The History of A-J Games: Part One

  • Reading time:5 mins read

If you have played Builder, you may wonder about the developer name tacked onto the front. The answer is that Builder puts official close to an era that previously I had left dangling for about fifteen years.

Play it, really. It's kind of interesting.

When I was young, I expected to be a cartoonist. From 1988 to 1992 I wrote and drew a spectacularly unfunny comic strip called Andrew-Jonathan. Although there was no particular story or humor, there were plenty of characters – all with complex relationships, backgrounds, and personality quirks. The strip was also an outlet for themes absorbed from adventure movies, Tintin and Uncle Scrooge comics, and personal experiences.

A yuk a minute.

1988 was also the year that I began to design my first game, in the margins of homework assignments and in the back pages of notebooks. The game started as a clone of Konami’s The Goonies II — attic setting, inventory, and all. As the ideas developed and took on their own life, they absorbed elements of Hudson’s Adventure Island, Contra, and Super Mario Bros. 2. The cast of Andrew-Jonathan (in particular the title character) was also absorbed into the concept, almost from the start.

An influential game, in may ways.

This imaginary game began to trickle back into both the text and the metatext of the strip. The Crabby monsters (likely a subconscious influence from Super Mario 2) started to appear.

An influential game, in may ways.

The strip absorbed some of the game’s scenario, and the sort of violent 8-bit sense of cause and effect. Most curiously, whenever A-J’s friend Freeport was shown playing a videogame, it was a variant of that game –based on the strip and featuring those characters.

Never did implement those jumping things.

In a way, the strip’s four-year run was a build-up to and replacement for the game that I dreamed of playing. When in 1992 RSD’s Game-Maker presented itself, my attention shifted entirely from the comic. My first task on installing the software was to implement the game as directly as possible from my extensive plans. The result, I called A-J’s Quest. Barring the engine’s limitations and some improvisation along the way, the result was fairly close to my intentions – if a bit rough.

Watch out for them snappers.

The biggest diversions came from the limits on idle states, the odd key-mapping restrictions, the engine’s strange treatment of counters, and the lack of an on-screen display for hit points, items, and whatnot. I also envisioned the ability to equip and unequip weapons, as in many NES adventure games. None of these were big problems; I just adapted, and found more pragmatic implementations.

The generic inventory menu.

Soon after completing the game, I responded to a note in the Game-Maker box and mailed a copy off to Recreational Software Designs. They quickly responded with an unexpected call, then a long correspondence that would eventually lead me to produce gameware for Game-Maker 3.0. More immediately, they sent me the beta to an upcoming release of Game-Maker – one with provisional Sound Blaster support. In turn I went out and bought a sound card.

Blaster Master, a sound recorder for DOS.

The adjusted version of A-J’s Quest, now labeled 2.0, found its way into a demo for the 2.0 release of Game-Maker. It was also a feature of the short-lived Game-Maker Exchange program, where RSD compiled peer games onto floppies and sent them out to contributing users. But before I let loose my opus into the wider world, I decided to think up an official studio name. I didn’t think very hard.

Blaster Master, a sound recorder for DOS.

Now that I was a real game designer, I started to pour my energy into developing a more-of-the-same sequel. Its main gimmick would be multiple characters, each of whom followed an original path to the same goal. To prepare for this focus, I redrew the character sprite almost from scratch. In a short time I had learned much of pixel animation, and the previous sprite had started to bother me. The new sprite, I used as the basis for all four characters.

Aside from appearance the characters were only really distinguished by their vocal tics, which the new Sound Blaster support made possible. The levels were mostly recycled themes, using recycled tiles from the first game.

Wanna be a member? Wanna be a member?

A couple of years later, with a beta of Game-Maker 3.0 in hand, I set about making the biggest, most convoluted game possible with the tools. I meant to incorporate every possible character from the Andrew-Jonathan strip, each of whom would have distinct abilities and a different path through the game. The game would be a huge, branching adventure full of big decisions. For this event, I again tweaked the Andrew-Jonathan sprite with more detailed shading and more sympathy to Game-Maker’s quirks. In turn I added more variation to the other characters’ animations.

Simply titled A-J 3.

With my masterpiece in hand, I went back to revise the first two games and raise them to the level of A-J 3. I incorporated the second game’s much cleaner sprite into the first game. I adjusted most of the background tiles and some of the layout, added another level to A-J’s Quest, and smoothed over some awkward concepts. After all the tweaks, the first game wound up at version 4.0 and the second game wound up in pieces all over the hard drive. It was too much work to bring The Return of A-J up to snuff, and I had long overwritten its original format, so I was stuck with a dissected husk of a game. I figured if anyone actually registered the first game, then that would motivate me to put all the pieces back together. Neither happened.

