Monster Bash (called Graveyard during development) is a side-scrolling platform game developed and published by Apogee Software on 9 April 1993 for DOS . The game features 16-color EGA graphics and IMF AdLib compatible music. It was developed by Frank Maddin and Gerald Lindsly.
55-456: The game is divided into three episodes. The first episode of the game is available to download under a shareware license, but the two remaining parts of the game must be purchased. The registered game also removes advertisements and reminders of the benefits of purchasing the games from the first episode and enables cheat code functionality. The game was re-released in 2014 on GOG.com with support for Windows , macOS , and Linux . In 2021,
110-412: A certain level representing the end of the trial period. Racks of games on single 5 1/4-inch and later 3.5-inch floppy disks were common in retail stores. However, computer shows and bulletin board systems (BBS) such as Software Creations BBS were the primary distributors of low-cost software. Free software from a BBS was the motivating force for consumers to purchase a computer equipped with
165-512: A couple are invincible. Monster Bash was the first shareware game Apogee developed to take up a megabyte of disk space. To cater for users with slower modems and better commercialize the game, Apogee created a cut down version titled "Monster Bash Lite". Monster Bash' s three episodes were reviewed in 1993 in Dragon #200 by Sandy Petersen in the "Eye of the Monitor" column. Petersen gave
220-414: A license required for use in a business enterprise. The software itself may be time-limited, or it may remind the user that payment would be appreciated. Trialware or demoware is a program that limits the time that it can be effectively used, commonly via a built-in time limit, number of uses, or only allowing progression up to a certain point (e.g. in video games, see Game demo ). The user can try out
275-463: A life away. Up to five lives can be regained by collecting a voodoo doll or earning 20,000 points. If all lives are lost, the game is over. In each level the player has to release all pets from their cages, before making it to the exit to proceed to the next level. When entering a new level, all powerups are removed and Johnny's health is fully replenished. The player comes across various inanimate objects which they must interact with in order to complete
330-589: A long time. An example for emailware is the video game Jump 'n Bump . Another popular postcardware company is the Laravel package developers from Spatie, which has released over 200 open-source packages to the Laravel framework , which are postcardware licensed, and all shown at their website. In 1982, Andrew Fluegelman created a program for the IBM PC called PC-Talk , a telecommunications program, and used
385-456: A longer version of the game, and in other cases the later episodes would be stand-alone games. Sometimes the additional content was completely integrated with the unregistered game, such as in Ambrosia's Escape Velocity series, in which a character representing the developer's pet parrot , equipped with an undefeatable ship, would periodically harass and destroy the player after they reached
440-410: A message when the user starts the program, or intermittently while the user is using the application. These messages can appear as windows obscuring part of the screen, or as message boxes that can quickly be closed. Some nagware keeps the message up for a certain time period, forcing the user to wait to continue to use the program. Unlicensed programs that support printing may superimpose a watermark on
495-491: A modem, so as to acquire software at no cost. The success of shareware games, including id Software hits Commander Keen and Doom , depended in part on the BBS community's willingness to redistribute them from one BBS to another across North America. The reasons for redistribution included allowing modem users who could not afford long-distance calls the opportunity to view the games. The important distinguishing feature between
550-411: A product or service free of charge (typically digital offerings such as software, content, games, web services or other) while charging a premium for advanced features, functionality, or related products and services. For example, a fully functional feature-limited version may be given away for free, with advanced features disabled until a license fee is paid. The word freemium combines the two aspects of
605-638: A realistic projectile-like pattern, and can bounce off walls and other objects. As well as killing enemies, the player can also use the slingshot to position objects. The player can collect powerups for the slingshot that allow Johnny to shoot a limited quantity of more powerful projectiles, including larger rocks, missiles, and fireballs. Enemies are based on horror-monsters, and include disembodied crawling hands, flying witches , zombies , demons, walking skeletons and werewolves . While some enemies appear in several levels, others only appear in theme-related levels. Some enemies take more hits to die than others, and
SECTION 10
#1732783195845660-554: A remaster of the game developed by Emberheart Games titled 'Monster Bash HD' was released on Steam and GOG.com . The player controls Johnny Dash, whose pet dog Tex was captured by the game's main villain, Count Chuck. Aided by the friendly Bed Monster and Frank Lloyd Rat, Johnny enters the Underworld armed with a slingshot and an infinite supply of rocks to slay Count Chuck and his minions and rescue his beloved Tex, as well as many more captured pets. Johnny must work his way through
715-435: A server was hard to come by, so networks like Info-Mac were developed, consisting of non-profit mirror sites hosting large shareware libraries accessible via the web or ftp. With the advent of the commercial web hosting industry, the authors of shareware programs started their own sites where the public could learn about their programs and download the latest versions, and even pay for the software online. This erased one of
