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  • ThomasVogel via Getty Images

    Online bulletin board inventor Randy Suess dies at 74

    by 
    Jon Fingas
    Jon Fingas
    12.22.2019

    It's a sad week if you've ever posted on a social network or an internet forum. Randy Suess, the creator of the software for first online public bulletin board, died on December 10th at the age of 74. He and Ward Christensen built the Computer Bulletin Board System (CBBS) in 1978 to give users a central place to float ideas, post notices and otherwise coordinate without meeting in person. Of course, it wasn't nearly as sophisticated as the giant internet services you see today -- CBBS revolved around a customized personal computer that required a dial-up modem to access.

  • Relive the BBS dream (nightmare?) with Level 29

    by 
    Mike Wehner
    Mike Wehner
    08.12.2014

    Do you hate the current Internet and wish you could go back to the days of boring text on a blank background? Of course you don't, but if you want to be reminded of just how great things are these days you can take a temporary trip down memory lane with Level 29, an electronic bulletin board being run on an Apple IIGS. The best part? You can access it via your web browser. The BBS itself offers a variety of utilities and services, including the ability to register your own profile and set up a mail account. Of course, you'll be forgiven if you abandon ship before accomplishing either of those tasks, given that the board is running on a painfully slow 300 bps modem -- which, by the way, you can actually dial into if you feel the urge. Personally, I'd recommend using the site's built-in web browser client. [via The Mac Observer]

  • The Game Archaeologist: Revisiting the BBS

    by 
    Justin Olivetti
    Justin Olivetti
    12.21.2013

    Back in 2010 (2010, really? Wow.) I gave a broad overview of the history and importance of the BBS -- the bulletin board system. BBSes were a sort-of proto-internet, a homebrew networking solution that allowed users to connect online (via phone lines and low-baud modems) to chat, share ideas, and play lots of games. In fact, it's just impossible to think of BBSes without these multiplayer games that ranged from fantasy dungeon crawlers to cutthroat capitalism in space. Today I'd like to revisit this topic by inviting you to get to know bulletin board systems in a new light. I'm going to share my own experiences with BBSes in the early '90s, a documentary on them that I found fascinating, and a game you can play today to get an eerily accurate feeling of what dialing up BBSes back then felt like.

  • This is the Modem World: The sinister side of the '80s BBS

    by 
    Joshua Fruhlinger
    Joshua Fruhlinger
    07.31.2013

    Each week Joshua Fruhlinger contributes This is the Modem World, a column dedicated to exploring the culture of consumer technology. Some of the following, for legal reasons, may or may not be fictional. My first modem was a 300-baud Apple-Cat II. It was an expansion card for the Apple II and simply plugged into a phone line. It was, simply put, a bad-ass piece of technology that turned me into a total digital delinquent. While my parents thought I was innocently learning to code BBSes (bulletin board systems) I was actually learning how to get things for free and paving the way for software pirates, phone phreaks and straight-up frauds of the future. The Apple-Cat II could connect to other Apple-Cat IIs at 1200 baud, which made file transfers pretty quick for the time. This meant we could trade entire games in about an hour. We'd log into bulletin board systems, share lists of things we had and set up times to dial one another to trade games. Usually a barter would take place -- your Aztec for my Hard Hat Mack. It was a lot like trading baseball cards, I imagine.

  • The Game Archaeologist: GameLine

    by 
    Justin Olivetti
    Justin Olivetti
    03.09.2013

    Modern MMO gamers are blessed with plenty of conveniences that we take for granted. One such convenience is the ability to simply download any online game without having to deal with the hassle of DVDs or CDs (trust me, young people, one day your children will be dubious when you tell them how you'd have to swap in discs to load a game). Game trials, downloadable content, access to a large library of titles, and simply being online are facts of life for us, not cause for us to fall on our knees in total awe. Before Steam was offering us loads of free-to-play MMOs, before Xbox Live Arcade was offering indie titles a platform for exposure, before CompuServe was making headway in online services, there was an odd artifact on the Atari 2600. Yes, that ancient console that has nary an "X" or "Play" in its name. The artifact was GameLine, and whether or not you've heard of it, it was one of the earliest pioneers of downloadable games services. When I found out about it, it just fascinated the crap out of me. I think it will impress you, too.

