that easily topped what was found on home game consoles of the day — an uncommon achievement at that point.

Moreover, it introduced exciting new network multiplayer options that are widely imitated to this day, coining the term "deathmatch" in the process.

From its lowly roots as a MS-DOS shareware title, Doom spread like a weed to other platforms, including game consoles, which now count first-person shooters as one of their best-selling genres.

"Doom defined the 3D shooter genre and made multiplayer gaming mainstream," says Tim Sweeney (founder of Epic Games and creator of the Unreal Engine), "And it did them with such incredible polish, artistry, and foresight that it created an industry."

Considering that Doom launched in 1993 via shareware channels, I'm not aware of when or in what publication the first advertisement for Doom appeared. (I believe GT Interactive became distributor for the full, boxed PC version of Doom much later, but I could be mistaken.)

So instead, I found this nifty November 1994 scan for the Atari Jaguar version of Doom. I received this version of the game for Christmas in 1994, and it was an amazing gift.

Pushing the PC Limits, Jaguar Relief

Most people don't remember how much horsepower Doom required in a PC at the time — at least 4 MB of RAM, a mid-range 486 CPU, and a sound card to run passably well. So I had trouble running the game on any PC up to that point.

In 1993, we had one 486 in the household with exactly 4 MB of RAM (to contrast, my personal PC sported a 16 MHz 386 and 2MB RAM), and I had to make a special 5.25″ boot disk that loaded fewer resident DOS drivers, etc. so I could run Doom on that 486 at all. If I recall correctly, I didn't have enough spare RAM to load the SoundBlaster drivers at boot, so the experience was limited. My friend had to run Doom on his mom's 486 the same way. Even then, the game didn't run at full frame rate. Doom pushed the limits.

So coming from that environment, it was an amazing convenience to just plug a Doom cartridge into the Jaguar and play, full-speed, full-screen, with glorious sound and no hiccups. My brother and I played a lot of Doom on that console well into 1996 — until I got a more powerful PC that could run Doom with ease.

Until the PlayStation port of Doom came out (late 1995), the Jaguar port was widely considered the best port of the game (in terms of screen window size, lighting effects, monster interaction, sound, controls, and frame rate) available on consoles. Its biggest drawback was lack of a soundtrack during gameplay. I think that's because John Carmack used the Jag's DSP co-processor to handle graphics routines instead of music, which was unconventional on that platform.

But I digress. What a great game. I still play Doom regularly via modern source ports on the PC — most recently on my new 1080p big screen TV set. Add on Xbox 360 controller support via ZDoom, and you've got Doom heaven. It's a game that never seems to get old for me, even 20 years on. That's the mark of a true classic in my book.

[ From Electronic Gaming Monthly, November 1994, p.109]

Discussion Topic of the Week: How did you feel when you first played Doom? What are your memories of the occasion?

[ Retro Scan of the Week ] Gather 'Round the Videotex

Monday, November 25th, 2013

AT&T Sceptre Videotex Terminal TV set-top box online modem - 1983A time when TVs were made of wood and children were not yet rabid.

In honor of Thanksgiving, a holiday which tends to emphasize family, I've dug up this AT&T Sceptre Videotext Terminal box art that I captured years ago. Look at those gloriously generic 1980s folks gathered around the TV set.

(I say "captured" for this image and not "scanned" because the image is actually a photo of the side of the box — the box itself is far too large to fit on a scanner. It's roughly 14″ tall by 18″ wide by 11″ deep, if memory serves.)

Videotex: Smart TV in 1983

It's funny: I've purposely avoided talking about Videotex on this blog for eight years because I was saving up material for a story about Teletext and Videotex. I have bought maybe a dozen vintage books on the two subjects since 2006 and mined news archives for information. But as they say, the best laid plans of mice and men oft go to Disneyland. Maybe I will get around to finishing that piece some day. Probably not.

So here's the skinny. "Videotex" is the name for a graphical computer communications standard that was designed to display mixed visual and text information on regular TV sets. The idea was that a customer would buy a terminal (such as the one seen here), subscribe to a CompuServe/Prodigy/AOL-like online service, and use the terminal to connect to the service and view the information on their home TV set. Kinda like WebTV before the Web. Heck, kinda like smart TVs before the smart.

Graphically, Videotex used the NAPLPS protocol (similar to Prodigy, which grew out of these commercial Videotex experiments) to quickly transmit graphics to the user's terminal. NAPLPS saves bandwidth because instead of storing/sending data on every pixel (like a bitmap image), the protocol describes graphics in terms of mathematical geometrical shapes (i.e. "draw a triangle at this location and fill it with orange," like vector graphics).

By the mid-1980s, Videotex services fizzled in the marketplace. Their failure was likely due to low utility (not very useful), plus high cost of subscription (likely from high overhead on the service's part in both hosting and creating content), and from competition from much more versatile and easier-to-interface-with personal computers.

AT&T Sceptre Videotex Terminal

And so that brings us to this side box art for a circa-1983 AT&T Sceptre Videotex Terminal. I bought this vintage gadget unopened, new-in-box on eBay for literally $1 plus shipping back in 2000.

The terminal works, but it has nothing meaningful to connect to — after all, the related Videotext service shut down almost 30 years ago. The last time I hooked it up, I believe I tricked its internal 300 baud modem to talk to my PC using a phone line simulator and perhaps even displayed a Linux console on the TV set. But that was many years ago. I also remember that the Sceptre has a horrible rubber IR keyboard that barely works.

One could conceivably create a Videotext simulator, hosted on a modern PC, that would pump NAPLPS graphics into to this vintage beast to bring it back to life. Maybe someone already has. If so, I'd like to know about it.

By the way, AT&T has a really neat vintage Sceptre promotional video on its website. It's worth a watch.

[ From AT&T Sceptre Videotex Terminal product box, circa 1983 ]

Discussion Topic of the Week: Did your family ever subscribe to a non-ISP online service? Tell us about it.

[ Retro Scan of the Week ] Heretic

Monday, October 28th, 2013

Raven Software Id Software Heretic Advertisement Ad - 1995Killing the DEAD has never been so much FUN!

The Gothic fantasy atmosphere of Heretic excited me when id Software first published it as shareware episode in 1994. Either someone uploaded the game to my BBS or I downloaded it from another, but either way, I quickly found myself enveloped in a modem-to-modem online co-op Heretic session with a friend.

Fast forward 18 years later, and I played Heretic again — this time, the entire game (and again, co-op). The first episode is OK, but the level design for the others is incredibly tedious and disappointing. I can see now that it is a very mediocre game. But when first released, following hot on the heels of Doom, people loved it.

[ From Computer Gaming World, September 1995, p.61 ]

Discussion Topic of the Week: What's your favorite Doom engine game?