Tag: door games

  • Instant Graphics and Sound, Part 5: Point and click

    Instant Graphics and Sound, Part 5: Point and click

    This is the fifth part of a multi-part series. Thirty hours into his “world tour,” Jon Clarke was discombobulated. His business trip had begun on July 19, 1991, with a scary false alarm: during takeoff from his hometown of Auckland, New Zealand, the oxygen masks had suddenly deployed. He spent much of the rest of…

  • Jon Radoff’s BBS-related correspondence

    Jon Radoff’s BBS-related correspondence

    Yesterday entrepreneur and tech pioneer Jon Radoff shared on Facebook a letter he found from a former player of his early internet game Legends of Future Past. I asked him if might have similar letters related to his earlier Atari ST BBS door games, Space Empire Elite and Final Frontier. Today he found some and…

  • Paul Witte and Herb Flower, creators of Thieves’ Guild

    Paul Witte and Herb Flower, creators of Thieves’ Guild

    Paul Witte and Herb Flower were friends who collaborated from 1988-93 to create the BBS door game Thieves’ Guild and its graphical front-end client for the Atari ST under the “Mythyn Software” banner. Flower went on to found the Rewolf Entertainment studio, which produced Gunman Chronicles. Witte and Flower teamed up again in 2001 as…

  • I completed my 7-year quest to play Thieves’ Guild

    I completed my 7-year quest to play Thieves’ Guild

    The sky is clear, the breeze is strong. A perfect day to make the long sea voyage to Mythyn. You prepare your galley, hire a crew of sailors, and cast off. But a few hours into your trip, the dreaded words appear: “Thou seest rippling waters…” Sea serpent? Giant squid? Something’s out there, and it’s…

  • A different way to play, part 5: TWTerm

    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 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…

  • A different way to play, part 4: GTERM

    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.