Pie in the Sky (game engine)

Last updated

Pie in the Sky is a 2.5D and 3D first-person shooter engine most popular in the mid-to-late 1990s by Pie in the Sky Software, also known as Power 3D and the 3D Game Creation or 3D Game Creation System engine. The engine was used in two games by the company as well as many other independent games and amateur projects after it was turned into a commercial game creator, [1] largely because it minimized the amount of computer programming knowledge needed to make 3D games in its editing tools, making it suitable even for beginners with no game-design experience. [2] [3]

Contents

History

The company, formed principally by programmer Kevin Stokes, first dabbled in 3D computer graphics by creating a modestly popular terminate-and-stay-resident 3D screen saver called InnerMission in 1987. [4] When the market for 3D applications started to grow more popular, they developed a 3D flight simulator called Corncob 3D in 1992. The game was inspired by a similar flight simulator for the Apple II, but implemented a more advanced physics model and the possibility to jump off the plane and explore the environment on foot. Corncob 3D was first released as shareware and then later commercially as Corncob Deluxe by MVP Software. In late 1992, after seeing Wolfenstein 3D and having gained experience with Corncob 3D, Stokes decided to write a brand new 3D engine in C and then used it for the first-person shooter Lethal Tender in 1993. Based on that, they were hired by a German group to create a German-language first-person shooter. [5]

Pie in the Sky released Terminal Terror , the sequel to Lethal Tender, in 1994. The development of this game, to be published by Expert Software, had taken precedence over the German development and thus strained the relationship. The game was relatively successful, but the company sensed they were unable to keep up and stay ahead of other first-person shooter developers. In the summer of 1994 during the Shareware Industry Conference in Indianapolis, Indiana, Kevin Stokes met a young indie developer named John Nagle, and they discussed the possibility of using Kevin's engine to create a game development system for non-programmers. Shortly thereafter, work began on the project, with John working on the game editor remotely from his home in West Virginia, and dropping builds via dial-up BBS to Kevin's home in New York. The partnership was equal between Stokes and Nagle, with a small percentage to David Johndrow, who licensed use of his MVP Paint product to be included in the package. They launched the 3D Game Creation System during Christmas of 1994, marketing themselves to non-technical consumers who wanted to make their own 3D games. It is first used by games such as Red Babe by The DaRK CaVErN Productions and La Cosa Nostra by Slade 3D Software.

In 1995 it was used in the Despair series, Terror in Christmas Town , Deer Napped , and Castaway: The Ordeal Begins as well as the official example games Meltdown and Industrial Killers . Meanwhile, the various bugs in the program were worked out and upgrades and patches were released, partly because of the rushed development of the system in the first place. [6] The contract with the German group changed, and instead the new game creation system was re-released in German as well as English.

The engine was ported to Microsoft Windows and Direct X in 1998, as well as updating it beyond Wolfenstein 3D-like standards. The company had first detected the decline of DOS in 1994, and had decided to port to Windows and adopt 3D API technology using the Renderware library. This was first attempted in a racing game called Baja Bash, but emphasis was switched to converting the old game creation engine because of market demands, time constraints, and some criticism of the later game - despite its attempted physics advances. Because of licensing restrictions however, they eventually opted to use Direct3D. [7]

In this updated form that it was used in the game Pencil Whipped , designed for the 2000 Independent Games Festival. Chub Gam 3D , an earlier freeware game, was reissued in director's cut form in 1998. In 2001 the third version of the engine was released, featuring true-3D polygonal enemies and weapons, 3D terrain, super lighting effects, and other improvements.