770-432: A shareware game and a game demo is that the shareware game is (at least in theory) a complete working software program albeit with reduced content compared to the full game, while a game demo omits significant functionality as well as content. Shareware games commonly offered both single player and multiplayer modes plus a significant fraction of the full game content such as the first of three episodes, while some even offered
825-484: A small charge on floppy disk. These companies later made their entire catalog available on CD-ROM. One such distributor, Public Software Library (PSL), began an order-taking service for programmers who otherwise had no means of accepting credit card orders. Meanwhile major online service provider CompuServe enabled people to pay (register) for software using their CompuServe accounts. When AOL bought out CompuServe, that part of CompuServe called SWREG (Shareware Registration)
880-433: A total of 28 horror -themed levels. Throughout the levels, Johnny can collect candy for points, interact with objects and pickup various powerups. The three difficulty modes determine how many health points Johnny has. Any monster, enemy projectile or hazard that Johnny touches will deduct a health point from him. Health is replenished by collecting a heart. Certain hazards and deadly terrain will instantly kill Johnny and take
935-435: A very small number of rooms, and have the " save game " feature disabled. Demos of sports games usually limit play to an accelerated half-time or complete match between a small number of teams (which at the same time led to the practice of "demo expanders" that allow the tweaking of some of those settings). Likewise, demos of racing games are ordinarily restricted to a single race with a pre-selected car. A non-playable demo
990-420: Is a delay to start the program or "nag screen" reminding the user that they haven't donated to the project. This nag feature and/or delayed start is often removed in an update once the user has donated to (paid for) the software. Nagware (also known as begware, annoyware or a nagscreen) is a pejorative term for shareware that persistently reminds the user to purchase a license. It usually does this by popping up
1045-536: Is a recording of game-play, either recorded in a video, or played through using the game's own engine showing off the game's features. They are mainly displayed at gaming conventions , such as E3 , when the game is still in early production as a technology or game-play preview. Such demos might also be distributed through the Internet or with magazines as trailers for an upcoming game, or featured at retail stores (often among playable demos). Most games also play demos if
1100-493: Is a style of software distribution similar to shareware, distributed by the author on the condition that users send the author a postcard . A variation of cardware, emailware, uses the same approach but requires the user to send the author an email . Postcardware, like other novelty software distribution terms, is often not strictly enforced. Cardware is similar to beerware . The concept was first used by Aaron Giles , author of JPEGView . Another well-known piece of postcardware
1155-469: Is a trial version of a video game that is limited to a certain time period or a point in progress. A game demo comes in forms such as shareware , demo discs, downloadable software , and tech demos . In the early 1990s, shareware distribution was a popular method for publishing games for smaller developers, including then-fledgling companies such as Apogee Software (now 3D Realms ), Epic MegaGames (now Epic Games ), and id Software . It gave consumers
SECTION 20
#17327831958451210-458: Is fully-featured software distributed at no cost to the user but without source code being made available; and free and open-source software , in which the source code is freely available for anyone to inspect and alter. There are many types of shareware and, while they may not require an initial up-front payment, many are intended to generate revenue in one way or another. Some limit use to personal non- commercial purposes only, with purchase of
1265-443: Is the roguelike game Ancient Domains of Mystery , whose author collects postcards from around the world. Orbitron is distributed as postcardware. Exifer is a popular application among digital photographers that has been postcardware. Caledos Automatic Wallpaper Changer is a "still alive" project cardware. "Empathy" is a postcardware for password-protected executables. Dual Module Player and Linux were also postcardware for
1320-454: The Internet era, books compiling reviews of available shareware were published, sometimes targeting specific niches such as small business . These books would typically come with one or more floppy disks or CD-ROMs containing software from the book. As Internet use grew, users turned to downloading shareware programs from FTP or web sites. This spelled the end of bulletin board systems and shareware disk distributors. At first, disk space on
1375-419: The amount of time playable in the game. However, some demos provide content not available in the full game. In other cases, a demo may differ from the equivalent section in the full game, when the demo is released as a preview before the full game is completed. Demos for platform or other action games generally only include the first few levels of the game. Demos of adventure games are often limited to
1430-489: The application is all that is required to disable the registration notices. In the early 1990s, shareware distribution was a popular method of publishing games for smaller developers, including then-fledgling companies Apogee Software (also known as 3D Realms ), Epic MegaGames (now Epic Games ), Ambrosia Software and id Software . It gave consumers the chance to play the game before investing money in it, and it gave them exposure that some products would be unable to get in
1485-419: The business model: "free" and "premium". It has become a popular model especially in the antivirus industry. Adware, short for "advertising-supported software", is any software package which automatically renders advertisements in order to generate revenue for its author. Shareware is often packaged with adware to lower the shareware fees or eliminate the need to charge users a fee. The advertisements may take
