From Shooter to Shooter: The Rise of cly5m

  • Reading time:2 mins read

Seiklus was a turning point for the indie scene. Even if you’ve never played it, you’ve played something influenced by cly5m’s game. Seiklus was one of the first “exploration platformers,” now a booming and distinctly indie genre. A small man, nearly a stick figure, travels a gentle flat-colored world, collecting pointless trinkets and the occasional control upgrade, to find his way back home again. There is no death, and no overt violence; Seiklus is all about the journey, and the player’s relationship with the game world.

Seiklus comes off as a very personal game. Although the controls amount to little more than walking and jumping, and the presentation is nearly as minimalist, the experience feels emotionally rich. Its level geometry and sequencing trade epiphanies for careful observation and experimentation, and the sound design creates a distinct and whimsical atmosphere.

The stripped-down expression of Seiklus has helped to legitimize canned game creation systems, leading Mark Overmars’ Game Maker to become the respected behemoth it is now, and lending the indie scene an entry-level spine. There have been tributes and parodies. It’s just an important game.

For all its influence, Seiklus is kind of a one-off. For a while creator cly5m and Robert Lupinek teased the Internet with Velella, a sort of spiritual successor involving dream flight. Otherwise, the last eight years have passed pretty quietly. The previous eight, though – that’s a different story.

( Continue reading at insert credit )

Icons and Exposure (updated)

  • Reading time:2 mins read

I just realized that Sarah Jane Smith had more screen time than any Doctor aside from Tom Baker. Here’s how it breaks down, going by rough episode lengths and assuming that any episode where the character is a featured player counts for its full length:

  • Tom Baker – 71 hours, 40 minutes
  • Sarah Jane Smith – 61 hours
  • Hartnell – 57 hours, 30 minutes
  • Troughton – 55 hours
  • Pertwee – 54 hours, 50 minutes
  • Brigadier Lethbridge-Stewart – 50 hours, 40 minutes
  • Jamie McCrimmon – 49 hours, 20 minutes
  • Captain Jack Harkness – 44 hours, 37 minutes
  • Tennant – 38 hours, 38 minutes
  • K-9 (all models) – 38 hours, 15 minutes
  • Jo Grant – 32 hours, 55 minutes
  • Ian & Barbara – 32 hours, 5 minutes
  • Davison – 30 hours, 48 minutes
  • Tegan Jovanka – 29 hours
  • Rose Tyler – 23 hours, 17 minutes
  • Susan Foreman – 22 hours, 45 minutes
  • Matt Smith – 21 hours, 8 minutes (through series 6)
  • Amy Pond – 21 hours, 8 minutes (through series 6)
  • Zoe Heriot – 20 hours, 50 minutes
  • Nyssa of Traken – 20 hours, 50 minutes
  • Peri Brown – 20 hours, 35 minutes
  • Steven Taylor – 19 hours, 10 minutes
  • Adric of Alzarius – 18:20
  • McCoy – 17 hours, 30 minutes
  • Colin Baker – 17 hours, 15 minutes
  • Victoria Waterfield – 17 hours, 5 minutes
  • Ben & Polly – 16 hours, 40 minutes
  • Leela of the Sevateem – 16 hours, 40 minutes
  • Romana II – 16 hours, 40 minutes
  • Rory Williams – 16 hours, 38 minutes
  • Vicki – 16 hours, 15 minutes
  • Vislor Turlough – 14 hours, 50 minutes
  • Martha Jones – 13 hours, 57 minutes
  • Donna Noble – 13 hours, 35 minutes
  • Ace – 12 hours, 55 minutes
  • Romana I – 10 hours, 50 minutes
  • Liz Shaw – 10 hours, 25 minutes
  • Eccleston – 9 hours, 45 minutes
  • Mickey Smith – 9 hours, 20 minutes
  • Dodo Chaplet – 8 hours, 20 minutes
  • Mel Bush – 8 hours, 20 minutes
  • Wilfred Mott – 7 hours, 15 minutes
  • Sara Kingdom – 3 hours, 45 minutes
  • Kamelion – 2 hours, 30 minutes
  • Katarina – 2 hours, 5 minutes
  • McGann – 1 hour, 30 minutes
  • Adam Mitchell – 1 hour, 30 minutes

The Brigadier is in a similar class to Sarah Jane, thanks to several seasons as a regular and decades of return appearances. Jack also holds up well, with Torchwood’s long episodes and about a season’s worth of main-series screen time. Jamie, of course, was in all of Troughton’s original episodes except the first six, and then reappeared in The Two Doctors.