The engine ceased being sold in May 2003 and soon after the Pie in the Sky company website came down. The book 3D Game Creation by Luke Ahearn for Cyberrookies has a section which examines making games using the Pie in the Sky development tools, [8] and the system, alongside GameMaker: Studio , Construct , The Games Factory and FPS Creator , was used in the "Problem Solving through Game Creation" course put out by the College of Engineering and Applied Science. [9]

In 2010 the company was restarted, and has created a physics engine demo and a dice simulation for the Android operating system, tested on the Motorola Droid. [10] The choice of a physics engine is likely inspired by the popularity of the Corncob 3D physics. The company's new website notes "the focus will be more about making fun stuff that being a money-producing business." [11] The rebirth of the company came from a feeling that small companies can make a better headway in the mobile market than on the PC market, based on their struggling experience trying to keep the Pie in the Sky tools current to big-name standards in the 1990s. [12]

Games

Internal Usage

Pie in the Sky Software made several games on the engine and its predecessors, first its own shareware products and later examples for the Game Creation System,

Corncob 3D

The Pie in the Sky engine's popular predecessor game. [13] Instead of being a first-person shooter like the later games based on Pie in the Sky, it is a flight simulator game. The game takes place in a world where Hitler died in childhood and World War II never happened. In its stead, aliens have invaded the Earth. [14] The player must take control of a F4U Corsair, the only World War II plane that made it into this alternate history, and defeat the alien invaders. [15] The game takes place in a variety of different locations and was noted for its original gameplay and presentation. [16] It is also known for being one of the few shareware flight simulators. [17] The game was later released as freeware along with the source code. [18]

Computer Gaming World 's reviewer, a United States Army Aviation Branch pilot, stated that "Corncob 3D delivers one of the best attempts at a VR-like 'living environment' in a flight sim so far". He praised the "total, virtual, freedom" in the game world, the smooth animation, compatibility with lower-end computers, and "believable" flight models, while criticizing the lack of terrain features, air-to-air combat, and limited control options. The reviewer concluded that Corncob 3D "offers some new ideas that will certainly be seen in future games", with a high "price/challenge/fun" ratio. [19]

Lethal Tender

The first game to use the actual Pie In The Sky 3D engine, released in 1993. Secret agent Nick Hunter must thwart the evil Thorne Devereaux, who is planting bombs in U.S. currency. The game sported various singular features such as the possibility to take the uniforms of dead enemies for protection. It was more advanced than most of its peers, allowing for non-perpendicular walls (like in Doom), jumping, and a rudimental simulation of different types of injuries based on the part of the body being hit. The game is described by Home of the Underdogs as "a fun, albeit amateurish, first-person shooter." [20] The game set out the style followed closely by most other Pie in the Sky engine games, particularly noting its inventory system, [20] though even its graphics were mostly reused by later games as well. [21] The game, also known as Legal Tender, was published by Expert Software and later re-released by Froggman.

Terminal Terror

Pie in the Sky Software's sequel to Lethal Tender, released in 1994. The game featured an expanded array of features including early examples of the stealth gameplay of later games like Thief: The Dark Project , objective-based missions, and improved texture mapping. [22] The player is again Nick Hunter, with a mission to take back into custody the international terrorist Bruno Riggs, who has fortified himself and his men in a captured airport terminal, together with several hostages, including Hunter's fiance. Abandonia compared it to System Shock in that it was way ahead of its time, referencing its new features such as friendly non-playable characters and damage varying based on where hit. [23] The game was published by Expert Software.

Industrial Killers

An example game made in 1995 to demonstrate the original DOS version. It takes the form of a short game featuring giant killer bugs. In particular it shows off the engine's outdoors capability within its large first level. Included were various notes and promotionals for the Game Creation System. [24]

Meltdown

Another short demonstration for the engine made in March 1995 by Terry F. Hamel, an additional level designer for Blood by Monolith Productions and a Doom custom mapper. The player had to escape from a military compound by bypassing an energy barrier to pick up an elevator key. [25] A separate game by this title was also created by Robert Cureton using the GCS.

