Excellent! If you are interested in this game you might enjoy reading an older two-part interview with the developer, John Calhoun, here: <a href="http:&#x2F;&#x2F;web.archive.org&#x2F;web&#x2F;20060507111048&#x2F;http:&#x2F;&#x2F;www.crunchable.net&#x2F;articles&#x2F;?p=179" rel="nofollow">http:&#x2F;&#x2F;web.archive.org&#x2F;web&#x2F;20060507111048&#x2F;http:&#x2F;&#x2F;www.cruncha...</a>.<p>My first exposure to the Glider series (and the most major one in terms of hours spent on the game) was through the Windows 3.x port of Glider 4.0. It made exemplary use of the operating system&#x27;s standard 16-color palette — one of the things that got me to appreciate the higher-resolution-but-limited-palette-and-animation, &quot;desktop computer-style&quot; pixel graphics. What was a major disappointment was that it came without the house editor that would allow you to create your own levels.<p>I wonder if John Calhoun owns the rights to that version. I would love to see the source code for it released. If it was compiled with Borland Pascal (or rewritten in C — who knows?) it would likely be the better starting point for porting Glider 4.0 to modern operating systems.