Aside from the estimations and assumptions above, I am unsure how to record K-9’s SJA appearances, as he appears often but usually only for a few seconds. I’m not counting Shada, Dimensions in Time, or Richard Hurndall in The Five Doctors, or any cameo appearances. Other figures may be debatable, but I don’t really care.

The History of A-J Games: Part Four

  • Reading time:11 mins read

To catch up on the story to date, you can view the archive here.

Between eighth grade and my sophomore year of high school was my phantom year. I wasn’t in public school, I wasn’t in private. Instead, I mostly sat at home and read books. This year corresponded with my 14th birthday, and with my introduction to Game-Maker. It was a year of untempered productivity.

I’ve talked about my early character-focused design. One of my early sources of characters was my former grade and middle school associates. After school or on weekends, they would come by to play videogames; I would drag them to the computer and show them what I was up to.

I think my games mostly puzzled them. They were sort of impressed that the games existed, but they didn’t much understand computers and were mystified by my subject matter and design choices. Inevitably, their minds would wander. They would ask me, could I make a game resembling this other game that they liked? Sure, maybe. I’d try. Could I put them in the game? Well… okay.

At that time, the big thing in my social circle (if that’s the term) was Japanese RPGs — Dragon Warrior, Phantasy Star — and PC strategy games like Star Control. They were also big into arcade brawlers and forced-perspective shooters. None of these genres was a match with Game-Maker, but I did what I could. Often, that wasn’t much.

As the games were requests, I had little ego attachment. I threw them together out of available materials, as fast as I could. I based most of the characters on a standard template, tweaked a bit to resemble my clients. Background and other sprite elements, I borrowed from sample libraries and my own past games. As I churned out the requests, gradually I built up a sort of shared resource pool. Between those resources and some recurring themes, such as Groucho Marx, most of these other-insertion games feel very similar.

If I noticed the repetition, then I didn’t care; I had a job to do. It barely mattered if the games were playable, since they weren’t meant for me. If I could work in some clever references and then finish the project, I was satisfied. And then, on to the next request.

Distribution opened up another problem. As I said, I felt no attachment to the games. Although I felt obliged to release them, I didn’t want to mix this work for hire (as it effectively was) with my personal projects. I therefore devised a sub-label, Don’Pan Software, to aid in distancing myself.

I made no secret of the relationship between the two labels; it was just a mental thing. If it’s no good, don’t panic. It’s not supposed to matter. On this side of the line, you don’t have to care.

There are a few distinct eras and subcategories of insertion games. Right now I’ll just detail the first one, as they have more in common with each other than the rest of the games.

The requests started early. After A-J’s Quest, I think that Cireneg’s Rings may be my second game. It’s hard to be sure, but the more I consider it the likelier it feels. It would have to be early for me to tackle a project like this.

Cireneg’s Rings is an RPG in the tradition of Dragon Warrior, including a generic medieval setting, an evil overlord with a princess in captivity, sprawling towns hiding opaque yet important secrets, and a very slow-moving character.

There are a few subversions. You know the convention, popularized by Dragon Warrior, where exiting a city reduces it to the size of a single tile on the world map? The idea is that the journey between points of interest is heavily abstracted — both visually, in the representation of scale, and mechanically, in the random battles that represent personal trials and learning experiences on one’s journeys. In later JRPGs, the convention just becomes a convention: towns grow tiny, while a huge character walks around the map.

So I decided to play with that; whenever you leave a town, the game halts for a moment while your character erupts to an enormous size. This enormous character is then used to tromp the countryside between towns.

Other curiosities include the large “Groucho Rock” formation on the world map, a large healing sauna in each town, and — in early versions — lots and lots of nudity. That’s mostly gone now, though there may be a couple of incidental flashes hidden away. Even without the nudity, most of the townspeople are deliberately wonky. They stand in place and stomp or wave their arms, as townspeople do in games like this — except more so.

If any of this sounds clever, it’s more than offset by the inanity. The game, for instance, is filled with useless items such as armor, which often comes at a steep price. This is not so much commentary as an oversight; Game-Maker provides no way to raise or lower a character’s defenses, and yet I had to include the armor shop. Why? Because this was an RPG. Were I more astute, I could have turned the fact into a gag about in-game financing and genre conventions.