Santa's Rescue 3D

A Christmas-themed example featuring an alternative sprite set to match the theme, as well as non-violent play. This formed the basis of both Deer Napped and Terror in Christmas Town . [26]

Max Resistance

Max Resistance was an example game from the company website that was released in 2001 to promote the final version of the Game Creation System, to showcase both its gameplay and graphical abilities - particularly 3D terrain and models. It was also made quickly and cheaply, to show the relative quality that could be easily attained with the tool. The story involves a man named Max taking up arms against an alien invasion. [27] [28]

Cyberpuck

Although not created by Pie in the Sky Software, the early release date of this title and its extensive modification from the base engine indicate that this game was produced through license from Pie and not through the GCS. This is most shown by its genre: rather than being a first-person shooter, it is a first-person racing sports game - a remake of the older BallBlaster game for the Apple II. [29] It was developed by Dungeon Entertainment/Webfoot Technologie and published by Homebrew Software/Ticsoft and released in 1992. [30] It is also known as 3D Cyber Puck, 3D Cyber Blaster and 3D Ball Blaster. It is described as a mixture between soccer and hockey, with a wide variety of objects and power-ups available for use, played between two hovercraft in a time when such sports have replaced violence.

DOS Developers

The majority of games were made in the first version of the Game Creation System, which was released for DOS.

Red Babe

Red Babe was one of the first games to use the Pie in the Sky engine that was not made by the engine creators themselves, being made by The DaRK CaVErN Productions. The game features the player's quest to save the beautiful Sharla, the titular "Red Babe" Because of her penchant for a red dress. Future versions were to become a "30+ level intricate 3D game, and an Adult fantasy type with nudity". [31]

La Cosa Nostra

A mobster themed first-person shooter game using the Pie in the Sky engine. The player takes the role of NYPD investigator Slade A. Ryker, who must stop the crime boss Girabaldi and his gang after they murdered his partner/brother-in-law and now hold his wife hostage. It was included on at least one shareware compilation containing the first episode of the game. The second level of the first episode's level track is the theme from the film The Terminator , hinting the soundtrack comprises various MIDI files found on the Internet, though the game's variety in terms of textures, graphics and sounds is more than most Pie in the Sky engine games. The game was developed by Tony L. Ford under the group title of Slade 3D Software. [32]

Despair series

The entire Despair trilogy use the Pie in the Sky engine. All games feature a battle with aliens, with the third game featuring a wind machine threatening Earth. The games were developed by U-Neek Software. [33]

Terror in Christmas Town

A Christmas-themed first-person shooter, featuring the player having to rescue Santa Claus from a polar bear. The game was created by Michael Zerbo and released in 1995. [34] The demo version of the game is still available for free as shareware, though the full version had to be purchased by sending ten dollars directly to Michael Zerbo.

Deer Napped

Like Terror in Christmas Town, this game features a Christmas theme. The player is a ninja working for Santa and must rescue his reindeer from the Abominable Snowpeople. The game was created by Nic-Ty Entertainmentick, which consisted of Nick Fletcher and Tyler Smith of Smiths Falls, Ontario who were both only age 14 at the time of the game's release. The game was made while participating in a program called "I want to be a Millionaire". The aim of the program was to encourage young entrepreneurs to learn about business through hands on experience. The game is notably non-violent as enemies are turned into harmless snowmen rather than dying. [35]

Castaway: The Ordeal Begins

A game by John T. Gallon that features the player landing on a foreign planet, and must proceed to shoot his way through the game. The back story describes the results of the Slrrian War, and how the Terran Stellar Union had failed to defend its lush terraformed planets, and the practice of cloning human prisoners to conquer more Terran worlds unbreathable to them and make up for their low birthrate (probably to accommodate the default human sprites). [36]

Space Station Escape

A release by RBSoft (Roy L. Person Sr.) in 1995, Space Station Escape is a science fiction game wherein the player has face an alien attack of a space station, one of the last bastions of humanity following Earth's recent destruction. The majority of the enemies in the game are either reprogrammed defence systems or cloned humans made by the aliens to compensate for their low birthrate (probably a concession to the human-like guard sprites that came with the editor). The game centres around releasing the ship's imprisoned crew and either disarm the self-destruct sequence or escape in time. The shareware level contains five levels. [37]

