The Game-Maker Archive—Part 19: Presents and Protocol

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There were three main ways that Game-Maker users communicated. Either they knew each other in person, which was nothing unusual but could lead to larger and more nuanced projects than an individual could tackle, they communicated through the post, which was slow but both mysterious and intimate, or there were the BBSes.

Before the Web caught on (or even existed), the big deal was local dial-up boards. Most of them were text-based, and most were fairly slow. You would connect, check your personal messages, see if anyone had posted any new discussion topics or responses, perhaps fiddle with a multiplayer door game or two — and then you would head to the file area.

Most boards had a ratio: you can download so many bytes for so many bytes you upload. A bad ratio was close to 1:1. Somewhere between a 2:1 and 4:1 ratio, the file area would come to life. Users would be just motivated enough to keep sharing material, yet wouldn’t feel pressed to dump just any junk on the community. This is the environment where shareware thrived; when the Web took over, the whole shareware model went into whack.

If you found the right board, BBSes were also the perfect environment to share and discuss Game-Maker games. Mark Janelle ran the Frontline BBS with RSD’s semi-official blessing. Other users ran their own boards or carved out corners of existing communities.

A problem with BBSes was their dial-up nature. Unless the board was very local, you were in immediate danger of old-school long distance phone charges. If the board was in the same state but not in the same county, you were particularly screwed. So despite Janelle’s and RSD’s efforts there was never a unified Game-Maker community. Rather, the community consisted of countless islands of independent development, that would occasionally cross paths and trade ideas.

Although it was located in the middle of nowhere — specifically Kennebunkport, Maine — which must have made a daunting long-distance charge for most users, the Frontline BBS was the most prominent place for these paths to cross. That makes sense; it was the only board referenced in the Game-Maker box. The board therefore carried some valuable artifacts of shared Game-Maker culture. Whether or not those artifacts are in themselves excellent is sort of beyond the point. What’s important is that they are formative and sort of iconic to the Game-Maker experience.

These four games, by two authors, are amongst the first Game-Maker games that many users will have played, aside from RSD’s demo games and those users’ own creations. Unfortunately not all of them still exist in precisely their original form, but one takes what one can get.

( Continue reading at DIYGamer )

The Game-Maker Archive—Part 18: Call and Response

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Back in July we unearthed two previously unknown Game-Maker games, Roland Ludlam’s space racer Hurdles and Matthew Groves’ free-roaming space shooter Space Cadet. We then tracked down and interviewed those two authors. Roland Ludlam is currently working on a WiiWare project and Matthew Groves is considering Android development; each was generous with his time and memories, and with some prodding each was generous enough to find and forward some other long-neglected projects for us to record and archive. The former scrounged around on an old backup of a backup, and the latter mailed us a collection of 5-1/4″ floppies to extract.

From each party we received two games: one fully developed and substantial, and one experimental or unusual. We’ll start with the “big” games, and then once we’re primed we’ll turn to the really interesting stuff.

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Zombieland

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You can tell this is the filmmakers’ first major project after film school.

I too often confuse Jesse Eisenberg and Michael Cera. They’ve got the same hair, same build, same facial expressions, and they’re cast in similar roles. So it is that when the film freezes and spells out Eisenberg’s personal (postmodern ironic film-hip) tips and techniques for zombie survival, the mind travels to Scott Pilgrim. Similar conceit. Not the same kid. Whereas Pilgrim takes the conceit further than sense dictates, and thereby elevates itself beyond the conceit in much the way that the mind stops processing Tarantino’s violence as violence, Zombieland is content to lurk in the hipster fog beneath the glowing neon signs. So it’s not transcendent, and therefore the affectations do end up feeling a little gratuitous.

But oh, I’m speaking in absolute terms here. Zombieland ain’t bad. A bunch of kids wanted to make an ironic zombie movie and they got some high-profile talent involved. You’ve got Woody Harrelson. You’ve got Bill Murray. You have a script by someone who watched a little too much Buffy the Vampire Slayer. You have good cinematography and effects work. It’s a noble effort, and it’s got a good spirit to it.

You’d think the kids would know that there is no way Jesse Eisenberg’s character could afford that apartment, though. Who do they think he is, Mark Zuckerberg?

Lost in Space with Matthew D. Groves

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A few months ago we detailed some search methods for discovering unknown Game-Maker games in the wild Web; as examples we detailed two games: Roland Ludlam’s rather wonderful Hurdles, and Matthew Groves’ modestly charming Space Cadet. Since our interview with the one author went so well, we now turn our sights on the second, Web developer and aspiring Android coder Matthew D. Groves.

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The Brussels Spout (Book 2)

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The Martins and their burgeoning demo group known as PPP Team seized Recreational Software Designs’ Game-Maker with a ferocity and a measured European flavor of design. Over two or three years they assembled upwards of 24 games, each more ambitious than the last. Since they were developing with an unlicensed copy of Game-Maker, most of those games were strictly for their own entertainment — which may to some extent explain the energy that went into them.

There are three branches of PPP Team software. In our previous article we discussed their one-off, often experimental titles. These games tend to be both character driven and strongly inspired by Commodore and shareware design sensibilities. One of those games, Blork Carnage, introduces a character named Jack Booster. This game and this character serve as the roots for the second of PPP Team’s branches — their defining franchises.

If the one-off games housed a wealth of interesting whims, it’s PPP Team’s series that received the bulk of their effort and originality. Of those, both the most significant and the most varied series are spun off from the Duke Nukem styled Blork Carnage. A third, early series also showed itself during the team’s Game-Maker era, to further build off one of those spin-offs. We’ll start with the series that more or less equates with PPP Team, in terms both of iconography and of their design sensibility.

( Continue reading at DIYGamer )