That is, I could have if Game-Maker if Game-Maker supported text overlays — which it didn’t, which probably should have given me pause before I attempted an RPG. Later on the engine got support for interstitial text and animation between levels. Although that made the premise a little clearer, it still left the player to wander aimlessly.

Not that it would have mattered, as at this point I had little concept of how to pace or structure a game. Even if you know precisely where to go and what to do, the smallest of tasks can take forever and the most important events can pass without a hint that something happened. There is no comprehensible flow from place to place, and no build-up or release of tension.

Just to make the continuity even stranger is my failure to account for Game-Maker’s lack of event flags or counter resets, meaning that in theory the player can re-enter a dungeon and collect ten copies of a priceless artifact, or continually leave and enter an area to collect a key or health upgrade. It’s kind of a mess.

On the plus side, Cireneg’s Rings is probably one of the biggest games designed with Game-Maker. I learned early what the game industry in general would take another ten years to figure out: if you can’t do quality, you can always make up for it with scale.

The moment I finished my first RPG, I turned that experience around and attempted another. Whereas Cireneg’s Rings was my take on Dragon Warrior, Linear Volume was a direct rip-off of Phantasy Star II — as close as I could manage.

When it came out, Phantasy Star II was in the range of $80-90 — and this was in 1980s money — so as big an impression as the game made on me, I never had my own copy. Instead, I borrowed the game for perhaps two years from a middle school associate. He was a year ahead of me and I didn’t know him all that well, but we had similar taste in games.

Around the time that I finally returned his game, I decided to make him a sort of thank-you gift. I whipped up a bad copy of the Motavian and Dezolian overworlds, and arbitrarily seeded them with towns and dungeons. I also designed an in-game intro, where a Winthrop Ramblers school bus disappears into a vortex and my acquaintance emerges into, essentially, the world of Phantasy Star II — albeit a version populated with Groucho noses, pickles, and toenail clippers.

When I told him what I was up to, my associate suggested a title and then asked if I meant to distribute the game commercially. If so, he insisted that I change the character’s likeness. This discussion sent a few wheels spinning, and led me to go back and produce a sanitized version of Cireneg’s Rings.

Previously I had given little thought to privacy or social delicacy. From here on, I had a sort of pattern for such games: one edition for the associate in question, and an edited draft for mass consumption. Any personal or gratuitously naughty elements went in the trash, to be replaced with random whimsy. That extra step gave the public editions more care and polish, which easily made them the definitive versions. It also made me feel less awkward about the games.

Around the time that I was wrapping up this project, a fellow who had played Cireneg’s Rings asked that I place him in a space adventure modeled in the vein of Star Trek. At the time I was only slightly familiar with The Next Generation, but a bit more cultured in space shooters and strategy games — in particular Toys for Bob’s Star Control.

Accolade’s Genesis port was another large and expensive cartridge that I had borrowed — twice the size of and possibly even more expensive than Phantasy Star II. It also loomed large in my creative mind, as the game was so darned strange. The cartridge was unlicensed, which meant the molding and the packaging were non-standard, and the actual game design was like nothing seen on a console at that time. Of especial note were the digitized sound effects, so uncommon at the time yet so easily implemented in Game-Maker.

After two wonky RPGs I was eager to try something different, so I set about designing a wonky shooter-adventure — with strong RPG trappings, mind you.

Ultimately, Explorer Jacko was only a slight departure from my earlier games. The way I figured, space would be the overworld — and space would be modeled on the melee mode of Star Control. This didn’t quite work out, but if one is charitable then the space levels might seem like a large-scale version of SpaceWar!, littered with almost pixel-for-pixel copies of some of the more interesting Star Control vessels.

Being space, the overworld is very difficult to navigate. If you putter around long enough, you may come across towns or dungeons — or, if you will, space stations and derelict colonies. Deep Space 9 was the brand new thing in syndication; although I barely watched the show, that was probably an influence. Aside from serving as store fronts, the stations also contained holodecks that allowed for more adolescent mischief.

The player could also disembark at colonies to wander around on foot, shoot monsters, and collect important items. There was little real reason to do this except in pursuit of the game’s very simple, and distressingly imperialist, story. Hidden away in a dungeon, somewhere in space, is the passport that you need to land on a certain planet. Find the passport, then land on the planet. Bingo; you’re done.