Continuum

Continuum is a plot-focused title with more of an emphasis on free exploration than shooting, released in 1996 through 1997 by Wales & Welch Productions (Jordan Wales and K Conor Welch). The game was created as High School Senior Thesis, in order to develop a "3D adventure" from a tool designed to create an "action killfest" (though it takes advantage of many of the innovative scripting and interactivity features premièred in Terminal Terror), as well as an accompanying paper titled Continuum: An Odyssey of Creation. [38] The game received numerous positive comments, including from Kevin Stokes, and comparisons were drawn to early plot-oriented first-person games such as Strife , as well as numerous statements raising it above the average GCS produced game. [39] The game's heavy plot focus on a secret CIA project at Area 51 into the space-time continuum headed by "Section 7", using recovered alien technology, that now threatens the fabric of the universe itself. Desperate, a prominent and now disillusioned project member, Dr. Richard Golchan, recruits the son of his old friend and collaborator to infiltrate the project in the hopes of exposing and ending it. [40]

Colosso Adventure Series

The Colosso Adventure Series is a trilogy of games by Campana Productions (Thom Campana) made with the engine, with the first part released in April 1996. Based on a childhood dream of creating computer games, the author based his design on his likes and dislikes from mainstream games of the time. The first episode, Escape from Dr. Colosso, was released in December and follows the efforts of man to rescue the kidnapped Red Princess from the vile Dr. Colosso and his legion of henchmen and monsters. [41] Episode two, Colosso Revenge, takes place after the events of the first game and features the quest to deactivate Colosso's create creating machine. Finally, episode three, Colosso Secret, involves the attempt to rid the world of Colosso's mutants back through their time gates. All three episodes were packaged together as the Colosso Value Pack as well, and the series marks an early incarnation of the episodic game model. [42] A successor series was worked on, utilizing a later version of Pie 3D, but only tests and betas were ever released. [43]

PhreAk Software

In 1996, PhreAk Software (comprising Garrie Wilson and Michael Wilford) released two titles using the engine. The Maze! does not have a stated plot; the shareware level featured four levels, and the registered version twenty. Secret Agent : The Escape features the titular agent's attempt to escape a prison complex. [44] The Maze! was included in the compilation 10 Tons of Games: Mega Collection 1.

Chub Gam 3D

Chub Gam 3D is claimed to be one of the earliest freeware first-person shooter games. [45] The game features the adventures of a Harrier jet pilot after his plane crashes and is invited in by the eccentric creatures Chub and Rex. However, rather than settling down for the night as asked, the pilot discovers Rex's shocking secret project. The game is claimed to have won a number of awards, the only traceable one being its inclusion as one of MPI World's "Top 52 Free Games of '98". [46] A director's cut was later released by ChubGamSoft with several improvements, including cutscenes. [47] and it was supposedly sold in Brazil. [48]

Windows Developers

Versions 2.0, released in 1998, and 3.0, released in 2001, were made for Microsoft Windows and featured much more advanced options. John Nagle had moved to Texas to work at Iguana Entertainment as a junior developer and was no longer involved in the project.

Pencil Whipped

Pencil Whipped, released in 2001, might be the most well known of the Pie in the Sky games and one of the only ones to utilize a later version of the engine. The game won developer Lonnie Flickinger (aka Chiselbrain Software) a chance at the $15,000 Seumas McNally Grand Prize and awards for technical excellence, game design, visual art, and audio. [49] Based on a strange dream Flickinger had, the game became known for its unique black and white pencil drawn world [50] and for its wider novelty value, [51] being described by Wired.com as "like being trapped inside a very disturbed child's drawing." [52] In 2006 work was done towards a sequel on using The Game Creators tools, [53] and more recently work has been done on an iPhone remake called "Escape From Big Ass Castle," which was originally released in 2012 for ios6 on the iPhone, but has been taken off of the market to be redone for the io7. [54]

