Chuck was also the marketing guy for Mac Playmate, which got him on Geraldo, and sued by Playboy. SmutStack 2, the Carnal Knowledge Navigator, had every type of sexual adventure you could imagine in it, including information about gays, lesbians, transgendered, HIV, safer sex, etc. SmutStack was the first commercial HyperCard product available at rollout, released two weeks before HyperCard went public at a MacWorld Expo, cost $15, and made a lot of money (according to Chuck). (Then at 14:25: Yo dawg, Cosmic Osmo in Cosmic Osmo!)ĭo you have the first commercial HyperCard stack ever released: the HyperCard SmutStack? Or SmutStack II, the Carnal Knowledge Navigator, both by Chuck Farnham? "What did you expect from a blind mouse playing a piano made of Swiss cheese?" Navigable games like Myst, Cosmic Osmo, and Manhole are so memorable, thanks to the Method of Loci: I will never forget the fun of watching a friend's little kid delightedly playing around with Cosmic Osmo, excitedly explaining and demonstrating everything to all the bewildered adults! A XCMD plug-in enabled VideoWorks animated sprites to be displayed with an alpha mask on top or behind HyperCard's graphic layer. Animated portions were made using MacroMind VideoWorks, a linear animation program that later became Macromedia Director. >It was created, and runs, using HyperCard. >Cosmic Osmo was created by brothers Rand and Robyn Miller, who went on to form the company Cyan and develop the best-selling adventure game Myst. >The Manhole won a Software Publishers Association Excellence in Software Award in 1989 for Best New Use of a Computer. The magazine "highly recommended for young children it's hard to imagine a playful soul of any age who wouldn't enjoy exploring the mind-tickling world inside The Manhole". >Describing The Manhole as "the first children's software to require a hard disk", Macworld in March 1989 stated that its "realistic sounds, the fantasy-filled graphics, and the stack construction are truly impressive". >The Manhole is a notable computer game because like Cosmic Osmo and Spelunx it has no goal and no end as a software toy the object is simply to explore and have fun. Before Rand and Robyn Miller developed Myst, they created "The Manhole" and "Cosmic Osmo and the Worlds Beyond the Mackerel" in HyperCard:
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