The game’s entire challenge comes from the difficulty in finding one’s way, keeping track of where one has been, and in the severely overpowered ships and monsters that the player faces. In order to explore sufficiently to figure out what one is doing, one must destroy countless little monsters to rack up the money to upgrade both the ship and the character’s equipment.

Although the game is a failure in most respects, Jacko in a sense does more successfully follow the JRPG formula than its predecessors. It’s also a sort of interesting mix of play styles, with the constant cycle between a space shooter and an adventure exploration game. The game’s beginning, although poorly implemented, is also curious; the player starts by breaking out of a jail cell, and for a while has no direct means of attack or defense — just some time delayed explosives. Eventually the player finds a ship and, with luck, limps to a nearby space station for help.

Designed better, that might have been a dynamic teaser to draw the player into the game’s action while slowly introducing its concepts. As implemented, it just confuses the player with one irrelevant obstacle after another. Hey, live and learn.

I certainly never tried another RPG, though I had far more strange decisions to come.

The story continues in Part Five

Path of The Pink Panther

  • Reading time:4 mins read

The Pink Panther movies have a long and convoluted history. The first film, 1963’s The Pink Panther, is barely a Pink Panther movie at all – at least by later standards. The movie focuses more on David Niven and an ensemble cast than Peter Sellers’ Inspector Clouseau, and rather than a slapstick farce the film is more of an urbane drawing room comedy.

It’s not until the second film, 1964’s A Shot in the Dark, that the series formula sets in. To suit Sellers’ performance, Director Blake Edwards shifted to a weirder, more physical humor. This movie also introduces the recurring characters of Clouseau’s intermittently violent manservant Cato and his beleaguered boss, Chief Inspector Dreyfus. Complicating issues is that A Shot in the Dark was not written with Clouseau in mind, and was rushed into its final state based on the popularity of Sellers’ recent role. Despite the production challenges, and the lack of series branding, A Shot in the Dark is often considered the greatest of the Pink Panther movies.

Here’s where the series gets even weirder. After A Shot in the Dark, Sellers took leave of his character for over a decade. That didn’t stop rights holder Mirisch Films, which went ahead and recast Alan Arkin in Sellers’ role. Blake Edwards refused to direct, which put Divorce American Style director Bud Yorkin in the hotseat. To further the personnel changes, Yorkin’s film also ditches the regular cast – no Cato, no Dreyfus. Although technically a canonical film, there is little in Inspecter Clouseau (1968) to link it to its brethren. As a result, many listings quietly omit Yorkin and Arkin’s contributions to the series.

In 1975, The Pink Panther returned in a big way. Sellers was back with all his supporting cast. Blake Edwards was back in the director’s chair. Even the Pink Panther diamond had returned as a focal point. The Return of the Pink Panther was in effect a restart for the series. For once, all of the famous elements were in play at the same time – and up until his death, Sellers would return to the character once every year or two. From here on, The Pink Panther is a cultural presence.

After his murderous behavior in the previous movie, Dreyfus escapes from his asylum in The Pink Panther Strikes Again (1976), intent on putting an end to the bumbling Clouseau once and for all. Curiously, although the story has nothing to do with the Pink Panther diamond, the movie retains the now-established series branding. Partially because of this movie, audiences came to confuse the name for Clouseau’s character – or perhaps that of the diamond’s recurring thief, the Phantom.

Sellers’ final Panther movie before his death, 1978’s Revenge of the Pink Panther, indeed features the return of the Phantom, as well as Chief Inspector Dreyfus – and the titular diamond. Curiously, despite his rather conclusive end in the previous movie, Dreyfus is back in his familiar asylum, awaiting a return to his job in the police force. This discontinuity has caused some amount of speculation as to the intended story order.

After Revenge, Blake Edwards spent the next 15 years trying to continue the series despite the death of its leading man. In 1982 Edwards spliced together outtakes and flashbacks to assemble Trail of the Pink Panther. The idea was that Clouseau had vanished, and all the supporting cast was on a lookout. A year later, the search continues in Curse of the Pink Panther. In this opus, Clouseu’s role is filled by a certain Sergeant Sleigh, played by Ted Wass. Finally in 1993, Roberto Benigni stars in Son of the Pink Panther as Clouseau’s illegitimate son, Jacques Gambrelli. It is perhaps notable that all of these latter-day Panther films include series regulars Herbert Lom (Dreyfus) and Burt Kwouk (Cato), so despite the haunting absence of Sellers there is a direct line of continuity.