The Tickle People

A previous game by Chiselbrain Software that served as Lonnie Flickinger's educational project. Released in 2000, the plot involved an accident with a super-computer that led to all the nearby workers being absorbed inside its strange artificial environments. [55] A demo version was released, but the final game was never completed. [56] As with Pencil Whipped, a more modern remake was attempted. [57]

XYLOT's Revenge

XYLOT's Revenge was developed by Somewhere in the Dark USA (sitdusa) featuring an eclectic mixing of modern, fantasy and science fiction themes. The premise is that twenty years after defeating the half-machine Xylot and recovering the medallion of creation, the people of Zyles learn that the villain has returned and recaptured the medallion within his tomb. Kudar, head of the Elders, sends Ephradius, the original challenger of Xylot, to face him once again. [58]

Prezzie Hunt

Prezzie Hunt made by Skyline Software is a FREE multi award-winning Christmas game that had a new level added each holiday season for eight years, the game is easy to play and unlike most FPS games it doesn't involve weapons or fighting, the player has to explore a winter world made up of large levels inhabited by dancing snowmen, penguins and helpful fairies collecting presents and solving puzzles. [59]

Infiltration

Also made by Skyline Software Infiltration is a classic FPS where the player has to infiltrate the Umbra Corporation to find and steal a mainframe disk and also try to find out what happened to another agent who was sent in before, the game is set over 29 levels but there is only a two level demo available for download, the pages relating to the game have not been updated recently but the author doesn't confirm the game has been shelved, there are plenty of screenshots to suggest there is a lot more of this game than the 2 demo levels. [60]

Related Research Articles

id Software American video game developer

id Software LLC is an American video game developer based in Richardson, Texas. It was founded on February 1, 1991, by four members of the computer company Softdisk: programmers John Carmack and John Romero, game designer Tom Hall, and artist Adrian Carmack.

<i>Quake</i> (video game) 1996 video game

Quake is a first-person shooter game developed by id Software and published by GT Interactive. The first game in the Quake series, it was originally released for MS-DOS, Microsoft Windows and Linux in 1996, followed by Mac OS and Sega Saturn in 1997 and Nintendo 64 in 1998. In the game, players must find their way through various maze-like, medieval environments while battling monsters using an array of weaponry. Quake takes inspiration from gothic fiction and the works of H. P. Lovecraft.

<i>Rise of the Triad</i> 1995 first-person shooter video game

Rise of the Triad: Dark War is a first-person shooter video game, developed and published by Apogee Software in 1995. The player can choose one of five different characters to play as, each bearing unique attributes such as height, speed, and endurance. The game's story follows these five characters who have been sent to investigate a deadly cult, and soon become aware of a deadly plot to destroy a nearby city. Its remake was designed by Interceptor Entertainment and released by Apogee Games in 2013. The shareware version of the game is titled Rise of the Triad: The HUNT Begins.

<i>Wolfenstein 3D</i> 1992 video game

Wolfenstein 3D is a first-person shooter video game developed by id Software and published by Apogee Software and FormGen. Originally released on May 5, 1992, for DOS, it was inspired by the 1981 Muse Software video game Castle Wolfenstein, and is the third installment in the Wolfenstein series. In Wolfenstein 3D, the player assumes the role of Allied spy William "B.J." Blazkowicz during World War II as he escapes from the Nazi German prison Castle Wolfenstein and carries out a series of crucial missions against the Nazis. The player traverses each of the game's levels to find an elevator to the next level or kill a final boss, fighting Nazi soldiers, dogs, and other enemies with knives and a variety of guns.

