Category Archives: Uncategorized

Remembering the S.O.S. — the Spoiler-Free Opinion Summary

This screenshot shows the S.O.S. homepage as it exists today.

Today, Sept. 24, is the 30th anniversary of the launch of the Spoiler-Free Opinion Summary. The S.O.S. was a crowd-sourced ratings database, born in the early 1990s, which deserves to be remembered. I wrote this blog post to celebrate the anniversary.

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Appreciating the physicality of floppies

As I continue imaging and curating a collection of Apple II software I received last year, I have an increased appreciation for the importance of preserving physical floppy disks.

Multiple labels and overwriting are visible in this scan of an old 5.25″ floppy disk.

I have a floppy which contains a copy of a game called “Nosh Kosh.” To preserve the game digitally, Keith Hacke created a “disk image”, which in this case is a .DSK file that can be played in Apple II emulators.

Hopefully these digital disk images will endure online and in archives long after the last magnetic particles have flaked off the original physical floppy.

But the floppy still has important physical artifacts, particularly the labels.

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“Creaks” scene 45: Goat glitch

This screenshot shows the player character on top of a glitched goat in Scene 45 of “Creaks.”

I have long loved playing games by Amanita Design with my kids, particularly “Machinarium.” They create such stellar worlds with interesting characters, without a single word of intelligible dialogue.

So it was like Christmas in January when I read on Twitter that Amanita had released a game called “Creaks” in 2020, and somehow I had missed the news.

I downloaded it and played through it with my son. It’s a wonderful game: eerie and detailed, with fun puzzles. I managed to solve all the puzzles myself except one.

The game has been out for quite a while, so I’m not going to review it, but I did want to share a glitch/bug that I came across while playing Scene 45.

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A different way to play, part 5: TWTerm

This is the fifth installment in my series “A different way to play” about front-end clients for BBS door games.

TWTerm

TWTerm

I was never a very good TradeWars 2002 player. Sure I would trade, hunt for the StarDock, and fight other players — but I was probably just cannon fodder for the serious players. (Check out the textfile Slice’s War Manual, an incredibly detailed guide to TradeWars, for a taste of what the good players were doing.)

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A different way to play, part 4: GTERM

This is the fourth installment in my series “A different way to play” about front-end clients for BBS door games.

GTERM

GTERM was a front-end for Land of Devastation that enabled an SVGA-resolution interface with graphics, music, and sound effects.

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A different way to play, part 3: OOIITERM

This is the third installment in my series “A different way to play” about front-end clients for BBS door games.

OOIITERM

OOIITERM (also called “Overkill Ansiterm”) was a front-end for Operation Overkill II. Its purpose was to render the game’s interface instantly for users who had slow modems. It also offered optional SoundBlaster sound effects.

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