Finally in 2006 the series was revived and “rebooted” from scratch, with Steve Martin in the role that Peter Sellers made so famous. Although financially successful, both The Pink Panther and 2009’s The Pink Panther 2 bombed with critics.

So in sum: if you want the classic Pink Panther experience, watch A Shot in the Dark followed by the 1970s trilogy (Return/Strikes Again/Revenge). If you want the full experience, you can add on the original Pink Panther and the three latter-day epilogues (Trail/Curse/Son). If you still hunger for more Clouseau, then you can check out Alan Arkin’s and Steve Martin’s portrayals and see how they compare.

Don’t Kick the Hive

  • Reading time:4 mins read

Rather than comment on the substance of Moffat’s mid-season finale, I’m going to dwell on a minor detail from the introduction.

In Doctor Who terms, the Cybermen are in principle my favorite recurring foe. Their only problem is that no writer has used them particularly well. Often, particularly from 1975 on, the Cybermen are used as random monsters. They stomp around and proclaim and try to conquer, and then the Doctor defeats them using their one weakness. They’re silver men who are allergic to gold. That’s their thing.

It’s only in the 1960s that the writing much tries to speak to the actual themes or dilemmas that the Cybermen represent. Of those stories, Tomb of the Cybermen probably comes the closest. The set design establishes an ominous atmosphere. The Cybermen are portrayed as something horrible looming just out of reach, if you’re foolish enough to bother them. Kick the hive and you get what’s coming to you. They take you and doom you to the same perpetual undying that you have disturbed.

The Cybermen are unknowable, and to even try to know them is dangerous. Best just leave them to their devices and hope that they don’t become aware of you.

The other good example is perhaps more controversial. Although the script and costume design are both ridiculous and tawdry, the Torchwood episode “Cyberwoman” actually hits more thematic targets than any other televised Cyberman story. It focuses on the psychological and body horror of conversion, and portrays the Cybermen as an infection. You can contain it, and that’s fine, but if it spreads then good luck trying to stop it.

Outside of these two examples, and a few clumsy examples of lip service here and there, the thematic and conceptual elements of Cybermen are largely neglected — that is, until 2010.

I am supremely bored with Steven Moffat’s version of Doctor Who. I just — I’m ready to give up on it. The biggest highlights so far have been his two brief sequences with the Cybermen — first in the 2010 finale and then in the opening to this past Saturday’s episode. Each of those examples is more of a setpiece than a real scene, and the Cybermen serve no important story value, but each is amongst the most effective uses of the Cybermen since the 1960s.

Moffat’s Cybermen feel more themselves than they have done since 1968 or so. These are quiet, reserved planners who can be reasoned with only when it comes to survival of the group.

There’s always been something a bit sad about Cybermen, and that comes up here. Granted they’re probably up to no good, but in this story the Cybermen are more or less minding their own business, observing a portion of space, when Rory barges into their hive, kicks it apart, and demands information that they had no use for in the first place.

By Rory’s standards the Cybermen aren’t really worthy of individual consideration, and that probably goes for them, too. They’re just collectors — of information, of hardware, of drones. They don’t even appreciate what they collect; they just soak up all that they touch. Everything is a piece of the collective. To extract anything from that collection means threatening the whole. There’s no other circumstance where they’d let a piece go.

Properly portrayed, Cybermen are a little pathetic and desperate yet simultaneously resilient. The whole is so very hungry for survival, but the pieces are empty and rickety and helpless. Maybe not physically, but separate a Cyberman from the collective and he’d probably just bumble around, confused, looking for anything to give its life (or perpetual undeath) meaning. It would go insane from loneliness, more or less.

There is some deep metaphor to draw from here, particularly in regard to modern life, and it’s strong enough that you don’t need to hit people over the head to make a point of it. It’s just that no one has bothered to characterize the Cybermen in ages — until now, obliquely and to no real purpose.

As much as Moffat is wearing on me, I would like to see his idea of a full, proper Cyberman story. I don’t want it farmed out to Mark Gatiss or some other third-string puppet author. I want to see Moffat’s own exploration of the creatures. Based on the last couple of snippets, I’ve a feeling he’d do them full justice.

Otherwise, I can hardly be bothered to think about his show.

Cyberman catch phrases through the ages:

1967: “We… Muzzt… Survive…”
1982: “Ex-cellent!”
2006: “Delete!”
2012: ?

The History of A-J Games: Part Three

  • Reading time:10 mins read

To catch up on the story to date, you can read the first two parts here and here.

