If you aren't already familiar with what this book is about, jump to the bottom — I'll describe it there.
An ebook (Kindle or ePub) version of The Secret History of Mac Gaming containing all of the new stories I wrote for the Expanded Edition — that's around 6,000 words spread across four existing chapters — as well as a timeline of key Mac gaming history milestones from 1984 to 2000, a gameography, and a list of corrections I made for the Expanded Edition.
It DOES NOT contain any of the additional images we added to the book, nor does it have the new icon galleries or the new foreword, or any of Bitmap's lovely design work on the Expanded Edition. The Expanded Edition comes in a beautiful hardback, with all of the aforementioned changes and additions as well as a revised text layout. It is the definitive version of the book, and if you can afford to buy it then I recommend it. But I made this for anyone who doesn't care about that pretty design stuff — they just want the words, the information, the stories.
For an extra $2, you can add the PDF format Digital Add-On Pack (which is $4 on its own) that I created for owners of the first edition. It doesn't contain anything not in the text-only edition, but it's designed to be printable (to insert into your 1st edition copy) and it references the page numbers where the new content goes.
To buy the Expanded Edition hardback from Bitmap Books, please go to https://www.bitmapbooks.com/products/the-secret-history-of-mac-gaming-expanded-edition
There will not be a third edition, but there will eventually be a second volume. To be informed when the second volume is done, you can sign up to my low-volume announcements list at http://tinyletter.com/mossrc
And lastly, if you want to buy just the Digital Add-On Pack (which has only new text content and corrections made from 1st Edition to Expanded Edition), go to my other product page at https://mossrc.gumroad.com/l/macgaming-addon-pack
About The Secret History of Mac Gaming
This is, in short, a book of stories about how computer games were made in the 1980s and 90s and how the Macintosh had a surprisingly-big impact on the entire games industry.
On its introduction in 1984, the Mac challenged games to be more than child’s play and quick reflexes. It made human-computer interaction friendly, inviting, and intuitive. Mac gaming led to much that is now taken for granted by PC gamers and spawned some of the biggest franchises in video game history — including Myst, Halo, and SimCity.
And because the Mac was always an underdog platform, ignored and forgotten seemingly at every turn, it became a haven for interesting ideas and creative innovations — all inspired by the Mac's 'Think DIfferent' mantra. That gave Mac games a flavour all their own, and it led to the formation of beloved companies such as Ambrosia Software (Maelstrom, Escape Velocity), Freeverse (Burning Monkey Solitaire, Hearts Deluxe), Bungie (Marathon, Pathways into Darkness), Cyan (Myst, The Manhole, Riven), Silicon Beach Software (Dark Castle), Delta Tao (Eric's Ultimate Solitaire, Spaceward Ho!), and Fantasoft (Realmz).
This is the story of the 'Classic' era of Mac gaming, from 1984 to 2000, based on extensive research and more than 80 interviews, encompassing around 125,000 and 27 chapters. It’s a book about people who followed their hearts first and market trends second, showing how clever, quirky, and downright wonderful video games could be.
Get the text-only ebook version here or buy the beautifully-designed hardback, with dozens of images, two icon gallery spreads, and a set of whimsical chapter opener illustrations, direct from Bitmap Books.