The first time it barfed was because there was a space in the filename, and the QB64 editor didn't handle it. Running on the command line, with quotes around the name, was flawless.
The third iteration of the PC strategy game, Grand Prix Manager, was meant to be in isometric. Instead of clicking on the "Designer" button, and going to a graphical database indicating how you'd proportional the designers work, you'd click on an isometric map of the office, and watch your PC walk there and discuss the new game plan.
The iso engine worked at 60fps, in 1024x748, back in 1997. But it was pulled. It was the right tech, but for the wrong game. When released GPM3 became GP World, it reverted to the traditional spreadsheet views of GPM1 & 2. (At least it looks like they kept most of my "3D" race code intact.)
Primarily to read them offline. These messages were usually part of usenet, or in emails lists, or held on (remote) servces like Mono at Imperial. You could read them on the HP-UX systems, via a dumb terminal, which were connected to the Internet, but not connected to a PC with a disk drive. (Well, there were a few PCs and Mac classics around, but not enough for everyone and - as an Amiga fan - there wasn't yet CrossDos to let me use compatible disks.)
Some items, like early drafts of the Star Wars scripts, I did print for archival purposes as I (foolishly) thought that they'd be spotted and taken down by the copyright police, and lost forever!
The first time it barfed was because there was a space in the filename, and the QB64 editor didn't handle it. Running on the command line, with quotes around the name, was flawless.