Move over 40 Winks Croc: Legend of the Gobbos... Here's the platformer adventure that helped save Apple Computer Inc. from bankruptcy. Every original iMac came bundled with this short but sweet demo, showcasing QuickDraw 3D and giving the kids something fun. And it stars a silly far-future dino blasting through its ancestors to grab some McGuffins. 20 minutes are all you get, and all you need, to have a round with what was possibly the most played GPU-centric game of its day. And it's still worth it today, especially thanks to Iliyas Jorio's source port for modern OSes.

We all love to say 1998 was one of gaming's best years, but rarely does that seem to include the Macintosh. I'm not saying that Apple's once-ailing prosumer home computer line suddenly got anything on the level of Unreal, Metal Gear Solid, or Ocarina of Time, but remember, this was the iMac G3's time to shine. Under interim (and soon permanent) CEO Steve Jobs' direction, the corporation snatched victory from the jaws of defeat, aggressively and effectively marketing a cheap but powerful enough Internet-age Macintosh experience to new users. Tons of schools, businesses, and home users bought into Apple's previously ignored hard and soft ecosystem, even as Windows 95 and its progeny gave Microsoft a near monopoly on the PC space. Beyond a better value product, the iMac was a triumph of design and advertising, this bulbous, umami-like machine benefiting from Mac OS 8's strengths over Windows and previous versions. It also happened to come with a curious pack-in game from this dude out in Austin, TX, stuck in a boring job at Motorola and raring to make another hit shareware game.

Brian Greenstone's the driving force behind Pangea Software and its earlier efforts, mainly Mighty Mike (aka Power Pete) from '95. That earlier release was itself bundled with mid-'90s Performa and Power Macintosh models; Nanosaur logically continued the relationship he'd built with Apple. His early work with Apple's new graphics API, first demoed in '95 and '96, proved important to the iMac's gaming potential, with said line using ATI's baseline Rage II series of accelerator cards. With scarcely more than a month to create a small pack-in title, Greenstone and crew put out what's basically the spiritual successor to Mighty Mike, but set in the Cretaceous.

Nanosaur's premise is simple: you've traveled back in time to 20 minutes before the great meteor mass extinction begins. As part of a civilization of uplifted 'saurs building from humanity's dead remains, you're tasked with collecting five eggs, each from a different species, and returning them to the future. Easier said than done, of course. None of the reptiles are happy to say you invading their land, stealing their young, and blowing up their neighbors. Unluckily for them, our protagonist comes strapped, able to use multiple weapons, power-ups, and a double jump plus jetpack to boot. There's only one level to play over and over again, but it's quite large by '98 standards, and Pangea gives replay incentives like a score table and secret areas.

Actually controlling this raptor is far from smooth going. Croc has the edge on this because it offers strafing, whereas Nanosaur basically uses tank controls. Sense of motion and air control's about as good as in Argonaut Games' platformer, though, and this short thing's more about combat and exploration than pure tests of jumping. No bottomless pits, no required collectibles in the air—none of the frustration I have to grin and bear when trying to save the Gobbos. Turning could have been faster, and I'm pretty sure this control scheme had to account for keyboard-only play, hence the lack of an analog camera. But it's simple, responsive, and offers leeway to less skilled players. Gamepad support's good, too, making it easier to spam shots than just tapping keys. I wish Jorio's port had more options for customizing joy bindings, though.

The game loop itself works very well for something this short. I only wish there was more to actually do here, like a more challenging second level or something. Every cycle of running and jumping across each biome, killing dinos and nabbing eggs to throw into a nearby time portal, feels like a small stage each time. Most enemies just want to ram you for big damage, save the pterodactyls throwing rocks from above. What makes dodging and obliterating them trickier are the environmental hazards, from spore bombs to lava flows, which complicate one's movement and approach. Expect to die a couple times or more when starting out, as there's some traps like the canyon boulders or stegosaurs hiding in shrubs waiting to catch you.

All this comes together to make a thrilling, if very lightweight and predictable fetch-action romp. Granted, it's a miracle Nanosaur plays as well as it does since Greenstone only had three weeks to design and implement the game itself. He'd originally planned this as a QuickDraw 3D demo showing off the tech's potential, as well as his own skin-and-bones animation system inspired by SEGA's recent The Lost World lightgun shooter. To that end, this transformation from pet project to miniaturized Power Pete turned out way better than Greenstone, Apple, or anyone else could have expected. I can beat this in less than 10 minutes, knowing the layout and mechanics quite well now, but so many kids enjoyed trying this over and over again that the runtime hardly matters. There's a quaint joy in optimizing your runs, either for time or score, while jamming out to that funky jungle rock music, traversing the fog for more ammo and health pick-ups to feed your path of destruction.

Pangea had made a relatively small but useful amount of cash over the years, from their Apple IIGS-defining hit Xenocide to the trickle of royalties Greenstone received from MacPlay for Power Pete. But the company's deal with Apple was a boon for everyone, landing him a job on their QuickDraw team and soon leading to more shareware classics for iMac and beyond. As both charityware and a defining pack-in product, Nanosaur marked a maturation of the Mac games market, its success lifting burdens off other beleaguered studios like Bungie and Ambrosia. Greenstone soon leave Apple to give them another hit, the iconic Bugdom a year later, and eventually revisited our plucky chrono-jumping hero with 2004's Nanosaur 2. In the meantime, they put out an expanded paid version of this called Nanosaur Extreme, also included with Jorio's port. All this added was a new high difficulty mode, but having to deal with tens of T-rexes at once definitely gets everything out of the game's design as it deserves. I actually had to stand on geysers and charge up the jetpack when playing this mode, just to keep distance from the hordes cornering me!

I guess the pitch for trying Nanosaur boils down to "cool bipedal boi tears through budget Jurassic Park for great justice". This really isn't something I'd boot up for a revelation or even a great take on the prehistoric action adventure. It's also difficult to appreciate how graphically advanced this was in its time, combining detailed 3D modeling and animation with proto-shaders and a high rendering resolution matching the iMac's hardware. But I'm going out of my way to criticize or downplay a humble, very enjoyable piece of history which stacks up well to modern game jam faire. It takes the best parts of Mighty Mike and competing efforts like Ambrosia's Harry the Handsome Executive, shunting the Mac shareware world into polygonal view just like Avara and Marathon 2 had tried. Weird freeware collect-a-thon platformers would never be the same; given how far this one spread, they could only strive to beat this benchmark.

Completed for the Backloggd Discord server’s Game of the Week club, Mar. 7 - 13, 2023

Reviewed on Mar 09, 2023


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