So some of my characters, I spun out of existing projects. Others came about from that web of interests and in-jokes that brought about my Andrew-Jonathan strip in the first place. These characters are built of wholly abstract materials, which makes it all the harder to justify them in design terms.

It would be one thing to base a game on abstract concepts. That’s probably an ideal place to begin, actually; to take vague notions from life and to see how best to communicate those ideas through a framework of cause and effect. You only seldom see this approach; when you do, as in games like Passage or D2, or even Pac-Man, you end up with highly expressive, meaningful content.

Pac-Man

To base a game not on concepts, but things — well, you’re always starting on the wrong foot. This is why there are so few excellent licensed games, and why genres and long-standing series tend to devolve into meaningless variations on a form. It’s why tech demos, although fascinating on a level, make such empty and tawdry exercises.

This may be why so few developers have made real use of the Nintendo Wii. Nintendo boiled some brilliant and progressive concepts down to a thing, which developers proceeded to use as a thing rather than explore for the concepts that it represented.

Red Steel

So it’s hard enough to build a game out of an established character. Imagine if that character itself is uncertain. Instead of A-J Bear to draw from, with all his built-in thematic trappings and influences and continuity, you have the vague idea of a hedgehog who is very, very British. Offhand you can throw together a few lazy pitches, but what are you basing those pitches on? Cultural preconceptions? Handy iconography? Are you going to just stop there, or are you going to examine those preconceptions and break down that iconography into something practical and representational?

Think that’s easy? How about a game based on a funny name combined with a meaningless catch phrase? Whoever the character is, this is his name and these are the words that he spouts whenever possible.

Though I’m certain meaningful projects have begun with less material, some tasks were too much even for the slapdash methodology and low artistic standards of my youth.

Sign of the Hedgehog (title)

Considering its origins, Sign of the Hedgehog turned out pretty well. From its title you may ascertain my thought process. For full clarity, though, let’s take a trip back to 1991.

From a very young age, I was obsessed with hedgehogs. Such it was that when, in the early ’90s, I read of Sega’s upcoming mascot game, I felt compelled to tell the world. No one would believe me. I was obsessed with the Sega Genesis, which was fine but at that time no one owned or played the system. I was obsessed with hedgehogs, but in mid-Maine in the pre-Sonic era no one had ever heard of them except in association with me. So clearly I had gone off the deep end and was just making things up now.

Sonic the Hedgehog

The game arrived, and it was very good, but — Sonic wasn’t really a hedgehog, was he. He didn’t look like a hedgehog, he didn’t move like a hedgehog, and he wasn’t really characterized the way you’d imagine. About the only parallels you can draw are that Sonic has spines and that he can roll into a ball. My mind got working.

Over the next couple of years, more Sonic games kept coming out to decreasing returns. Sure, each game had more stuff in it, but those were just things. The actual themes and spirit that made the first game so intriguing was being sidelined in favor of… stuff. It got so that Sonic the Hedgehog 3 was the last console game I bought or played until the Sega Dreamcast, another five years on. I was totally disenchanted with the direction that games were moving in.

Sonic the Hedgehog 3

And yet here I was in response, comporting more stuff into my own fetishistic ideas of propriety. I would draft my very own hedgehog game, the way that Sonic should have been. My hedgehog would of course be British, and as a Briton he would be enamored of all things tea. He would be reserved and conservatively dressed. As a hedgehog he would live in green places and only rarely stray out of his comfort zone. It would take a spectacular quest to shake him from his Hobbit-like indolence — something like a personal request from the Queen.

Hedrick

So we have a reluctant hedgehog with a tea obsession invited to see the Queen. What would motivate him to actually attend? Well, let’s make it tea with the Queen. What makes his journey an adventure? Maybe he needs to prepare for the visit. Let’s say he needs to bring supplies. What sorts of supplies? Goods for a tea party. So what goes with tea? If we’re being stereotypical, then crumpets.

SotH screenshot

You can see the game taking shape here. Now we have a journey, and a scavenger hunt. Although there is a linear goal, this is a game about exploration and discovery rather than about speed (which is just as well for a hedgehog). Since it’s broadly linear but narrowly not, let’s scatter the levels around an overworld rather like Commander Keen‘s.

Overworld map

I’m not sure that this is very deep stuff, but at least the design concepts do come from the basic premise. If you squint, the game might even look a bit like satire regarding British conventions and the arbitrary decisions in mainstream game design. I don’t think any of that was deliberate. So far as I was aware, I made the game in earnest.

