The complete roster
Every entry
Twenty-five entries across six sections. Every entry is one runtime, and what it took with it.
01 The Text Era
- 01.01MUD1 at Essex
In 1978 Roy Trubshaw and Richard Bartle wrote a persistent shared world made entirely of text at the University of Essex, and everything multiplayer descends from it.
- 01.02Colossal Cave and Zork
Single-player text adventures established the parser and the room graph that the shared worlds then made persistent.
- 01.03MOOs
Object-oriented shared worlds let the inhabitants build the world while they were living in it, which turned out to matter more than the graphics did.
- 01.04Bartle's four players
The taxonomy of achievers, explorers, socialisers and killers came out of watching an actual population, and the industry has argued with it ever since.
02 Runtimes
- 02.01Java applets
Code that ran inside the page in its own sandbox, with a security model that outlived its usefulness.
- 02.02Shockwave
The heavier sibling that arrived first and handled the work the lighter runtime could not.
- 02.03Flash
For roughly fifteen years the browser was the largest games platform in the world: no install, no store, no gatekeeper, and one company's runtime underneath all of it.
- 02.04Silverlight
A competing runtime that arrived late, shipped, and was withdrawn without ever becoming the default.
- 02.05Unity Web Player
A plugin that brought a full 3D engine into the page, and was deprecated once the browsers closed the plugin interface.
- 02.06WebAssembly
The runtime that replaced the plugins is part of the browser itself, which is the whole point of it.
03 Portals
- 03.01Newgrounds
A site that hosted whatever people uploaded, which is why so much of what survives from that period survives there.
- 03.02Miniclip
A curated portal that treated browser games as a catalogue rather than a community.
- 03.03Kongregate
A portal that added accounts, scores and a revenue share, and in doing so made browser games something a developer could live on.
- 03.04The preloader
A progress bar with the sponsor's logo on it was the platform's business model in a single screen.
04 The End of Flash
- 04.01The 2017 notice
The end was announced more than three years ahead, which is more warning than most platforms give and still was not enough.
- 04.02The last day
Adobe ended support on the last day of 2020, and tens of thousands of games became unplayable at once.
- 04.03The block
The runtime was not merely unsupported — it was actively blocked from running, which is a different and much harder problem for anyone holding a copy.
- 04.04What broke
Games that called out to a server, loaded assets at runtime or checked a licence broke in ways that emulating the runtime alone cannot fix.
05 Emulation
- 05.01Ruffle
An open-source reimplementation of the runtime, written to run inside the browser that removed the original.
- 05.02Flashpoint
A preservation project that collected the games themselves at scale, together with the environment needed to launch them.
- 05.03The Emularity
The framework that let an archive run emulators in the page, so that a catalogue entry could simply be played.
- 05.04Runtime, not game
Emulating the runtime preserves everything built on it at once, which is why that is the layer everyone chose.
06 Archives
- 06.01The Internet Archive
A library that took on software preservation as part of its remit, and now serves the runtimes as well as the files.
- 06.02Museums and libraries
Institutional collections hold hardware, media and paperwork, and the paperwork is usually the part that makes the rest usable.
- 06.03Where the source went
Source code survives by accident far more often than by design, on a disc in somebody's loft rather than in a repository.