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Ancient Web: The QBasic Games Directory Came Back From the Dead

The QBasic Games Directory already died once, which makes its continued existence considerably more interesting than another retro-gaming list somebody assembled last Tuesday.

Visit the QBasic Games Directory

The directory was created and maintained by Lachie Dazdarian as a database of games written in QBasic, the beginner-friendly BASIC environment bundled with MS-DOS-era Microsoft systems.

For a generation of hobby programmers, QBasic was less a language choice than a door somebody had accidentally left unlocked.

It was already there. It had an editor. It could run code immediately. A teenager could type a few lines, make something move on the screen, and then lose the next several years of his life.

The resulting community produced platform games, shooters, role-playing experiments, puzzle games, graphics demos, engines, libraries, tutorials, and an impressive quantity of software created because somebody wanted to know whether it could be done.

The QBasic Games Directory cataloged that scene.

Then its old home at qbasic.com disappeared.

In 2017, Phat Code announced that the massive database had returned. Dazdarian publicly thanked Plasma for restoring it and said he did not expect to make major changes. The point was preservation.

That is a small but important distinction.

A database can outlive the scene that needed it

When an active hobby community is healthy, everybody knows where the files are. People recognize author names. Forums link to current releases. Someone remembers which engine a particular game used.

Twenty years later, all of that assumed knowledge becomes archaeology.

A directory suddenly matters more.

The QBasic scene is particularly vulnerable because so much of its output came from individual hobbyists rather than commercial publishers. Programs moved between personal pages, FTP servers, free hosts, community portals, magazine disks, and forum attachments. Many of those distribution paths vanished.

A surviving catalog gives the software context. It can connect a title to an author, screenshot, description, review, release period, or neighboring projects. Even when an individual file needs to be hunted elsewhere, the index tells you that the thing existed.

Phat Code itself wears its persistence proudly. After almost nine years without an official update, the site returned in 2016 with the message that “old school never dies.” The following year the QBasic Games Directory was restored there.

That is about as appropriate a hosting arrangement as one could ask for.

CacheRat’s 1,967 Ancient Web Domains research list includes programming-community survivors because obscure software rarely disappears all at once. First the community quiets down. Then the hosting goes. Then the filenames become meaningless.

A directory interrupts that process.

Sometimes the best preservation project is simply putting the old index back online.

Browse the resurrected QBasic Games Directory

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Ancient Web: The RCT Technical Depot Reverse-Engineered RollerCoaster Tycoon One File at a Time

Some game communities write walkthroughs. Others eventually start documenting the byte layout of the save file.

Visit the RCT Technical Information Depot

The RCT Technical Information Depot belongs firmly to the second category. It collects technical information discovered by fans about RollerCoaster Tycoon, RollerCoaster Tycoon 2, RollerCoaster Tycoon 3, and Locomotion.

The site explains that it was originally hosted through GameSpy’s StrategyPlanet as part of RCTUK and was later moved after that server disappeared.

What survived is not a conventional fan site. It is documentation for people who wanted to understand the games underneath the interface.

When curiosity reaches the file format

The Depot covers formats such as TD4 and TP4 track files, SV4 and SC4 saves and scenarios, RCT2 object DAT files, TD6 track designs, SV6 and SC6 data, and later RCT3 formats including TRK, DAT, OVL, FWD, FWR, and PRF.

That means checksums, compression or encoding methods, record layouts, object structures, and the odd undocumented behavior required to make outside software read or write data correctly.

Utilities sit beside the documentation, including object editors, save-game tools, and explorers.

This is fan work becoming informal specification.

Commercial game developers rarely publish enough internal detail for third-party preservation and tooling. Communities fill the gap by comparing files, changing one value at a time, observing what breaks, and sharing the discoveries.

The Depot’s framing is careful about purpose. The material is aimed at enhancing and extending the games, not replacing their commercial distribution.

That distinction helps explain why technical fan archives are worth preserving even after newer modding frameworks appear. They contain the path by which the community learned what the software was actually doing.

Modern projects may eventually turn that knowledge into source code or a polished wiki. The old HTML pages preserve the excavation layer beneath them.

CacheRat’s 1,967 Ancient Web Domains research list includes game-technical sites because software history is often reconstructed by enthusiasts long before anyone calls the work preservation.

Somebody had to figure out what byte 37 meant.

Then somebody had to write it down.

Return to the RCT Technical Information Depot