Freeport takes to the clouds, for some reason.

Both the 4.0 and the 2.0 releases of A-J’s Quest achieved fairly wide distribution. The others, not so much. Whatever its form, for all its quirks and compromises, A-J’s Quest is probably one of the most familiar and influential games to come out of RSD’s tool set — and it became the cornerstone for about a decade of my creative life.

The story continues in Part Two

Breaking the Frame

  • Reading time:1 mins read

I just realized how much Builder was subconsciously influenced by Portal. I honestly didn’t even think about it at all. But Valve’s design pervades almost everything about the game’s structure, down to the build/destroy thing (as opposed to red/blue portal stuff), and the way that the design is broken down into… sort of puzzle rooms.

And the whole game is sort of about escaping from this cozy gamey situation. And all the way the game teases you about what may be beyond that facade. Then at some point you — well. At some point everything becomes clear, and that’s when things become really interesting.

It says something about Valve’s design sensibility that I find myself aping it without even knowing I’m doing so.

If you have yet to play Builder, go and do so. If you downloaded it early on, you might as well upgrade; there are always little improvements. Meanwhile I’m working on a way to make the game easier for everyone to experience.

Ghosts of Machu Picchu: Nova

  • Reading time:2 mins read

The Incas are the best of the bunch, as far as South American empires go. Whereas the Mayas were poets and astronomers and the Aztecs were warriors, the Incas were architects and planners. What I didn’t realize was just how short their heyday was — only about 100 years. Had the Spanish not come, preceded by their wave of smallpox, one wonders how the Incas might have developed.

I had always appreciated Machu Picchu for its exotic location and architecture, and the mystery surrounding its discovery. This is the stuff that established the template of the adventurer archaeologist, that later brought us figures like Indiana Jones. What this documentary has brought me is a new appreciation of the planning and rigor that went into the structure’s development.

There’s nothing arbitrary about the process. For all the reasons not to build a palace in Machu Picchu’s location, there is a certain political, mystical, and engineering logic to its location. Furthermore, the palace wasn’t simply plopped on top of the mountain; nearly 60% of the work is under the ground, in extensive drainage and support structures both to prevent erosion and ensure a steady supply of fresh water.

This is fascinating stuff, and well-told. If you’ve a whiff of interest in ancient culture or architecture, this documentary is a goodun.

Builder: The Game

  • Reading time:1 mins read

Level 2 of Builder -- a leap of faith!

Builder.

Build footholds. Destroy obstacles. Be observant.

Read the setup instructions. Play. Donate, if you wish.

A Serious Man

  • Reading time:2 mins read

A Serious Man is a mid-level Coen movie; Not as grand as Fargo or No Country, not as humble as The Man Who Wasn’t There. Not as memorable as Lebowski, not as forgettable as Intolerable Cruelty. Not as good as Barton Fink or as bad as The Ladykillers. I guess you could chuck it in the pile with Miller’s Crossing, except it’s more interesting and more distinctively Coen than that.

The movie is sort of a light comedy spread thin over a light drama about a middle-class suburban guy whose life is falling apart. His wife is leaving him, his kids are indifferent to him, he has problems at work…

Acutally, you know what it is? It’s a Jewish American Beauty. It’s about all of the same things — the stifling mundaneness of suburbia and the status quo, a midlife crisis that offers a brief glimpse of freedom before it comes crashing down, wonder at the nature of existence — with a few extra trips to the rabbi, and the convoluted parables that come out of them.

In the hours after watching I’m sure I had something more incisive to say. A week or two later, the movie has faded into a muddle.

All-Star Superman

  • Reading time:2 mins read

Without actually checking the credits, the animation here reminds me strongly of the fellow who did Aeon Flux and that cartoon about Alexander the Great. It has that same lanky angularity, and the almost grotesque caricature of the human form. Granted, if it is his work then it’s a more refined and mainstream version of his style.

As with most of these direct-to-DVD DC movies, this appears to have been based on a well-known arc from the comics — a sort of a “what-if” tale that explored the last months of Superman’s life as he slowly died of a sort of super cancer brought on by over-exposure to the normally healing radiation of our sun.

It’s all well-done enough, and it passes the time. There’s something lacking in the pace. After the first act, the movie meanders with little hint as to where it wants to go or what exactly its narrative priorities are. Halfway through, I was half inclined meander away myself. Perhaps it’s due to condensing the events of a lengthy serial into a single short narrative, as there’s a fair amount procedural storytelling: first this happened, then this happened, then this other thing…

The ending is a bit understated as well, which in itself wouldn’t be a problem. When one has spent half the movie waiting for something relevant to happen, though, one does expect the conclusion to repay that patience. I’m not sure if that happened here.

Ah well. It’s pretty good. I’ll still take Justice League Unlimited any day.