  • Back in the BBS days: how-to helps newbs navigate to a pre-internet playground

    by 
    Joseph Volpe
    Joseph Volpe
    08.21.2012

    The web has an origin story, one that predates any cozy trip in the wayback machine. That's because where we're going, there is no internet -- at least, not as you now know it -- only Bulletin Board Systems. And to help guide curious digital natives on this journey back to the time tech forgot, a programmer by the handle of Proppelerpowered has whipped up a how-to that leverages nothing more than a microcontroller-based microcomputer and BASIC knowledge. The brief step-by-step, listed over on Instructables, requires intrepid geeks to build a Pocket Mini computer, which purportedly takes only "an evening," after which they'll have to tinker with some low-level coding to complete the connection setup, hitch a ride online via PC and then link up with any number of active BBSs around the world. For the purposes of this beginner guide, you'll have instructions for access to a Canada-based Commodore 64 clearly laid out. But the more adept are encouraged to swap out the standard setup for an ANSI terminal and wade into serious retro-gaming waters (Trade Wars, anyone?). Hit up the source below to peek the blow-by-blow and see if this hack's made for you.

  • BBS version of Google takes you back in time, won't hog your phone line

    by 
    James Trew
    James Trew
    04.14.2012

    If the third digit of your birth year is a nine (or heck, a zero), you'll likely never have experienced the true agony joy that was BBS or Bulletin Board Systems. Well, thanks to nostalgic developer Norbert Landsteiner, you can take a glimpse at how your dad got online with an HTML / JavaScript emulation BBS Google. Likewise, more seasoned travelers of the internet can take a trip down memory lane and see what Mountain View's search engine might have looked like "back in the day." All the details are there, right down to the familiar modem tones and ASCII graphics, it's even somewhat functional (when the API isn't over its limit.) So, want to appreciate that browser you complain about on twitter all the time over your LTE connection? Tab on down to the source link for a lesson in gratitude.

  • The Game Archaeologist's World of Warcraft confession

    by 
    Justin Olivetti
    Justin Olivetti
    01.24.2012

    As you may well know by now, I wasn't an early adopter of the MMO scene apart from a brief exposure to BBSes in the '90s and Anarchy Online and Final Fantasy XI in the early 2000s. To be honest, I found that MMOs were as intimidating -- and fascinating -- to me as pen-and-paper RPGs. You see, in high school I started buying RPG manuals and devouring them cover-to-cover, but I could never find friends or like-minded people with whom to play. The genre was a spectator sport for me; I was looking in from the sidelines and imagining what would happen if I actually got to be part of a D&D session. Likewise, MMORPGs in their earlier forms appeared as user-friendly to me as that house on the block with overgrown shrubs, a rusty iron fence, and a mangy, ever-barking mutt in front of it. Maybe it was really cool inside, or maybe it was a death trap from whence there was no escape, but I never had the courage to find out. Let me put it this way: I purchased and read the entire Star Wars Galaxies Prima Guide three times over without once signing up for the game. I'm sharing this with you because I always want to remember that what we take for granted today -- that MMOs are friendly, fun, engaging, and a downright natural part of many of our gaming lives -- isn't always true for those curious lookey-loos who feel intimidated by the scope, busy UIs, subscription fees, or the often bizarre attitudes that long-term MMO players exhibit. For me, it took one game that tore those barriers down to extend a welcoming hand to me, guiding me into these awesome games. Of course, that was World of Warcraft. And even though my geek cred would be so much higher if it were something earlier or, well, not so mainstream, that wouldn't be the truth. So today I'm going to share my story of how I got into MMOs and why the early days of WoW were some of my most treasured gaming memories.

