![]() McZee’s antics-riding a shopping cart down roller coaster tracks, turning into a slice of cheesecake-illustrate why the ’90s holds such a monopoly on the words ‘wacky’ and ‘zany’. The models were clearly influenced by American cartoons of the time, such as Rugrats and Rocko’s Modern Life, and that was good enough for ten-year-old me ![]() 3D Movie Maker had a guide, too, but since it was for kids and this was the ’90s, he was a horrible blue guy with goat pupils that ran perpendicular to each other. These virtual spaces couldn’t have boring old tutorials-Turing and Asimov promised artificial intelligence, not tooltips-so they were augmented with chatty characters such as a cartoon dog, our own Coconut Monkey, and the infamous Clippy from Microsoft Office. PC Gamer’s ’90s demo discs similarly featured adventure game-style interfaces. In Microsoft Bob, for instance, programs were organized into the rooms of a house. There was an idea back in the ’90s that modern software should map its functions onto the most obvious metaphors possible. ![]() ![]() It was one of Microsoft’s best bits of software at the time, and it’s the first instance I can recall of real-time 3D rendering being presented to me as a creative tool (though I might’ve messed around with Doom mapping, too). Every month we run exclusive features exploring the world of PC gaming-from behind-the-scenes previews, to incredible community stories, to fascinating interviews, and more.īack in the mid-’90s, I spent many long afternoons animating car crashes and alien abductions in 3D Movie Maker. This article first appeared in PC Gamer magazine issue 354 in March 2021. ![]()
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