Richard Moss
@mossrc.bsky.social
1K followers 130 following 320 posts
Writer/Director: *TerrorBytes: The Evolution of Horror Gaming* Author: *A Tale of Two Halves*, *Shareware Heroes*, *The Secret History of Mac Gaming*, a book on Age of Empires 1 dev (TBA) Co-Writer/producer: FPSDOC Australian [email protected]
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mossrc.bsky.social
The feature-length first episode of @terrorbytesdoc.bsky.social is now free to watch on YouTube. Dozens of interviews digging into the history and evolution of horror in games, written and directed by me. And if you like it, you can buy the whole series from terrorbytesdoc.com. youtu.be/TA2aZVn9FvE
TerrorBytes Ep. 1 – Enter the Survival Horror | Full Documentary Episode (FREE)
YouTube video by CREATORVC LIVE
youtu.be
Reposted by Richard Moss
michaelklamerus.bsky.social
Found the collection of 160 games made in world builder on the ScummVM website and this is all I will be talking about this month
www.scummvm.org/games/#games...

That 2nd game, Pirate Attack, has a really nice story from the designer from two years ago
www.macintoshrepository.org/19772-pirate...
image from Mountain of Mayhem of a smiling bartender and text describing him and the bar image of a pirate in the game Pirate Attack and text describing him attacking you a game called The Thompson Kids Meet the Swamp Witch of the faces of two kids and a haunted house at night screenshot from a game called Fortune Teller of a black and white illustration of a fortune teller
mossrc.bsky.social
I saw @re4mat.bsky.social speculating the same thing a few weeks ago. I'm not aware of any explicit link between them, but agree they seem similar and the approximate age of the Subspace devs would align with them potentially having played Continuum as kids.
mossrc.bsky.social
The Continuum web/JS port now has a bunch of fan-made "galaxies" (level sets) in addition to the original one, and apparently one of the galaxies was just a 17-level sampler pack for the full 75-level set advertised in this incredible flyer.
A flyer for a Continuum level set, promising "75 of the hardest levels anywhere" if you send a disk and 50 cents (or $3 and no disk) to an address in Oklahoma. The flyer has several different fonts and a few custom graphics.
mossrc.bsky.social
Ah, lovely. I hope you enjoy the book and find everything you're looking for. May I ask what the paper's about (other than something related to football/soccer games)?
mossrc.bsky.social
Yeah. The only thing you're missing is the publisher mismanaging their apology (which I think is understandable, given the torrents of outrage and abuse on social media) and the author gloating about beating cancel culture, which has ignited more culture wars stuff.
mossrc.bsky.social
This thread is the most even-handed take I've seen on the Bitmap mess, and I share his "second-hand anxiety" about the book content being ravaged. As an author with two books they've published, I'm especially sad to see the poor judgement and worried about implications from the ongoing fallout.
insrtcoins.bsky.social
Quick thoughts on the Bitmap Books controversy: the whole "going back on your apology" thing seems like a massive mistake. The original apology felt reasonable -- the author still benefits from having the work published, but Dyer publicly acknowledges the problem respectfully.
🧵
Reposted by Richard Moss
retrohistories.bsky.social
Some of the authors of *excellent* books from Bitmap who don't deserve to be caught in the fallout. Please follow and support them!