1540-407: The chance to try a trial portion of the game, usually restricted to the game's complete first section or "episode", before purchasing the rest of the adventure. Racks of games on single 5 1 ⁄ 4 " and later 3.5" floppy disks were common in many stores, often very cheaply. Since the shareware versions were essentially free, the cost only needed to cover the disk and minimal packaging. Sometimes,
1595-544: The chief distinctions of shareware, as it was now most often downloaded from a central "official" location instead of being shared samizdat -style by its users. To ensure users would get the latest bug-fixes as well as an install untainted by viruses or other malware , some authors discouraged users from giving the software to their friends, encouraging them to send a link instead. Major download sites such as VersionTracker and CNet 's Download.com began to rank titles based on quality, feedback, and downloads. Popular software
1650-463: The cost of duplication, whereas systems supporting more cheaply produced media, such as tapes , floppy disks , and later CD-ROM and DVD-ROM , do. Now, the Internet is the main source for demos, as nearly all game developers and platforms focus on online distribution. Game demos come in two variations: playable and non-playable (also called a "rolling demo"). Playable demos generally have exactly
1705-481: The demo disks were packaged within the box of another game by the same company. As the increasing size of games in the mid-1990s made them impractical to fit on floppy disks, and retail publishers and developers began to earnestly mimic the practice, shareware games were replaced by shorter demos that were either distributed free on CDs with gaming magazines or as free downloads over the Internet, in some cases becoming exclusive content for specific websites . Shareware
Monster Bash - Misplaced Pages Continue
1760-402: The developer and the pirates where the developer disables pirated codes and the pirates attempt to find or generate new ones. Some software publishers have started accepting known pirated codes, using the opportunity to educate users on the economics of the shareware model. Some shareware relies entirely on the user's honesty and requires no password. Simply checking an "I have paid" checkbox in
1815-414: The entire product as shareware while unlocking additional content for registered users. By contrast a game demo may offer as little as one single-player level or consist solely of a multiplayer map, this makes them easier to prepare than a shareware game. There are several widely accepted standards and technologies that are used in the development and promotion of shareware. Game demo A game demo
1870-414: The form of a banner on an application window. The functions may be designed to analyze which websites the user visits and to present advertising pertinent to the types of goods or services featured there. The term is sometimes used to refer to software that displays unwanted advertisements, which typically are more intrusive and may appear as pop-ups , as is the case in most ad-oriented spyware . During
1925-576: The full version. An example is the Descent shareware versus the Descent II demo; players were able to retain their saved games on the former but not the latter. Magazines that include the demos on a CD or DVD and likewise may be exclusive to a certain publication. Demos are also sometimes released on cover tape/disks , especially in the United Kingdom and mainland Europe , but given
1980-418: The fully featured program until the trial period is up, and then most trialware reverts to either a reduced-functionality (freemium, nagware, or crippleware) or non-functional mode, unless the user purchases a full version. Trialware has become normalized for online Software as a Service (SaaS). WinRAR is a notable example of an unlimited trialware, i.e. a program that retains its full functionality even after
2035-406: The game 3 out of 5 stars. Shareware Shareware is a type of proprietary software that is initially shared by the owner for trial use at little or no cost. Often the software has limited functionality or incomplete documentation until the user sends payment to the software developer. Shareware is often offered as a download from a website . Shareware differs from freeware , which
2090-438: The idea for shareware came to him "to some extent as a result of my psychedelic experience ". In 1983 Jerry Pournelle wrote of "an increasingly popular variant" of free software "that has no name, but works thus: 'If you like this, send me (the author) some money. I prefer cash. ' " In 1984, Softalk-PC magazine had a column, The Public Library , about such software. Public domain is a misnomer for shareware, and Freeware
2145-607: The increasing size of demos and widespread availability of broadband Internet, this common practice throughout the 1980s and 1990s gradually lost cover focus to full games . With the advent of online services for consoles, demos are also becoming available as a free or premium download. Console manufacturers also often release their systems with a demo disc containing playable previews of games to be released for their console. The availability of demos varies between formats. Systems that use cartridges typically did not have demos available to them, unless they happen to be digital, due to
2200-421: The installation of the intended software, the user is presented with a requirement to agree to the terms of click through an end-user license agreement or similar licensing which governs the installation of the software. Crippleware has vital features of the program, such as printing or the ability to save files, disabled or unwanted features like watermarks on screencasting and video editing software until
2255-401: The level. These include furniture that springs Johnny into the air, deployable ladders and flying broomsticks. At one point in each episode, Johnny will face his "Nemesis", a doppelganger of himself as a minor boss. At the end of an episode, the player must defeat a boss monster. Johnny has an unlimited supply of rocks, and he can fire his slingshot either forward or diagonally up. Rocks move in
Monster Bash - Misplaced Pages Continue
