Post by twetch#4355

1AKHVi…MfPE Key · twetch

Club Caribe was developed with Lucasfilm Games using software that later formed the basis of Lucasfilm's Maniac Mansion story system ("SCUMM").

What the chain says
Block
608 722
Time
2019-11-14T05:43:19Z
Signer
1AKHViYgBGbmxi8qiJkNvoHNeDu9m3MfPE
App
twetch
Type
post
Content type
text/plain
Name in tx
twetch#4355

Fields the transaction did not carry are omitted. Open the payload to see the bytes as stored.

Signed by 1AKHViYgBGbmxi8qiJkNvoHNeDu9m3MfPE Verified

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Replies (9)

1AKHVi…MfPE Key · twetch
Replying to@1AKHVi…MfPE

First released as Habitat in 1988, Club Caribe was introduced by LucasArts for Q-Link customers on their Commodore 64 computers. Users could interact with one another, chat and exchange items.

1AKHVi…MfPE Key · twetch
Replying to@1AKHVi…MfPE

Although the game's open world was very basic, its use of online avatars (already well-established off-line by Ultima and other games) and the combination of chat and graphics was revolutionary.

1AKHVi…MfPE Key · twetch
Replying to@1AKHVi…MfPE

Online graphics in the late 1980s were severely restricted by the need to support modem data transfer rates as low as 300 bits per second. Habitat's graphics were stored locally on floppy disk, eliminating the need for network transfer.

1AKHVi…MfPE Key · twetch
Replying to@1AKHVi…MfPE

Users in the virtual world were represented by onscreen avatars, meaning that individual users had a third-person perspective of themselves, making it rather like a videogame.

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