Commander Keen is a series of side-scrolling platform video games developed primarily by id Software. The series consists of six main episodes, a "lost" episode, and a final game; all but the final game were originally released for MS-DOS in 1990 and 1991, while the 2001 Commander Keen was released for the Game Boy Color. The series follows the eponymous Commander Keen, the secret identity of the eight-year-old genius Billy Blaze, as he defends the Earth and the galaxy from alien threats with his homemade spaceship, rayguns, and pogo stick. The first three episodes were developed by Ideas from the Deep, the precursor to id, and published by Apogee Software as the shareware title Commander Keen in Invasion of the Vorticons; the "lost" episode 3.5 Commander Keen in Keen Dreams was developed by id and published as a retail title by Softdisk; episodes four and five were released by Apogee as the shareware Commander Keen in Goodbye, Galaxy; and the simultaneously developed episode six was published in retail by FormGen as Commander Keen in Aliens Ate My Babysitter. Ten years later, a homage and sequel to the series was developed by David A. Palmer Productions and published by Activision as Commander Keen. Another game was announced in 2019 as under development by ZeniMax Online Studios, but was not released.

<i>Descent</i> (video game) 1995 first-person shooter game

Descent is a first-person shooter (FPS) game developed by Parallax Software and released by Interplay Productions in 1995 for MS-DOS, and later for Macintosh, PlayStation, and RISC OS. It popularized a subgenre of FPS games employing six degrees of freedom and was the first FPS to feature entirely true-3D graphics. The player is cast as a mercenary hired to eliminate the threat of a mysterious extraterrestrial computer virus infecting off-world mining robots. In a series of mines throughout the Solar System, the protagonist pilots a spaceship and must locate and destroy the mine's power reactor and escape before being caught in the mine's self-destruction, defeating opposing robots along the way. Players can play online and compete in either deathmatches or cooperate to take on the robots.

A game engine is a software framework primarily designed for the development of video games and generally includes relevant libraries and support programs such as a level editor. The "engine" terminology is similar to the term "software engine" used in the software industry.

<i>Catacomb 3-D</i> 1991 video game

Catacomb 3-D is a first-person shooter video game, the third in the Catacomb series, the first of which to feature 3D computer graphics. It was developed by id Software and originally published by Softdisk under the Gamer's Edge label, released in November 1991. The player takes control of the high wizard Petton Everhail, descending into the catacombs of the Towne Cemetery to defeat the evil lich Nemesis and rescue his friend Grelminar.

<span class="mw-page-title-main">Ken Silverman</span> American game programmer (born 1975)

Ken Silverman is an American game programmer, best known for writing the Build engine. It was most notably utilized by Duke Nukem 3D, Shadow Warrior, Blood, and more than a dozen other games in the mid- to late-1990s.

<span class="mw-page-title-main">Build (game engine)</span> First-person shooter engine

The Build Engine is a first-person shooter engine created by Ken Silverman, author of Ken's Labyrinth, for 3D Realms. Like the Doom engine, the Build Engine represents its world on a two-dimensional grid using closed 2D shapes called sectors, and uses simple flat objects called sprites to populate the world geometry with objects.

A first-person shooter engine is a video game engine specialized for simulating 3D environments for use in a first-person shooter video game. First-person refers to the view where the players see the world from the eyes of their characters. Shooter refers to games which revolve primarily around wielding firearms and killing other entities in the game world, either non-player characters or other players.

<i>Kroz</i> 1987 video game

Kroz is a series of Roguelike video games created by Scott Miller for IBM PC compatibles. The first episode in the series, Kingdom of Kroz, was released in 1987 as Apogee Software's first game. It was also published on Big Blue Disk #20. Kroz introduced the scheme of the first episode being free and charging money for additional episodes; a technique which defined the business model for Apogee and was adopted by other MS-DOS shareware publishers.

Doom, a first-person shooter game by id Software, was released in December 1993 and is considered one of the most significant and influential video games in history. Development began in November 1992, with programmers John Carmack and John Romero, artists Adrian Carmack and Kevin Cloud, and designer Tom Hall. Late in development, Hall was replaced by Sandy Petersen and programmer Dave Taylor joined. The music and sound effects were created by Bobby Prince.

A game demo is a trial version of a video game that is limited to a certain time period or a point in progress. A game demo comes in forms such as shareware, demo disc, downloadable software, and tech demos.