2310-648: The name to be generic, so its use became established over freeware and user-supported software . Fluegelman, Knopf, and Wallace clearly established shareware as a viable software distribution model by becoming wealthy. Prior to the popularity of the World Wide Web and widespread Internet access, shareware was often the only economical way for independent software authors to get their product onto users' desktops. Those with Internet or BBS access could download software and distribute it amongst their friends or user groups, who would then be encouraged to send
2365-404: The printed output, typically stating that the output was produced by an unlicensed copy. Some titles display a dialog box with payment information and a message that paying will remove the notice, which is usually displayed either upon startup or after an interval while the application is running. These notices are designed to annoy the user into paying. Postcardware, also called just cardware,
2420-622: The registration fee to the author, usually via postal mail. During the late 1980s and early 1990s, shareware software was widely distributed over online services , bulletin board systems and on diskettes. Contrary to commercial developers who spent millions of dollars urging users " Don't Copy That Floppy ", shareware developers encouraged users to upload the software and share it on disks. Commercial shareware distributors such as Educorp and Public Domain Inc printed catalogs describing thousands of public domain and shareware programs that were available for
2475-475: The retail space. With the Kroz series, Apogee introduced the "episodic" shareware model that became the most popular incentive for buying a game. While the shareware game would be a truly complete game, there would be additional "episodes" of the game that were not shareware and could only be legally obtained by paying for the shareware episode. In some cases these episodes were neatly integrated and would feel like
2530-414: The same gameplay as the upcoming full game, although game advancement is usually limited to a certain point, and occasionally some advanced features might be disabled. A non-playable demo is essentially the gaming equivalent of a teaser trailer . Generally, playable demos are stripped-down versions of the full game, restricting game-play to some levels , only allowing access to some features, or limiting
2585-429: The term freeware ; he described it "as an experiment in economics more than altruism". About the same time, Jim "Button" Knopf released PC-File , a database program, calling it user-supported software . Not much later, Bob Wallace produced PC-Write , a word processor, and called it shareware . Appearing in an episode of Horizon titled Psychedelic Science originally broadcast 5 April 1998, Bob Wallace said
2640-464: The trial period has ended. The rationale behind trialware is to give potential users the opportunity to try out the program to judge its usefulness before purchasing a license. According to industry research firm Softletter, 66% of online companies surveyed had free-trial-to-paying-customer conversion rates of 25% or less. SaaS providers employ a wide range of strategies to nurture leads, and convert them into paying customers. Freemium works by offering
2695-436: The user and requests an optional donation be paid to the programmer or a third-party beneficiary (usually a non-profit ). The amount of the donation may also be stipulated by the author, or it may be left to the discretion of the user, based on individual perceptions of the software's value. Since donationware comes fully operational (i.e. not crippleware ) with payment optional, it is a type of freeware . In some cases, there
2750-426: The user buys the software. This allows users to take a close look at the features of a program without being able to use it to generate output. The distinction between freemium and crippleware is that an unlicensed freemium program has useful functionality, while crippleware demonstrates its potential but is not useful on its own. Donationware is a licensing model that supplies fully operational unrestricted software to
2805-434: Was also the distribution method of choice of early modern first-person shooters (FPS). There is a technical difference between shareware and demos. Up to the early 1990s, shareware could easily be upgraded to the full version by adding the "other episodes" or full portion of the game; this would leave the existing shareware files intact. Demos are different in that they are "self-contained" programs that cannot be upgraded to
SECTION 50
#17327831958452860-401: Was novel at the time. SWREG was eventually bought by Digital River, Inc. Also, services like Kagi started offering applications that authors could distribute along with their products that would present the user with an onscreen form to fill out, print, and mail along with their payment. Once telecommunications became more widespread, this service also expanded online. Toward the beginning of
2915-410: Was sold to UK businessman Stephen Lee of Atlantic Coast PLC who placed the service on to the internet and enabled over 3,000 independent software developers to use SWREG as a back office to accept various payment methods including credit, debit and charge cards, Paypal and other services in multiple currencies. This worked in realtime so that a client could pay for software and instantly download it which
2970-409: Was sorted to the top of the list, along with products whose authors paid for preferred placement. If features are disabled in the freely accessible version, paying may provide the user with a license key or code they can enter into the software to disable the notices and enable full functionality. Some pirate web sites publish license codes for popular shareware, leading to a kind of arms race between
3025-415: Was trademarked by Fluegelman and could not be used legally by others, and User-Supported Software was too cumbersome. So columnist Nelson Ford had a contest to come up with a better name. The most popular name submitted was Shareware , which was being used by Wallace. However, Wallace acknowledged that he got the term from an InfoWorld magazine column by that name in the 1970s , and that he considered
#844155