  • The Game Archaeologist moves into Lucasfilm's Habitat: Part 1

    by 
    Justin Olivetti
    Justin Olivetti
    01.10.2012

    For some of you reading this, you may simply never have known a world before the internet existed by virtue of your age. It's not your fault, but as generational divisions go, this was a biggie. The internet saturates so much of our lives now that it's even difficult for those of us born prior to the '90s to remember how we functioned without smartphones, Google searches, and terabytes of cheap entertainment on demand. I think there were video game arcades in the mall or something. Because of this, some of you will not understand the import of how it felt when technology advanced to the point that people could reach out online and interact with others, first through written communication and later through applications and games. What we take for granted in today's MMOs -- the constant presence of thousands of real humans interacting with us in a virtual space -- simply blew the minds of those who first encountered it. And way back when, those encounters depended on the person and technology available. Some folks had access in the '60s and '70s to the early form of the internet and email in universities and government offices, but these close encounters of the virtual kind only started to make its way into households in the '80s (and even then, mostly to those plugged into the geek community). The developers of these programs -- the MUDs, the BBSes, CompuServe, etc. -- were truly pioneers forging a path while trying to figure things out on the fly. So it amazed me to hear that I've been missing out on a key part of MMO history by overlooking Lucasfilm's Habitat, which wasn't quite an MMO by modern standards and yet created a graphical virtual world with many of the elements that were adopted into later projects. In our two-week look at Habitat, we'll see just how eerily similar this 1986 title is to what we know today -- even though it came out on the Commodore 64.

  • The Game Archaeologist plays with MUDs: Your journeys, part 1

    by 
    Justin Olivetti
    Justin Olivetti
    04.26.2011

    What a long, strange trip it's been back through the heyday of multi-user dungeons and the many, many spin-offs and variations thereof. We've looked at the history, talked with Richard Bartle, and promoted a few of the best titles out there -- but we're not done yet! The Game Archaeologist will not hang up his hat and call it a day well-lived until your stories are entered into the history books. Throughout this month, MUD and MU* players have deluged the inbox of the Game Archaeologist Institute for Text-Based Virtual Worlds, impressing us with hefty paragraphs of passionate experiences. These stories are so good, in fact, that we have little desire to choose between them, which is why we're going to annex the first week of May so that we can share all of them. May won't mind -- May's cool like that. So hit the jump and read the testimonies of the word warriors who were there on the front line of parser combat and grammatically correct roleplaying. These are their stories. This is your lunch break.

  • Portal 2 Easter egg: Valve never meta-ARG it didn't like

    by 
    JC Fletcher
    JC Fletcher
    04.19.2011

    A hidden room somewhere within Portal 2 (see the video after the break for more information about its location, if you want) contains a mysterious message from "Adam Foster," which plays a really annoying sound file that turns out to hold three encoded images. What do you find upon deciphering this hidden message? A brief history of hidden Portal-related messages. The three image files encoded in the sound turn out to be slides detailing the ARG that led to the reveal of some Portal 2 info -- also using SSTV-coded images. It turns out that said ARG had a budget of just $100, and used a BBS that was running on a vintage computer with a genuine 2400 BPS modem. You can see all three images in full here, and see (and hear) the coded message in Portal 2 after the break.

  • The Game Archaeologist plays with MUDs: The history

    by 
    Justin Olivetti
    Justin Olivetti
    04.05.2011

    You know that sinking feeling when you get into something that's way, waaaay over your head and you have no choice but to swim furiously or drown? That's exactly how I felt when I started to do research for this month's series on MUDs -- Multi-User Dungeons -- and their descendants. At first I was thrilled, because I knew that along with Dungeons & Dragons and Bulletin Board Systems, the MUD was one of the key predecessors to the MMORPG as we know it today. It was, and still is, vital gaming history that helped to shape the genre. The only problem was that for various reasons -- mostly a lack of good internet access in college and general ignorance -- I'd missed out on MUDs back in the day. But it's not like that stopped me from covering any of the other games in this series that I never experienced first-hand way back when; after all, there are few among us who can honestly say they did everything. So the problem wasn't the lack of first-hand knowledge but the sheer, overwhelming scope of this subject. One game alone is a manageable subject -- MUDs are an entire genre unto themselves. It's intimidating, to say the least. It doesn't still my excitement, however, nor will it stop us from diving into this topic no matter how deep the waters get. This week we'll take a look at the brief history of the MUD/MUSH/MOO/et al. and then get into specific games later this month. So hold your breath and jump on in with me!