The game’s title is both a none-too-subtle nod to Sega’s game and a play on British public houses — or at least my adolescent concept of them.

In the end, Sign of the Hedgehog is more linear than I intended. You can thank those constant Game-Maker goblins of flags and counters. There was no easy way to prevent players from entering the same level over and over again to rack up provisions, which could only be a problem because Game-Maker will never reset special counters. Thus the player could keep collecting crumpets and 1-ups, dying, and then starting over to build up a wealth of currency and blow through the later levels.

Of course since the counters don’t reset this is a problem anyway, but at least making the level progression linear prevents players from abusing the system too terribly. In retrospect there are a few other unexplored solutions, but this is what we have.

The game was successful enough in my mind to warrant a sequel. I had promised one to registered users, and I figured that this time I would finally get a few orders. The orders never came, I got distracted by other projects, and the game never took shape.

Sign of the Hedgehog 2 (title)

To be precise, Sign of the Hedgehog 2 took a very general shape but I never bothered to whittle it down. As a result I have a slightly amended concept — this time Hedrick is collecting scones instead of crumpets; he now can toss crumpets like a Frisbee — and a new map screen, decorated with a poorly designed first level. To change things up, the map is now side-scrolling rather than an overhead view. You can tootle around the map all that you like, but there is nowhere to go.

One advantage to the side-scrolling map is that it does give a sense of scale and adventure. Compared to the bird’s eye view, you can judge how far Hedrick has traveled and what he went through to get there. I guess you could say it’s more subjective.

SotH2 screenshot

So far as I can tell, the one working level was more of a test than a real finished design. It consists of clear blocks against a night sky, presumably because I so enjoyed the clear blocks in the Commander Keen games. It was an easy visual effect, and it looked cool. Beyond that it had no purpose.

Already you can see my sensibility devolving, in several respects. But it would disintegrate much further.

The Adventures of Fred Earwigian (title)

The Adventures of Fred Earwigian is the nadir of my character-based design process. By this point I had been hammering that character button for a couple of years, expecting my game concepts to magically present themselves at the last moment and allowing the full projects to take form. In this case, that didn’t happen. Why not? Well, let’s see.

Fred Earwigian was not so much a character as a wacky name. I have no memory of its origin; just that the name arose somewhere before high school, and thenceforth again whenever life called for a nom de guerre. Around my third year of high school, the name crossed paths with a domestic catch phrase and inanity was born.

On one return from Russia, my mother imparted a story of crossed communications. One of her hosts had advised her on departure not to forget, as she heard it, her hair. In reality he was speaking of a stuffed rabbit, a gift from one of her Russian friends. The misunderstanding delighted her enough to turn “Don’t forget your hair!” into a common goodbye in my household.

An arctic hare

By 1994, my well of ready ideas was dry. I began The Adventures of Fred Earwigian with nothing but the name, and eventually a title screen, expecting intuition to steamroll the rest into existence.

Based on the title graphic, I figured that Fred was rather slow — both physically and mentally. In physique and mannerisms, I envisioned him as a vaudevillian yokel with bits of Charlie Chaplin and Groucho Marx. In personality, my mind went to Steinbeck’s Lennie, from Of Mice and Men. I wasn’t trying to be obscure; these were honestly my cultural references as a teenager. I didn’t get out much.

Of Mice and Men

When one thinks of Lennie, one thinks of rabbits on the farm. When I thought of rabbits, I thought of Fred singing “Don’t fergetcha, don’t fergetcha hare / Ba-dum, ba-dum”.

That became the basis of my game: a bumbling, slow-moving, dim-witted fellow looking for a lost hare. I couldn’t make it work. I couldn’t find the game. I couldn’t find a point to it.

I drew and animated Fred’s sprite, and I recorded him some voice samples. I drew up half a dozen scenarios, none of which fit. The game was stalled.

Fred Earwigian sprite

I threw the character sprite and title screen together with a map and background tiles from one of RSD’s demo games, and uploaded the mess to the semi-official Game-Maker BBS in Rockport. With the files I included a document pitching Fred Earwigian as a design contest. Whoever made the best game out of the available materials would win something or other. No one bothered. Quite understandable.

You’d think that my experience with Fred Earwigian would have taught me something, but any wisdom was a good decade off yet. In the meanwhile I had mistakes to burn.

The story continues in Part Four