

That’s where a game like Spaceward Ho! comes in. All too often they forget to make games fun to play, and isn’t fun what it’s all about? With computers rapidly increasing in ability, game developers have responded by heaping on features, cutscenes, subplots, you name it. Lately, ‘better’ has come to mean ‘more goodies’. Gamers will argue endlessly about which game is ‘best’. Ho! isn’t going to compare on a features checklist with something like MOO, nor are its graphics or cinematics going to turn any heads, but it is likely the most fun of all of these games. I’ve been playing it for about four years now, and it’s still the one I start up for a hangover cure on a Saturday morning. Ho! is one of the most playable games of the genre I’ve seen. More recently a 5.0 version has been released for the Mac.Īgain I return to a theme that pervades these articles – playability.
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The end result is that version 4 has four times as many features as version 1, but is even easier and faster to play.Ī port to Windows was started by Paul Toth in 1996 and released by New World Computing in 1997. My mantra was “Keep it clean.” Every time a feature would threaten to sneak in that would make the game more complicated (Complexity good complication bad), I would insist that the game be made less complicated in some other way to compensate. Williams considered this to be one of the primary goals of the game… Over the next few years the game underwent three major revisions, and although it’s more feature packed, it’s just as fast and fun as the original. Peter started Spaceward Ho! in early 1990 and by ’91 Version 1 was ready and shipping.
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That’s when Peter Commons, one of MacCheese’s earliest users, mentioned that he was interested in programming the Mac for a living. At the time he was too busy with other things though, and put it off. Joe had always wanted to write a space exploration game, influenced by the seminal Reach for the Stars. The program sold well and launched the company. At the time the market wasn’t as stratified as it is today, and there wasn’t a four-hundred pound PhotoShop out there. Spaceward Ho!‘s creation is another one of those “right place, right time” stories.ĭelta Tao started life in 19’s when Joe Williams and Tim Cotter wrote Color MacCheese, a simple but powerful 32-bit painting program for the Mac. iOS version 2012.Īt the other end of the complexity spectrum from Pax and MOO, Spaceward Ho! is simple in terms of features, but combined what it had with great graphics, humour, and superb gameplay. The result is a game that’s fast paced and fun, rather than buried in minutiae. A study in reductionist philosophy, Ho boils down the essential elements of a 4X game, and presents it in a superb interface.