  • The Game Archaeologist goes to Earth & Beyond: A talk with Rade Stojsavljevic

    by 
    Justin Olivetti
    Justin Olivetti
    03.15.2011

    I have to admit, it's bizarrely fascinating to cover a deceased MMO. The effort produces a bag of mixed emotions: fond memories, bitter resentment, wistful longing, and casual disinterest by those who weren't there. These games truly matter to some players, even though they're already in danger of being covered by the sands of history. In these events, our monthly expeditions into these games becomes a rescue operation of sorts as we try to preserve the past by digging it up. I found it a welcome challenge to hunt down former Earth & Beyond developers who were willing to talk about their time with the game (and who hadn't forgotten it entirely -- 2004 is, like, sooo long ago!). Fortunately, I got a few nibbles for my efforts, and this week I reeled in Jet Set Games President Rade Stojsavljevic, who took time out of his schedule to hand us a long-lost piece of the Earth & Beyond treasure map. Hit the jump to hear Stojsavljevic reminisce about the best -- and, yes, the worst -- that Earth & Beyond had to offer!

  • The Game Archaeologist and the year that was 2010

    by 
    Justin Olivetti
    Justin Olivetti
    12.28.2010

    Earlier in the year when I started this column, I realized two things. First, I'd be giving myself as much as any of you a crash-course education in older MMOs, particularly with some of the more fringe titles that I'd never really explored up to this point. And second, it would be a challenge to find the right mix of elements to do these MMOs justice. So before we look back at all the games this column covered in 2010, I'd like to ask each and every one of you to take a minute and drop a comment about what you'd like to see The Game Archaeologist do next. What titles would you love to see honored in 2011? What features are the most interesting to you -- dev interviews, player interviews, history overviews, photo galleries, first impression playthroughs, or links to community fansites and blogs? What could I add to make The Game Archaeologist even better? I also want to take a minute to thank the readers, players and developers who have contributed to this column so far. While there are MMOs that get a lion's share of the press these days, we at Massively are committed to spotlighting as many of these games as possible, particularly if there's a passionate community and dev team behind them. I've loved hearing your stories and hope that in passing them along, perhaps we've opened a door or two to games that you might've never considered before. So let's hop in our hot air balloon and soar over the year that was 2010!

  • The Game Archaeologist and the Nights of Old Winter

    by 
    Justin Olivetti
    Justin Olivetti
    11.23.2010

    Here's a question for you: How much do you really, really have to love a game to pay $8.00 an hour to play it? Considering how much we tend to whine about a flat $15/month fee, I'm guessing the answer is, "Only if it loved me long time." And yet, in 1991 this wasn't considered crazy extortionist practices -- it was dubbed "Being a pioneer." While online RPGs were nothing new by then, nobody had tackled the jump from text-based RPGs (MUDs and BBS doors) to graphical games due to the technology (limited modem speeds and access) and funding involved. It took the efforts of a Superfriends-style team to make this happen with Neverwinter Nights: Stormfront Studios developed the game, TSR provided the Dungeons & Dragons license, SSI published it under its Gold Box series, and Aol handled the online operations. Thus, 19 years ago -- six years before Ultima Online and 13 before World of Warcraft -- the first multiplayer graphical RPG went online and helped forge a path that would lead to where we are today. With only 50 to 500 players per server, Neverwinter Nights may not have been "massively," but it deserves a spot of honor as one of the key ancestors to the modern MMO.