@felipepepe.bsky.social
@hg101.bsky.social
@gamesthatwerent.com
@stuartmaine.bsky.social
@mossrc.bsky.social
@davecook.bsky.social
@aaronpotter.bsky.social
mossrc.bsky.social
Apparently this is called AI SEO, or LLMO (Large Language Model Optimisation), but I really think they've missed a great chance to call it AIEO or genAIEO. And then they could have made a song set to the tune of B-I-N-G-O to promote their services.
Create content that gets your brand into AI search.
Create award-winning content in hours instead of weeks, crafted by our network of expert managing editors and optimized to appear in ChatGPT, Google AI Overviews, Perplexity, and other AI search tools.
Reposted by Richard Moss
roadtotheball.bsky.social
ISS Deluxe has a cheat code that turns the match officials into dogs. It's adorable.
A dog linesman. The referee is a dog.
mossrc.bsky.social
I was reading a big internal EA document tracking this game's AI module development, and most of the bugfixes are like "fixed player not passing the ball" or "improved CPU logic", but then every so often there'd be something like this round of fixes and I'd burst into laughter imagining it.
roadtotheball.bsky.social
Some funny bugfix logs for the AI in EA's F.A. Premier League STARS from March 30, 1998, a bit over a year before the game was finished.
Bugs Fixed
    1. Fixed bug causing players to spin uncontrollably after a canned animation completes its playback.
    2. Fixed bug allowing the ball to penetrate the net.
    3. Fixed bug in switching logic on volley shots.
    4. Fixed invisible wall in front of net bug.
    5. Fixed bug where the ball is attached to a celebratng player’s hand.
    6. Revised tackle model to minimize ball blipping.
    7. Fixed bug causing the goalie to get stuck outside the 18 yard box.
mossrc.bsky.social
I wouldn't mind at all. I'd be happy to give you any advice or suggestions you might need.
mossrc.bsky.social
I'd love to read that, if you ever do it.
Reposted by Richard Moss
roadtotheball.bsky.social
My favourite aesthetic: mid-90s football management game skeuomorphism.
Premier Manager II On The Ball (or Anstoss in the original German release) Ultimate Soccer Manager European Superleague
mossrc.bsky.social
All of these can be overcome with the right approach, but the right approach is different for every person. (And I'm sure it helped in my case that I'm an established journalist and historian with a well-respected body of work to point to.)
mossrc.bsky.social
Some don't think there's any value in what they made (horrifyingly, Captain Comic creator Mike Denio was like that, and I couldn't persuade him otherwise), others don't see the message or forget to reply, and some are too embarrassed by their old creation to talk about it.
mossrc.bsky.social
I've started @roadtotheball.bsky.social to talk more about old football/soccer videogames and share cool research materials, trivia, screenshots, and other fun or nostalgic stuff that I gathered while putting together A Tale of Two Halves: The History of Football Video Games for @bitmapbooks.com.
Reposted by Richard Moss
roadtotheball.bsky.social
When Paul and Oliver Collyer were looking for a publisher for Championship Manager (originally called European Champions), they sent demo builds out to all the major companies, including EA, which declined due to the lack of 'live action' graphics. This is their rejection letter.
10 Jun 91
Dear Oliver and Paul,

In response to your demonstration disk of the game European Champions, and after further discussions within our development group we do not think that it is the right piece of software for us to take on as a release.

The main reason that we do not think it is suitable is that your game is based on statistics and without any 'live action' the game would not appeal to the audience that we generally sell to. Football games of this type are generally advertised in the back of magazines, such as the ones you include copies off; and not normally given a high profile, full colour A4 page of advertising. The sort of product we would have to compete with is the 'Kick Off/Player Manager' range of products and to be honest, European Champions does not compare with either because there is no live action.

I hope I haven't put you off altogether, but would recommend you follow another route and contactthe companies that already publish that genre of games and I wish you every success in finding a suitable publisher, if you haven't already of course. I would be happy to look at any future products of yours that you feel we may be interested in.

