Articles tagged with: Glider

News Roundup: September 10 - October 12

mossy_11 on Wednesday, 12 October 2011. Posted in News

Apple co-founder and former CEO Steve Jobs died last week. Jobs oversaw development of the Macintosh, iPod, iPhone, and iPad, and he masterminded Apple's late-90s revival. He also built Pixar Animation Studios out of Lucasfilm's Graphics Group (which he acquired in 1986). He changed the world, and it is less of a magical place for his passing. Our hearts go out to his family and friends.


Fans of the Glider series, which we've covered extensively here on MacScene, will delight in the news that their creator John Calhoun has released Glider Classic for iOS. It runs on any iPhone, iPod Touch, or iPad with iOS 3.2 or later. Look out for my thoughts on the game in an upcoming Mac Classics Reborn post.


Mike Gleason recently released a new game for 68k Macs. Daleks Forever is a remake of the 1984 Mac game Daleks, which itself was inspired by an older UNIX game called Robots. You can see a long feature list and a few screenshots, plus get a download link, here.


You may have noticed that our new emulators database is looking a little sparse. We'd love your help in filling it up. Get in touch if you're interested.


Continue reading for the emulation news, including new VMWare Fusion, updates to JPCSP, Macifom, and Mini vMac, a new emulator, and more.

Interview: John Calhoun on the Origins of Glider (Part 2)

mossy_11 on Tuesday, 07 December 2010. Posted in Mac Classics Reborn

GliderPRO-9rooms

John Calhoun's Glider games hold a special place in the history of Mac gaming, acting almost as an icon of the platform through much of the 1990s. They spawned a hugely dedicated fan base, which produced a ridiculous amount of original content both for and about Glider -- especially Glider 4 and Glider PRO, the later versions.

I caught up with Calhoun over email recently, and quizzed him on the origins and development of the series. This is the second (and final) part of that interview. Read on to discover how Glider grew from a shareware to commercial product, what inspired the new features of Glider 4 and Glider PRO, how the game's community shaped its development, what Calhoun thinks of the Mac indie scene, and more.

You can catch the first part of the interview here. And also be sure to check out Dreaming of a Thousand-Room House: The History and Making of Glider, which provides context and a narrative for this interview.

Interview: John Calhoun on the Origins of Glider (Part 1)

mossy_11 on Saturday, 27 November 2010. Posted in Mac Classics Reborn

glider3-helicopter-small

John Calhoun's Glider games hold a special place in the history of Mac gaming, acting almost as an icon of the platform through much of the 1990s. They spawned a hugely dedicated fan base, which produced a ridiculous amount of original content both for and about Glider -- especially Glider 4 and Glider PRO, the later versions.

I caught up with Calhoun over email recently, and quizzed him on the origins and development of the series. This is the first part of that interview. Read on to discover where the idea for Glider originated, how the game came to exist, and how it dramatically altered Calhoun's future.

And also be sure to check out Dreaming of a Thousand-Room House: The History and Making of Glider, which provides context and a narrative for this interview.

Dreaming of a Thousand-Room House: The History and Making of Glider

mossy_11 on Tuesday, 23 November 2010. Posted in Mac Classics Reborn

Imagine a house filled with thousands of rooms, each unique in some small way. Now pretend that its occupants are mysteriously absent, yet the house is teeming with life, and there is no connection whatsoever to the world outside -- not even a single window. Goldfish jump in and out of their bowls, which are haphazardly placed high and low all around. A nearby basketball bounces of its own accord. Elsewhere, an exposed pipe drips water in a darkened room and balloons magically rise through the floor.

GliderIconPaper helicopters materialise out of the ether, only to disappear just as suddenly, while two slices of bread hop up and down in a toaster that sits on a small table. And you are a paper airplane, at the mercy of air currents, whose very survival depends on the avoidance of these strange and wonderful -- yet simultaneously mundane -- household objects.

