Software:The Colony (video game)

From HandWiki
Short description: 1988 video game
The Colony
The Colony
Developer(s)David Alan Smith
Publisher(s)Mindscape
Designer(s)David Alan Smith
EngineFLY-BY Environment Simulator
Platform(s)Macintosh, MS-DOS, Amiga
Release1988: Macintosh, MS-DOS
1990: Amiga
Genre(s)First-person shooter, Adventure, Puzzle
Mode(s)Single-player

The Colony is a first-person shooter developed by David Alan Smith. It was published by Mindscape.

The 1988 Macintosh release came in two versions, one in color and one with black-and-white graphics. The MS-DOS version, released the same year, was available in black-and-white only. The 1990 Amiga version was in color.

Previous first-person perspective games of the era used precomputed views, such as The Sentinel, or fixed-perspective graphics, such as Phantom Slayer. The Colony was one of the first games of its kind to let the player move freely while rendering graphics in real time.[citation needed] It was also one of the first 3D games to let the player enter and exit a vehicle.[citation needed]

Plot

The player takes the role of a marshal responding to a distress call from a research colony. After crash-landing on the planet, the marshal must repair their damaged ship, investigate the colony, and eventually discover and stop an alien race plotting to take over the universe.[1]

Development

Instead of a 360-degree circle, The Colony used 256 "pseudo-degrees" which allowed the game engine to rotate the player's perspective using only one byte of data. Bit-map graphics were drawn using MacPaint, while 2D images such as doors, letters, and the Apple logo were crafted using the game engine.

At the time of the game's development, the standard method of programming for the Macintosh was to use an Apple Lisa. Development tools for the Macintosh did not exist when the Macintosh was initially released. David Alan Smith completed the first scenes of The Colony with a C compiler ported to the Macintosh by Softworks. Those first scenes were developed on a Macintosh with only 128KB of RAM and a single floppy disk drive. Eventually, development tools were made available on the Macintosh, allowing Mr. Smith to complete his work using the Megamax C and Lightspeed C compilers—on a Macintosh upgraded to 512KB of RAM and a 20MB hard drive.

Reception

Computer Gaming World commented favorably on the combination of both action and adventure elements, but noted the immense difficulty of the game.[1] Amiga Format echoed this feeling by giving it a 51% score and complaining that "the graphics are sketchy and unrealistic and the gameplay is repetitive and frustrating".[2] Macworld named it Best Adventure Game of the Year in 1988, however, and in 2000 listed it as one of The Top Ten Mac Gaming Thingies of the Last 1,000 Years.[3] Orson Scott Card, who disliked The Colony, wrote in Compute! "How did this game ever become a "game of the year"? Only because it originally appeared on the game-poor Mac", with excellent graphics that accompanied "a very limited puzzle game that became so annoying and confining" that he and his son gave up. Card stated that the game arbitrarily punished players for exploring, giving as example immediately dying from picking up cigarettes.[4]

Legacy

On June 6, 2023, Smith released the source code for the MS-DOS, Macintosh and Amiga versions on GitHub under the Apache License 2.0.[5]

References

  1. 1.0 1.1 Roberts, Alan (February 1989). "The Colony". Computer Gaming World (56): 14, 56. 
  2. Evans, Maff (June 1990). "The Colony". Amiga Format: pp. 66. 
  3. Breen, Christopher (Jan 2000). "The Top Ten Mac Gaming Thingies of the Last 1,000 Years". MacWorld: pp. 63. 
  4. Card, Orson Scott (June 1989). "Light-years and Lasers / Science Fiction Inside Your Computer". Compute!: pp. 29. https://archive.org/stream/1989-06-compute-magazine/Compute_Issue_109_1989_Jun#page/n29/mode/2up. Retrieved 11 November 2013. 
  5. Smith, David A. [@gocroquet] (2023-06-07). "I just shared the source code for "The Colony" - the first realtime 3D adventure/shooter on Github. [..."]. https://twitter.com/gocroquet/status/1666309176958541824. 