<i>Avara</i> 1996 video game

Avara is a 1996 first-person shooter written by Juri Munkki for Macintosh and published by Ambrosia Software. A fast 3D engine, integrated Internet play, and easy level editing were notable features at the time of its release. While not commercially successful, the game found a cult following. Munkki publicly released the source code in 2016, the game's 20th anniversary.

<i>Monuments of Mars</i> 1991 video game

Monuments of Mars is a third-person puzzle-platform game developed by Scenario Software for MS-DOS and compatible systems. It was published by Apogee Software. The game consists of four 20-level episodes, the first episode being shareware, the rest being commercial software. It is similar to the games Arctic Adventure and Pharaoh's Tomb but uses an unrelated engine.

<i>Amulets & Armor</i> 1997 video game

Amulets & Armor is a first-person role-playing video game for IBM PC compatibles created by David Webster and Eric Webster and United Software Artists and published as shareware in 1997. In 2013 the game was re-released as Freeware and open-source software.

<span class="mw-page-title-main">Game-Maker</span> MS-DOS-based suite of game design tools

Game-Maker is an MS-DOS-based suite of game design tools, accompanied by demonstration games, produced between 1991 and 1995 by the Amherst, New Hampshire based Recreational Software Designs and sold through direct mail in the US by KD Software. Game-Maker also was sold under various names by licensed distributors in the UK, Korea, and other territories including Captain GameMaker and Create Your Own Games With GameMaker!. Game-Maker is notable as one of the first complete game design packages for DOS-based PCs, for its fully mouse-driven graphical interface, and for its early support for VGA graphics, Sound Blaster sound, and full-screen four-way scrolling.

A game creation system (GCS) is a consumer-targeted game engine and a set of specialized design tools, and sometimes also a light scripting language, engineered for the rapid iteration of user-derived video games.

Based on Id Software's open stance towards game modifications, their Quake series became a popular subject for player mods beginning with Quake in 1996. Spurred by user-created hacked content on their previous games and the company's desire to encourage the hacker ethic, Id included dedicated modification tools into Quake, including the QuakeC programming language and a level editor. As a game that popularized online first-person shooter multiplayer, early games were team- and strategy-based and led to prominent mods like Team Fortress, whose developers were later hired by Valve to create a dedicated version for the company. Id's openness and modding tools led to a "Quake movie" community, which altered gameplay data to add camera angles in post-production, a practice that became known as machinima.