This is the world of Glider, a classic Mac game with a devoted fan base that remained strong for over a decade. It spawned from the mind of John Calhoun, whose childhood was filled with dreams such as the one described above. His dreams took on a kind of reality with the release of Glider 1.0 in 1988, although this first version was rather simpler.

The game evolved considerably over the following decade -- growing in depth and complexity, expanding its fan base, adding a level editor, and even picking up a commercial release. This is the story of the origins and evolution of Glider, from its humble beginnings as a mere experiment to the aftermath of Glider PRO -- the final version of the game.

Growing up Mac: Windows to Another Dimension

mossy_11 on Wednesday, 05 May 2010. Posted in Opinion

When Windows 95 came out, I didn’t care. Sure, I was just a kid, but I could clearly see that it was inferior to System 7.5.5. Years later I learned this isn’t strictly true -- although the feature gap was almost non-existent (despite what Windows’ marketing suggested), they each possessed different strengths and weaknesses. But all I saw was an ugly interface, a continued reliance on the dated DOS back-end, and the infamous blue screen of death. And games still looked better on the Mac, even with the aging hardware.

It was like a window to another dimension, where somehow everything bad reigned supreme over all that is good. I didn’t like it. I wanted to close the shutters and pretend there was no other dimension. But there was no escaping Windows, and I soon came to terms with my aversion for the OS, thanks in large part to a game called Civilization II and a little thing called the Internet.

Windows95

Growing up Mac: Life with a Plus

mossy_11 on Thursday, 29 April 2010. Posted in Opinion

My introduction to both video games and computers came from a rather unusual source for a child raised in the 1990s. Other kids my age were inheriting 8-bit consoles or picking up the Super Nintendo or Sega Mega Drive/Genesis, or they were experiencing the torture of MS-DOS. As for me, I had a Mac. Not a shiny new Mac, mind you, but an aging Macintosh Plus, with a monochrome 9-inch monitor, no hard drive, and 800 KB floppy drive. Most of the time, I had to first use the boot disk to start the system, then switch to the game disk, although a few games were bootable. Freezes, which were not uncommon, were typically resolved with a resounding whack to either the side or top of the computer. Sometimes, though, a hard-reset was required. And that often resulted in a “sad Mac” on startup.

I (like many others on this site, I expect) have fond memories of games that most people -- even those who live and breathe gaming culture -- have never heard of, and likely never will. Glider moved me with its whimsical world where the paper plane was king. StuntCopter entertained me with a falling stick-figure and a horse that could be knocked over. Spelunx taught me about gravity, lightning, and the power of learning through play. ShufflePuck Café consumed me as I tried to beat all its weird characters. Dark Castle offered an atmospheric action/puzzle/platformer hybrid that was years ahead of its time. Banzai, Super Maze Wars, Artillery, MacSki, Memory, Amazing, Block Out, Maelstrom, and many other unique little games exposed me to all sorts of ideas, filling my childhood with hours of fun and entertainment.

Glider PRO

mossy_11 on Sunday, 31 January 2010. Posted in Mac Classics Reborn

The quintessential paper plane simulator, John Calhoun's shareware classic Glider first emerged in 1988 "for all Macs". Its basic premise involved the player guiding a paper plane through 15 rooms, while avoiding obstacles (including a cat) and keeping the "glider" airborne, with the help of upward air movement from vents. Subsequent versions added new rooms, features, and obstacles, but the gameplay remained essentially the same.

Glider's simple mechanics and undeniable charm spawned a dedicated fan community, consisting mostly of modders, who created new levels or "houses" for the game. There was even a fanzine for a few years in the mid-90s.

Glider PRO, the fifth major version of Glider, was released in 1994 for Macs running System 7 or better. It was repeatedly updated to run on newer hardware, and even got a commercial release on CD, before publisher Casady & Greene went out of business in 2003. John Calhoun released all versions of Glider as freeware soon after.

slumberland