Features

Edits and submissions to the site (including screenshots, box art, developer information, game summaries, and more) go through a verification process of fact-checking by volunteer "approvers".[2] This lengthy approval process after submission can range from minutes to days or months.[3] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copy-editing.[4] A ranking system allows users to earn points for contributing accurate information.[5]

Registered users can rate and review games. Users can create private or public "have" and "want" lists, which can generate a list of games available for trade with other registered users. The site contains an integrated forum. Each listed game can have its own sub-forum.

History

Logo used until March 2014

MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]

In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025} On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]

On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]

In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]

See also

  • IGDB – game database used by Twitch for its search and discovery functions

References

  1. 1.0 1.1 Sheehan, Gavin (2023-02-22). "Atari Relaunches The Fully Rebuilt & Optimized MobyGames Website". https://bleedingcool.com/games/atari-relaunches-the-fully-rebuilt-optimized-mobygames-website/. 
  2. Litchfield, Ted (2021-11-26). "Zombie company Atari to devour MobyGames". https://www.pcgamer.com/zombie-company-atari-to-devour-mobygames/. 
  3. "MobyGames FAQ: Emails Answered § When will my submission be approved?". Blue Flame Labs. 30 March 2014. http://www.mobygames.com/info/faq7#g1. 
  4. "The MobyGames Standards and Practices". Blue Flame Labs. 6 January 2016. http://www.mobygames.com/info/standards. 
  5. 5.0 5.1 5.2 Miller, Stanley A. (2003-04-22). "People's choice awards honor favorite Web sites". Milwaukee Journal Sentinel. 
  6. "20 Years of MobyGames" (in en). 2019-02-28. https://trixter.oldskool.org/2019/02/28/20-years-of-mobygames/. 
  7. 7.0 7.1 7.2 Plunkett, Luke (2022-03-10). "Atari Buys MobyGames For $1.5 Million". https://kotaku.com/mobygames-retro-credits-database-imdb-atari-freyholtz-b-1848638521. 
  8. "Report: MobyGames Acquired By GameFly Media". Gamasutra. 2011-02-07. https://www.gamedeveloper.com/game-platforms/report-mobygames-acquired-by-gamefly-media. 
  9. Corriea, Alexa Ray (December 31, 2013). "MobyGames purchased from GameFly, improvements planned". http://www.polygon.com/2013/12/31/5261414/mobygames-purchased-from-gamefly-improvements-planned. 
  10. Wawro, Alex (31 December 2013). "Game dev database MobyGames getting some TLC under new owner". Gamasutra. https://www.gamedeveloper.com/business/game-dev-database-mobygames-getting-some-tlc-under-new-owner. 
  11. "Atari invests in Anstream, may buy MobyGames". November 24, 2021. https://www.gamesindustry.biz/articles/2021-11-24-atari-invests-in-anstream-may-buy-mobygames. 
  12. Rousseau, Jeffrey (2022-03-09). "Atari purchases Moby Games". https://www.gamesindustry.biz/atari-purchases-moby-games. 
  13. "Atari Completes MobyGames Acquisition, Details Plans for the Site's Continued Support". March 8, 2022. https://www.atari.com/atari-completes-mobygames-acquisition-details-plans-for-the-sites-continued-support/. 
  14. "Atari has acquired game database MobyGames for $1.5 million" (in en-GB). 2022-03-09. https://www.videogameschronicle.com/news/atari-has-acquired-game-database-mobygames-for-1-5-million/. 
  15. Stanton, Rich (2022-03-10). "Atari buys videogame database MobyGames for $1.5 million". https://www.pcgamer.com/atari-buys-videogame-database-mobygames-for-dollar15-million/. 
  16. Harris, John (2024-03-09). "MobyGames Offering “Pro” Membership". https://setsideb.com/mobygames-offering-pro-membership/. 
  17. "MobyGames on Patreon". http://www.patreon.com/mobygames. 
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