Articles tagged with: world builder

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

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


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.

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; 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.

Radical Castle

jetboy on Monday, 16 August 2010. Posted in Retro Game of the Week

Editor's note: Radical Castle is one of the earliest graphical adventure games, and is a key component in the point-and-click revolution ushered in by the Macintosh in the mid-to-late 80s. If you have any interest in adventure games, you should play this. -mossy_11



Radical Castle is a 1986 World Builder adventure classic designed by Christopher Kent Wigginton, which was originally distributed as shareware on multiple cover disks. I first came across Radical Castle around 1988. As a kid I would wait around in mumʼs office fiddling with her Mac Plus. The office had an intranet that I used to search for shareware/freeware apps. When mum returned to her office she was often surprised to see little gadgets on her computer, such as eyes that followed the mouse and Oscar the Grouch in the trash. Radical Castle fit in well with these gadgets.

You play the role of a squire who has fallen out with the king over a secret meeting you had with the princess. Although you are repentant and honestly thought that the princess was a serving wench, the king still isnʼt happy. He gives you a choice between death and a long quest to find an oracle that an evil wizard has stolen.