Archive for the 'Internet History' Category
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.
Discussion Topic of the Week: How did you feel when you first played Doom? What are your memories of the occasion?
Internet Archive's Historical Software Collection is the Best Thing That Has Ever Happened to Software PreservationTuesday, November 26th, 2013
The collection puts dozens of vintage computer games and applications at your fingertips by allowing you to run them, emulated, from a browser window. It's a huge step forward for preserving the heritage of our software culture. Here, ease-of-access is key.
I've been horribly remiss by not mentioning this earlier — but better late than never for something this important.
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.
Discussion Topic of the Week: Did your family ever subscribe to a non-ISP online service? Tell us about it.
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.
Discussion Topic of the Week: What's your favorite Doom engine game?
In my early BBS days, I started using a 2400 bps external modem hooked to the serial port of a PC clone. A few years later, I switched to an external Intel 14,400 bps modem. Then I believe I got a Creative Labs Modem Blaster kit with an internal 28,800 bps modem on an ISA card. After that I moved up to 33,600 with some generic Winmodem, then 56,000 bps.
In 2000, I signed up for my first cable modem service…and the rest is history.
Discussion Topic of the Week: What speed was your first modem?
Back in the mid-late 1990s, an Internet-based BBS platform called Hotline sprung up and quickly spread throughout the Macintosh community. It was basically a client/server BBS software suite that allowed for multi-user chat, file transfers, and message boards.
By the early 2000s, though, Hotline had mostly died out. Today, only a handful of servers remain. But guess what? You can still connect to them — on Windows or a Mac. A new article I wrote for Macworld, "Hotline Revisted," tells you how.
Have fun. Remember to be kind to the Hotline veterans when you visit.
You're looking at a rare physical artifact from the twilight of shareware's golden age.
Since it was a special buy-and-download deal (very unusual in 1996), I didn't receive copies of the games themselves on disk. Instead, Epic mailed an invoice, copies of the games' instruction manuals (which have been displaced from this set, or else I would have scanned them too) and a shareware demo disk from Epic partner Safari Software.
Just two days ago, Sony announced the PlayStation 4 at a press event in New York. It reminded me of the last time I eagerly awaited a new console launch. That would be way back in 1993 with the introduction of the Atari Jaguar (check out the original press release at that link).
I was a huge Atari fan at that time, and I was also very active on the "GO ATARI" forum on CompuServe. From that forum, I downloaded this early Jaguar press image in 1993. It's an official press image created and uploaded to CompuServe by Atari Corp. itself — quite possibly the very first one.
In 2006, I wrote about a version of the classic Prodigy game MadMaze that had been adapted for the web by Russell D. Brown, an electronics engineer based in Rome, New York.
Just today, a commenter on that original post (thanks Joshua) let me know that Russell Brown passed away last year on July 1st. That means his implementation of MadMaze-II is now offline.
(Please note that the original author of MadMaze, Greg Costikyan, is still alive and kicking as far as I know.)
Luckily for all of us, I asked Russel Brown back in 2011 to share his MadMaze-II code with me in case his version of the game ever went down. He complied, and I have just now set up a fresh copy of his adaptation on this web server at the following address: http://www.vintagecomputing.com/madmaze/.
The game still requires Internet Explorer 5 or up, and it seems to work in IE 9 for me. Brown programmed the game in such a way that obfuscated its function to prevent cheating (he even incorporated a copy protection scheme), so at the moment I have no idea how to successfully modify it if players find any bugs. But if you encounter any problems, please feel free to let me know, and I'll have a look.
Have fun in the maze. And may Russell Brown rest in peace.