References

  1. "Year 1995 - 3D Shooter Legends". 3dsl.game-host.org. Retrieved 2011-08-25.
  2. "Outnumbered". Cspage.net. Retrieved 2011-08-25.
  3. "The Complete History Of First Person Shooters". Geek.Com. Archived from the original on 2017-12-31. Retrieved 2017-10-11.
  4. "Inner Mission - Garbo". Garbo.uwasa.fi. Archived from the original on 2011-07-24. Retrieved 2011-08-25.
  5. "Historical Pie in the Sky". Pie in the Sky Software. 2010-03-14. Archived from the original on 2020-02-06.
  6. "History of Pie in the Sky Software Part Two". Pieintheskysoftware.com. 2010-03-14. Archived from the original on 2019-09-08.
  7. "History of Pie in the Sky Software Part Three". Pieintheskysoftware.com. 2010-03-14. Archived from the original on 2019-09-08.
  8. 3D Game Creation (Cyberrookies) - Amazon.com
  9. "CS 110: Problem Solving through Game Creation". College of Engineering and Applied Science. 2006-01-24. Archived from the original on 2015-12-12. Retrieved 2011-08-25.
  10. Pie 3D Physics Demo v1.0 - AndroLib.com
  11. "About". Pie in the Sky Software. 2010-03-13. Retrieved 2011-08-25.
  12. "The History of Pie in the Sky Software Part 3". Pieintheskysoftware.com. Retrieved 2011-08-25.
  13. "Corncob 3D". DOSGames.com. Retrieved 2011-08-25.
  14. "Corncob 3D - PrintStar". Jeff.rainbow-100.com. 2010-01-23. Archived from the original on August 18, 2011. Retrieved 2011-08-25.
  15. "Corncob 3D - The Free Information Society". Freeinfosociety.com. Retrieved 2011-08-25.
  16. Corncob 3D - Home of the Underdogs
  17. "Corncob 3D". Classic DOS Games. Retrieved 2011-08-25.
  18. Corncob 3D and the Corncob Other Worlds Campaign on tidegear.net (2016-01-03)
  19. Walker, Bryan (November 1993). "Unidentified Flying Vegetables?". Computer Gaming World. pp. 110, 112. Retrieved 28 March 2016.
  20. 1 2 Lethal Tender - Home of the Underdogs
  21. "GCS Graphic Resources". Forum.zdoom.org. Retrieved 2011-08-25.
  22. Terminal Terror - Home of the Underdogs
  23. Terminal Terror - Abandonia
  24. Industrial Killers - Arcades3D
  25. Meltdown - Internet Archive
  26. "History of Pie in the Sky Software Part Three". Pieintheskysoftware.com. 2010-03-14. Archived from the original on 2019-09-08.
  27. Max Resistance - Marketers Pantry Archived April 2, 2012, at the Wayback Machine
  28. "Max Resistance - Free Download Center". Archived from the original on 2011-08-05. Retrieved 2011-09-16.
  29. 3D Cyberpuck
  30. "3D Cyberpuck - MS-DOS Game - MS-DOS Games Info". Archived from the original on 2013-10-04. Retrieved 2013-10-01.
  31. "Red Babe". 3DShootMaster. Retrieved 2011-08-25.
  32. "Obscure Shareware Game: La Cosa Nostra (1994)". Shareware Shopper. Archived from the original on 2011-07-16. Retrieved 2011-08-25.
  33. "U-Neek Software". RetroCPU. Archived from the original on July 15, 2011. Retrieved 2011-08-25.
  34. "Terror in Christmas Town". Dosgames.Com. Retrieved 2011-08-25.
  35. "DOS Arcade Games - Chatnfiles". Files.chatnfiles.com. Archived from the original on 2011-07-08. Retrieved 2011-08-25.
  36. "PC Games List #C". Stage Select. Archived from the original on 2011-09-28. Retrieved 2011-08-25.
  37. Space Station Escape Archived 2015-12-22 at the Wayback Machine - Demu
  38. IIS: Continuum
  39. IIS: PC: Continuum Comments
  40. Continuum - 3D Shooter Legends
  41. Escape From Dr Colosso - Gameworld Network
  42. Colosso Adventure Series - Campana Productions
  43. Campana Productions Shareware Files
  44. GAMEAR3D.RCD - Text Files.Com
  45. "Chub Gam 3D - DSK Games". Dskgames.tripod.com. 2001-08-07. Retrieved 2011-08-25.
  46. "Top 52 Free Games of '98". MPI World. Archived from the original on July 14, 2011. Retrieved 2011-08-25.
  47. Chub Gam 3-D: Director's Cut - ChubGamSoft
  48. Chub Gam 3D in Brazil CD-ROM - ChubGamSoft
  49. Pencil Whipped - GameSpy Archived October 20, 2009, at the Wayback Machine
  50. Interview with Chiselbrain Software - GameDev.net
  51. Pencil Whipped - Old Man Murray
  52. Pencil Whipped Review - Wired.com
  53. "Horry Gorry: Pencil Whipped 2 - Chiselbrain Software". Archived from the original on 2011-08-07. Retrieved 2011-09-22.
  54. Pencil Whipped "Escape From The Tickle People" - GameSalad [ dead link ]
  55. Tickle People Demo - Gamers Hell
  56. The Tickle People Demo - FilePlanet
  57. The Tickle People remake
  58. Welcome to the REVENGE of XYLOT - sitdusa
  59. Prezzie Hunt - Skyline Software
  60. Infiltration - Skyline Software