Find The Spam is an internet legend at this point, like zombo.com and Homestar Runner, although it’s much less well-known. It is a game, sort of. It is fun to play, for a couple of seconds at least. I won’t spoil any more, go see it now.
You could see it as a riff on hidden object games, although it predates them by two decades. While the Wayback Machine‘s earliest archive of the site is from 2001, it already had over 1.3 million views by that point. My own recollection is of seeing the site on a Windows 3.1 installation, meaning it may go as far back as 1994.
The joke is slightly ruined on current machines. Viewed on older graphics cards (with resolutions of 800×600 or even less) the user would have to scroll down a little to see the image, and so would have time to read the intro text before it is revealed. Weirdly, on my Samsung tablet even more of the page is visible on first load, the screen seems positively anxious to spoil the joke for me.
By the way, can you tell I’ve been on an early web binge lately? You can expect more old-timey game sites in the near future….
It’s hard to believe that Legend of Zelda fangame construction system Zelda Classic and ZQuest is 23 years old. Many such systems have fallen by the wayside during that time, but Zelda Classic continues on. Its first versions were made for DOS, but it continues to see improvements to this day.
Zelda Classic and ZQuest are made specifically to make overhead view action-adventures in the Legend of Zelda style, to the extent that it has graphic sets taken directly from the games and many items that work like their console counterparts.
It even simulates many of the quirks from the various Zelda series titles. And yet, it doesn’t require you to abide by them. Pretty much every technical or creative limitation of the 2D Zelda series has an option to disable it if you like, but if for some reason you consider it intrinsic to the experience you can keep it too.
The graphics can be completely changed out. With it, you can make a game that doesn’t look anything like a Zelda title, which I suspect is why it’s been able to survive 23 years in a legal landscape overseen by a Nintendo increasingly draconian in its approach to guarding its intellectual property. Still, it’s pretty heavily aimed at making Zelda fangames, right down to having pages and pages of checkboxes for every known quirk of Zelda engine behavior.
While it does offer a scripting facility (which it’s difficult to find documentation for), ZQuest is mostly a construction set type of program. You place tiles and enemies, lay out overworlds and dungeons, decide what items to include, and go. The program itself has little in the way of documentation but the site has a tutorial that should help one get started. I strongly suggest, if you are interested in creating for this system, that you read it.
“We scour the Earth web for indie, retro, and niche gaming news so you don’t have to, drebnar!” – your faithful reporter
At NintendoLife, Alana Hauges notes a dispute between Corecell, developers of AeternoBlade II, and publisher PQube. It’s all a bit tl;dr, and that isn’t helped by the decision to put PQube’s lengthy response up front, undercutting Corecell’s arguments before we can even read them. In summary, Corecell claims PQube didn’t pay them for milestones, and PQube claims Corecell was unresponsive to their requests for fixes and offered to return rights. I mean, it’s rather they-said/those-others-said, but I note that PQube’s bring up the game’s poor sales, an irrelevant issue at best, is bad form. But we’re all busy blobbies and hey, here’s the next article.
Nicole Express regularly has great long-form posts, and this one goes into some detail about Famicom and NES mappers and how they were used to extend the capabilities of the system.
Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”
A lot of the gaming web has been fawning over Kirby and Smash Bros. creator Masahiro Sakurai’s design videos. I haven’t had the chance to look at them yet, but they look interesting at least. They’ve been coming out at a good clip, like one every two days.
Sakurai’s star is so high right now, that it’s worth noting that (going by memory) he left Nintendo with a bit of a cloud over his head, after Kirby Air Ride was seen as something of a failure. Nowadays KAR (nice acronym!) is seen as an underrated classic, and I have put many hours into its City Trial mode, which is terrific, a tiny open-world high-speed racing/party game. More people should have the chance to play it; it is unique, which is something I can’t say about many other games. While the 3DS version of Smash Bros. has a mode inspired by it, in versus mode human players cannot interact with each other during the exploratory portion of the game, which harms it somewhat.
At the height of his abilities, Sakurai can make really interesting and new kinds of games, like Smash Bros. was, and like Kirby Air Ride and (the sadly neglected these days) Meteos are. It’s a shame that Smash is so popular, one of Nintendo’s biggest tentpoles, enough to crowd out his other work. I’m really interested to see what the next crazy idea he comes up with will be!
Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”
Long, long ago, three full ages before Zuckerberg’s doomed Metaverse, there was Lucasarts, formerly Lucasfilm Games, and Maniac Mansion, and the SCUMM engine.
Lucasarts went on to have a long legacy of adventure games, and while it’s gone now and most of its progeny is owned by some mouse creature, it survives in a number of forms, like the upcoming Monkey Island re-revival.
Another legacy of Lucasarts and SCUMM is what is possibly the first graphical MUD, called Habitat.
What? You don’t know what a MUD is, or a MOO or a MUCK? A lot of knowledge is in danger of being lost, but we don’t have time to remind you of rudiments here.
Habitat was an early experiment in online communities, a server-based virtual world whose clients were Commodore 64s. In appearance it looks a whole lot like a multiplayer version of Maniac Mansion.
It never went public, but did eventually become a paid feature, in modified form. on the C64 online service QuantumLink under the name Club Caribe. Then, with the wane of the Commodore 64 as a viable platform, QuantumLink closed their servers and rebranded as America On-Line, a.k.a. AOL. And that is not only history at this point, but ancient history. Read more about it here.
While there was still competition in the dial-up online service space, two creators of Habitat, Randy Farmer and Chip Morningstar, partnered with Fujitsu to have another go at a Habitat-style service, this time called WorldsAway. They partnered with AOL competitor CompuServe, and didn’t do badly for a while.
There’s all kinds of things to talk about here, and I have rather more knowledge than most because I was involved with this, I was volunteer staff at the flagship WorldsAway world, called Dreamscape. I was a participant in the CompuServe forum before the main service even opened, I spend an entire night on the phone as a teen, our old 486DX running Windows 3.11 downloading the client software.
WorldsAway was basically my life for a few years. It could be incredibly addicting, and spirits were high in the early days. There was a feeling of being at the forefront of something. The Internet was just starting to become really big. Who knew what it would become?
What happened to WorldsAway is a story, one that I’m probably not qualified to tell. I know there were problems with business management even from the start. The world staff was constantly said to be fighting with higher-ups, who wanted to cheapen or diminish the project. In size, certainly, the initial world Dreamscape never got anywhere as large as what we hoped for. Even compared to the size of its Commodore 64 predecessor Club Caribe, it was pretty small.
It’s said that they were a west coast operation, and many of their staffers were queer. One of the eventual spinoff worlds that WorldsAway would spawn was explicitly queer-friendly. Given the successes and continued struggles of queer-friendly media on the internet today, I feel like WA’s acceptance of alternate lifestyles should probably be better known.
I still have a couple of friends from those days. Others I’ve sadly lost touch with. A few friends from that time, notably Tiggles, Esme, and Rosaleah, have departed our physical world as well. Maybe some comfort could be had in the idea that maybe they’re users in some higher-order reality, who may have logged-off of our world, but are still out there in a more profound form. If they’re out there and somehow seeing this: please spare a thought for me. I’ll be back out there some day.
The Reno Project is a website devoted to preserving as much of those early projects, those ancient times, as possible. You could immerse yourself in the screenshots there, and dream of a past era that barely was. One of its competitors at the time, which is a bit better known today, is The Palace. One other service that still exists that competed with it is There, although good luck making an account (I tried). And Second Life of course continues to chug along. All of these things seem to me like more worthy projects than Zuckerberg’s latest progeny.
Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”
VGDensetsu hasn’t appeared in these pages yet and it’s high time we remedied that. This particular link is to a five-part series about an animator who switched careers to doing illustration for Nintendo, and played a major role in determining the look of many of their most popular characters, including Mario and Link.
Its Sunday! Another week in the books! You made it. So, here’s a weird video something you may enjoy.
On the original Playstation there were a lot of games release, some good, some bad, and some rather strange. Since games were released on CD, there was a lot of space for full-motion video, and sometimes that allowed developers to build in some silly extras.
That’s what happened with the Golden Nugget game, a fairly standard gambling sim that was elevated to sublime levels of wackiness by its video clips. It’s a fairly standard shoehorned-in story, about a computer chip that allows one to win games of chance somehow, but then Adam West shows up, as “Mr Swayne,” starts Adam West-ing, and suddenly, you’re watching comedy gold.