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Ancient Web: OpusGames Turned a 1997 Personal Page Into a Game-Development Archive

Doug Lanford started what became OpusGames in September 1997, during the final push on Robotech: Crystal Dreams. The game never received a normal commercial release, but Lanford’s personal website survived—and that makes the site considerably more useful now than anyone could have planned at the time.

Visit OpusGames

Lanford’s own update history says the first version was thrown together over a four-day weekend. He had bought a cheap scanner and needed an excuse to use it. That is about as pure a 1997 personal-homepage origin story as one could request.

The site gradually accumulated material from Lanford’s career as a programmer and software engineer. There are sections on WarJetz, BattleTanx: Global Assault, Jurassic Park for Sega CD, Warriors of the Eternal Sun, homebrew Game Boy Advance experiments, code samples, hardware work, and other projects. But Robotech: Crystal Dreams is the historical center of gravity.

That Nintendo 64 game was being developed by GameTek and disappeared after the company’s collapse. A version was demonstrated publicly, but the finished product never reached players in the normal way. OpusGames preserves unusually close-to-the-source material about the project: development details, images, magazine material, dialogue and audio, and other remnants from somebody who actually worked on it.

The site’s update log is almost as interesting as the content. It records little additions over years: maps added in 1998, Robotech material and large sound files in 2001, a homebrew GBA game in 2003, and later revisions continuing long after the Web had moved through several generations of design fashion. The front page was still receiving updates decades after the first version.

This is one reason personal developer sites deserve preservation. A corporate product page normally tells you what was supposed to ship. A developer’s own archive can tell you what was attempted, what failed, what got canceled, and what the work actually looked like from inside.

For game historians, canceled titles are particularly vulnerable. Their documentation tends to scatter into magazine scans, prototype ROMs, old forum discussions, private collections, and the memories of former developers. A surviving firsthand site can connect those fragments.

The CacheRat 1,967 Ancient Web Domains research list contains a lot of personal pages, but OpusGames shows why “personal” should never be mistaken for “unimportant.” Sometimes the person maintaining the homepage was standing directly inside the history being documented.

Explore Doug Lanford’s games and development archive

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Ancient Web: Multiplayer SimCity on X11

There was a multiplayer version of SimCity for X11 in the early 1990s. It ran on Unix workstations, could put several people into the same city over a network, and its surviving web page still has the product announcement to prove it.

Visit Don Hopkins’ SimCity archive

The page is maintained by Don Hopkins, who worked on Unix and multiplayer versions of SimCity. What survived is not a retrospective assembled thirty years later. It is a pile of primary material: screenshots, manuals, reviews, conference material, demo transcripts, interface discussions and the original announcement for Multi Player SimCity on X11.

That announcement is dated 1993 and reads like software distribution from another planet. A fully functional demo could be copied and played without a license, but there was a catch: the city melted every five minutes.

That is copy protection with personality.

SimCity escaped the beige box

The archive has screenshots of SimCity running on SGI Indigo hardware, Sun systems and NCD X terminals. There are transcripts from demos of both X11 SimCity and a HyperLook edition for the NeWS window system.

There is also a proposal for SimCityNet and material on user-interface design, including a summary of a Will Wright talk about interfaces for simulation games.

One line deserves to survive on its own: multiplayer SimCity went on tour with the Electric Carnival at Lollapalooza.

Today, networked games are ordinary enough that nobody thinks twice about the plumbing. These pages come from a period when putting a familiar simulation across networked Unix workstations was itself interesting enough to demonstrate at conferences and music festivals.

Why the page matters now

For game developers, this is source material. It shows not only what existed, but how it was described to users and other developers at the time. Product announcements list licensing models. Screenshots show actual interfaces. Transcripts preserve the way the software was demonstrated before streaming video became the default historical record.

For webmasters, the page is another good example of why boring HTML ages well. It is mostly a list of links with useful labels. Thirty years later, that is enough to reconstruct a little piece of game-development history.

This page came from the larger Ancient Web collection CacheRat is working through. The complete research list contains 1,967 sites for anyone who wants to do their own digging.

See the 1,967 Ancient Web Domains research list

The best part is that the old SimCity material is still sitting there waiting to be opened instead of summarized into oblivion.

Explore the SimCity archive and its original X11 material