I remember one game in which you started off on a massive platform full of food, and had to shovel the food onto a conveyor belt that led into a giant person's mouth. If you yourself fell onto the conveyor belt, you'd be treated to a grand tour of the person's digestive system before being turned to poop and dropped into the toilet bowl. Inside the toilet there was an obstacle course, and at the end of this obstacle course there was an array of fighter jets that you could use to get back onto the food platform. The jets didn't have throttle: they either went super fast or not at all. So the poop-people would bail out of their planes in mid-air, and the jet would crash into the baseplate, usually killing someone below.
This was back when there was no way for developers to monetize their games. Some games had "VIP T-shirts" that gave you tools or allowed you to enter a special room, but devs had neither the technical ability nor the incentive to "do it for the money". Most games were like the one I described: bizarre one-off projects created with the intent of showing something really cool. A few "classics" kept stable player-bases, but for the most part the front page was a constant churn of weirdness.
I've still never seen anything quite like it.
Feel better now?
They were not that much different than a choose your own adventure book.
Was there too.
You had plenty of maps where the creators tried to match the game's feel, and so many that were completely unrelated. Giant bathrooms where you are the size of a mouse was one of the standouts I remember.
This level of customization is often just something businesses have moved away from allowing. And considering the "condo" problem with Roblox, it's understandable why: https://www.fastcompany.com/90539906/sex-lies-and-video-game... (The bathroom map I recall above, had a photo of a topless woman in a hidden area.)
I am glad my kids have Minecraft, but there was something special about that era in my heart. It really taught me the joy of building things I intrinsically value.
So many weird and wacky maps. Maps built to look like spongebob's house, maps to look like mario, so many hours wasted on surf maps.
I'm sad newer games don't support custom maps or servers as much these days.
It used to be, you did anything you could to sell more copies of your game, for as long as you could.
Now, the above mostly cannibalizes yourself, since there are so few other publishers around.
And who will ever forget Trainsawlaser: https://www.youtube.com/watch?v=BrltoRnljqc
- The Pirate's Dream. You played as pirates spread out over a huge map with dozens of different islands. Every island had different ships you could buy and ways you could make money. Lots of fond memories of claiming an island for myself, or taking part in huge ship battles with my buddies. We would sink the enemy's ship with cannon fire and shoot any swimmers that tried to grapple onto ours.
- Ride-a-Rocket. You started the game at Cape Canaveral. Every few minutes, a rocket would launch that allowed players to get to the ISS. From the ISS you could fly to the Moon, spacewalk, or just hang out with your astronaut bros. Flying the Space Shuttle back to Earth was very difficult.
- Storm Chasers. The objective of the game was to take close-up photographs of hurricanes and tornadoes and sell them for cash. Risky shots meant greater rewards. You started out with a cheap car, a ruddy camera, and a handful of strips of film. As you made money, you could gradually improve your equipment until you had full-HD Camcorders and video drones.
- Ultimate Power. A battle-royale game where you used Dragon Ball-style power attacks. I remember this game having a really high skill ceiling; it was insane how good some players were.
- Grow-a-Brick. You spawned with a tiny pet brick that followed you around. Your job was to go around the map, collecting food for your brick so that it could grow to a huge size. The rarest kinds of food were good and evil food. A brick that ate enough evil food could kill and eat other bricks; a brick that ate enough good food could sap the evil from the evil bricks.
So, when I read “grew up playing Roblox”, I had to read up Roblox's history to understand my bearing.
This is surreal.
She's been asking me that she need to become a premium member to create Roblox artifacts/items. She is creative. I need to look into this. She meets her friends, hangs out with them there. She has even taught her 4-year old sister to play and wander around with her on Roblox.
Please help her with that. What's she's asking it basically what I asked of my parents at her age. I did things like run a BBS and write stupid programs, and today I'm a senior software developer with a job that pays quite well. And I still love programming.
While she doesn't technically need it to be creative, doing things that interest you is a huge boost in the creativity and learning departments. She probably won't learn what you or she expects to, and that's even better, IMO.
Of course, I don't know what else you're already doing for her like that, and there's certainly a point where you're just throwing money away at whims. But I just felt the need to put this out there.
Better Roblox than TikTok.
The fun in minecraft is creating. The fun in TikTok is both consuming and creating. I know you can create Roblox games, but most kids I see only consume.
I think all 3 can be fun for them, as long as they can limit their screen time.
The global hate for flash (which is fairly warranted) drowns out the absolutely colossal impact it had on pushing the web from a purely informational thing to a platform for entertainment.
Just a curious Q: why is there hate directed at Flash but not a similar 3rd party runtime like Unity?
Well worth a try if you have access to a Playstation.