  • The Game Archaeologist and the SysOp's Sinister Stratagem

    by 
    Justin Olivetti
    Justin Olivetti
    08.31.2010

    When you think of MMORPGs, I wouldn't blame you if your mind stayed rooted firmly in the past decade or so, perhaps taking a brief vacation to 1997 before returning to today's 3-D polygonal glory. But it's not like people just woke up in the late 90's, looked at each other, and said, "Hmm. Online multiplayer RPGs. Let's make it happen!" On the contrary, history had been building up to that moment for quite some time. Tabletop RPGs and computer MUDs (multi-user dungeons) were both important ancestors of modern MMOs, just as was a mostly forgotten piece of software lore: the bulletin board system, also known as the BBS. In layman's terms, BBSes were like pocket internets -- host computers that allowed anyone to dial up and use special programs remotely. While BBSes weren't (initially) tied together like the world wide web, they featured a lot of the elements that would make the WWW so popular, such as email, forums, and, yes, online games. Today's special one-shot Game Archaeologist will take a brief look at the history of the BBS, as well as a couple of its games that could be considered "MORPGs" (like the renowned website, the "Massively" part would be a while in coming). Dial up, gentle readers, and make your hissing modem noises!

  • Portal fans find secret images, BBS phone number in radio messages

    by 
    JC Fletcher
    JC Fletcher
    03.03.2010

    Ever since Portal was updated on Steam two days ago, fans have been busy finding the hidden Morse code messages added to the game, and deciphering them to unravel what appears to be some kind of ARG. Early messages -- in plain Morse code as well as meta-Morse code that translated to written Morse code "beeps", revealed little but what seemed like jokes and internal bootup sequences from GlaDOS. Others were revealed as SSTV-coded images, low-res pictures of random items, all bearing the Aperture Science logo. Within those, fans quickly found a numeric code that turned out to lead to a BBS (remember those?) containing a series of Aperture-related ASCII images of GlaDOS, as well as a series of messages from fictional Aperture Science founder Cave Johnson, who apparently hates both witchcraft and safety. Steam forum users are feverishly working through all the information to solve the overarching puzzle of what this all means. At this point, being a mere sequel tease, or connecting the Portal and Half-Life universes, would be a disappointment. We already knew there was a Portal 2 on the way, and we already knew that the storylines were loosely connected. Valve hiding a complex series of clues inside an old game is far more interesting than either of those things. Source: Boing Boing Source: Shacknews Source: Steam forums

  • How the MMO crawled out of the MUD

    by 
    Mike Schramm
    Mike Schramm
    11.04.2007

    Clockwork Gamer has a good juicy post up about how MMOs first learned how to do things from MUDs, and since today is Old School Day, I thought it was appropriate. Wait, you haven't heard of Multi-User Dungeons? If you've never played one, you'll probably be shocked that they used to fascinate people-- imagine an old-school computer, with its green text on a black screen, dialing into another computer and entering a text-based virtual world. As in, you dial up your favorite BBS, and a message greets you "You are in an inn. There are exits north and west," and from there, you type in words telling the computer what to do, while other users play the game with you. You can try the whole thing with the java client here if you want.A far cry from the virtual worlds we know today, yes, but that's where it started. CG actually focuses on the higher level of things (in many MUDs, players could actually form guilds, and wander around the world together-- "go north"-- killing dragons-- "attack dragon with great mace"), but even the most basic of MMO thrills was originated in the MUD world. "Seeing" a virtual character pass through the room you're in ("Kingofworld enters the room. Kingofworld leaves the room.") was a thrill, because you knew that there was someone else, looking at a screen just like you, behind that character. On the other hand, as CG points out, there were a lot of things that MUDs could do that graphical MMOs can't nowadays.

  • Giant Swiss Army Knife offers 85 tools

    by 
    Conrad Quilty-Harper
    Conrad Quilty-Harper
    08.24.2006

    Wenger, the manufacturer of the classic Swiss Army Knife, has revealed a 9-inch long, 2-pound "knife" which carries 85 instruments, or: almost every tool that has ever been on a Swiss Army Knife, ever. The list includes seven different knives, a golf shoe spike wrench, a bike chain rivet setter, and a laser pointer with a 300ft range (but where's the freakin' USB flash drive?). Presumably this is so seasoned golfers can tune their bicycle's rivets before heading off on a deer hunt / cycling trip armed with blinding lasers and an entire collection of 3-inch knives. An equivalent "indoor" do-it-all gadget would feature Apple's entire iPod line-up, a SCSI to Parallel adapter and the collective consciousness of the Engadget staff in BBS form, contained in the form factor of a combination Bluetooth headset / wristwatch.[Thanks, William S]