Yours sincerely, 
Scott Probin
Assistant producer

PS. Your discs were infected with the Lamer II Exterminator virus. Please check your collection!
Reposted by Richard Moss
roadtotheball.bsky.social
Behind the scenes on Sony's FIFA/ISS killer from the late PS1 days, This is Football, which featured the legendary Clive Tyldesley in the commentary chair and is perhaps best remembered for its dedicated "dive" and "intentional foul" buttons.
Clive Tyldesley starting a commentary recording session for This Is Football (1999). Player animation editor for This Is Football (1999). A photo of a mo-cap actor doing a bicycle kick, with the ball hanging from a string attached to a long yellow pole. One of the stadium models for This Is Football (1999).
mossrc.bsky.social
I've been talking over email to the developer of this port, and he has info about how the sound interruption system works in the original. One sound plays at a time, with interruptions based on priority score, but with some nuance:
Our discussion caused me to look back at the game code and realize there was a subtlety in the original implementation I had missed. The game didn't JUST implement a simple priority system for sounds. For certain sounds it also had the priority "decay" over time, meaning every screen refresh the priority would drop a little. Why? This allowed later sounds with lower priority to interrupt them IF the original sound had been playing for a while. There are a couple places this enhances the experience
1. If you kill a bunker and then another bunker shoots, which normally has lower priority, if you are very near the end of the original bunker explosion it will be allowed to interrupt because the priority has "faded".
This is probably what Randy/Brian meant when they told you there was a "fade" system.
2. When bunkers shoot very rapidly you get a cool rapid fire effect because the later shot can interrupt the earlier. Level 9 is a good example of this. It's pretty cool and I'm glad to have that working.
mossrc.bsky.social
Apparently new research indicates the low return on investment of genAI in the workplace that MIT reported on recently is mainly due to "workslop", or "AI generated work content that masquerades as good work but lacks the substance to meaningfully advance a given task".
hbr.org/2025/09/ai-g...
AI-Generated “Workslop” Is Destroying Productivity
Despite a surge in generative AI use across workplaces, most companies are seeing little measurable ROI. One possible reason is because AI tools are being used to produce “workslop”—content that appea...
hbr.org
mossrc.bsky.social
we were told that backer fulfilment was getting prioritised. Okay, fair enough, but then they gave no timeline or info for getting a bulk order to Romero in motion. We never got another response, even after multiple (two or three) follow-ups, and the deal never happened.
2/2
mossrc.bsky.social
Random Unbound incompetence story that just popped into my mind: when Shareware Heroes first came out, John Romero told me he wanted to sell some copies from his store. I thought that was awesome and asked my editor to help. She matched my enthusiasm and made the necessary introductions, then
1/2
Reposted by Richard Moss
sharkabytes.bsky.social
This is the cost of casual legitimization of genai. The blood of this kind of suffering is on the hands of everyone who uses it for all the kind of stuff Giger has pointed out. Because you've been told for at least two years now what the cost of it is and to stop doing it.
gigerpunk.bsky.social
Fuck me this is bleak.
But please, do continue to use GenAI slop thumbnails for your YouTube videos, or your album art, or your book covers or whatever else. I'll continue to refuse to watch/listen/read any of them, knowing already they're not worth the time & that you're a disappointing lazy hack.
‘Children's book illustrator isn't a job anymore.’
I've been out of work for a while now. I made children's book illustrations, stock art, and took various art commissions.

Now I have several maxed out credit cards and use a donation bin for food. I haven't had a steady contract in over a year. two weeks ago, when a client who has switched to AI found out about this he gave me $50 out of "a sense of guilt." Basically pity for the fact that Illustrator, as a job, does not exist anymore.

It was my birthday recently and I sincerely considered not living anymore.
The worst part of all is that the parents who once supported me fully in being an artist sent me an AI generated picture of a caricature of themselves holding a birthday cake with my name spelled incorrectly.
Reposted by Richard Moss
retrohistories.bsky.social
It's nothing short of amazing that Chris can turn around an hour-long multi-segment audio show every week at a consistently great level. I haven't word-of-mouthed this show nearly enough, but it's an essential listen for anyone interested in the culture of games.
plante.bsky.social
Related:

Have you heard about the new show Post Games? It's like NPR for video games.

Thoughtful, surprising interviews with guests like Dunkey, the CEO of Atari, and NSFW game makers.

And it's free on all podcast platforms.

I know, it seems too good to be true! But it's real!
Post Games
Video Games Podcast · Updated Weekly · Post Games is a listener-supported podcast about how and why we love video games. Each week, host Chris Plante reports on a new, overlooked, or underappreciated ...
podcasts.apple.com