As Good As

  • Reading time:1 mins read

Another AdLib track. This one has lyrics, as yet incomplete. It came to me, you see, when I found myself repeating a phrase to myself as I went about my housework. One has little control over these things.

So. There you go. If I finish the lyrics, I may post them. Or not!

FM Synthesis

  • Reading time:2 mins read

I have been toying with AdLib Visual Composer, a 1987 tool from the makers of the AdLib sound card, the first widely supported sound card for the IBM-compatible home PC. The Ad Lib had a Yamaha OPL2 sound chip, an FM synthesizer roughly similar to the OPN2 chip in the Sega Genesis. FM Synthesis has a distinctive sort of metallic, twangy sound to it. If you’re looking to replicate a real-life instrument you’re probably out of luck, but if used sensitively (for instance by Sega composer Yuzo Koshiro) one of these chips becomes an instrument in itself.

As I wrote earlier, Dan Froelich did a splendid job with the FM chip grandfathered into Creative’s Sound Blaster cards. His work was long my mental benchmark for PC-based game music. Earlier this month I visited his site and learned what he used all those decades ago. I then sent him a hello-and-thank-you note, and went to exploring the software.

It’s pretty easy to use, if you have a head for turn-of-the-’90s DOS programs. It lacks some obvious features like Undo, or the ability to automatically stretch or compress notes. It does support now-standard hotkeys like CTRL-X and CTRL-V, and even the Shift-click selection that some modern sound programs mysteriously lack. It really comes off like a Deluxe Paint for sound, complete with the odd native file format and blanket industry support.

Indeed Visual Composer was so widely used that I wonder why I only heard of it recently — especially since for 20 years I was actively looking for something like it. Now that I know of it, I seem to be tripping over references to it.

Here are some of my early experiments with the program. Mind you, I’m hardly Béla Bartók. I’m also unsure that I’ve learned all of the program’s facets. Still, I rather like the results so far.

(Now updated with higher resolution recordings, plus one new track.)

The History of A-J Games: Part Six

  • Reading time:15 mins read

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

Here I hesitate. It would be easy to skip this next wave, and I am tempted. Posterity beckons, however, and I am resigned to meet it halfway.

In a sense these are all insertion games, or are derived from previous insertion games — but the characters that they insert are fictitious. They’re all avatars, removed from their original context.

Also removed from context is much of the games’ content. In assembling these games I repurposed hunks of earlier projects, either to avoid losing material that I had cut or to sculpt dioramas of my own adolescent interests. Though I roll my eyes at projects like Tony & Me and Operation Killbot, I was not immune to that mentality.

If anything, I may have been worse. I felt weird about distributing those games as they were, so I snipped out the most foolish bits — and then I kept those for myself, to indulge my own objectives. This was even weirder for me, so if I chose to distribute the games — as I often felt compelled to — I did it under a series of pseudonyms.

It all started with a practical joke.

Around the turn of the ’90s, to be in tune with videogames meant being a fan. Between third and ninth grades, I loved videogames — incautiously, without judgment or analysis. Some games grabbed me more than others. The games that didn’t, I figured I was just too young to understand them. Bugs, glitches, and bad design struck me not as flaws but as figments of scary, unpredictable realities that I was not prepared to handle.

I think that perception comes out of my approach to videogames. For me they have always been about exploring the unknown; playing with new concepts and following them to their logical extremes. When those extremes take me places that I would not have imagined without that structure, I feel wonder. When something breaks that structure, I feel a stab of cognitive dissonance that offers a window to a greater world view. As wonderful as the structure may be, the idea that there’s something beyond it, that I am not yet in a place to understand, gives me a certain awe. So, I was really into games like Zelda, Metroid — and eventually things like the Game Genie.

When they began to appear, game magazines fed into the mystique, suggesting unknowable depths and hints of what was to come, both within an individual game and within the medium as a whole. The magazines were a way in, and the best outlets made a person feel like there was a real conversation going on. I wasn’t just bashing my head on these worlds and forming my own opinions; I had a few hints at what their authors intended, or what I should be looking for. I could then better focus on the games, and better understand what they had to say. I knew that there was always more to know, more to find just beneath the surface.

I read whatever magazines I could find. There were only so many at the time. I subscribed to Nintendo Power, and enjoyed the early issues. Heck, I subscribed even before it was Nintendo Power. Even before the newsletter became a glossy magazine! It was just pinkish folded-over paper stock. GamePro was sort of the standard, so I read that. When I could find it, I puzzled over VideoGames & Computer Entertainment. That one was often a little headier, and it covered many topics that I didn’t understand. Its back pages were also where I saw my first ad for RSD’s Game-Maker.

As an adolescent, the magazine that struck the best balance for me was EGM. I don’t remember why I so enjoyed it. I think the Review Crew may have had something to do with it. By that time, games were coming out rapidly for several systems. It was getting hard to keep up with everything. To cover as much ground as possible, three of the magazine’s editors and one fictional character would offer short blurbs about each game. Although they never commented in much depth, the blurbs were lined up in columns so you could cross-compare their responses.

In retrospect the format was not only lazy; it was lifted wholesale from Famitsu, the Japanese magazine that Western gamers held as a gold standard until people began to translate the reviews and realized they had nothing interesting to say — and that what little they did say was bought by the game publishers. At the time, though, it just added to the sense of an ongoing conversation. I was fascinated that the writers all had contrasting views to offer on each game that came along. This probably lined up with my sense at the time that there were no bad games; just games that weren’t made for me.

The most intriguing of those writers was of course the fictional one, a mysterious fellow named Sushi-X. He dressed like our cultural consciousness of a ninja and obsessed over tournament fighting games. In reality he was a placeholder for whatever intern wanted to contribute an opinion or whatever editor wanted to speak anonymously. That would not become clear for another decade or so. In the early ’90s, Sushi-X was the coolest dude in the coolest band of game journalists. Which is to say, a boy’s club that set the stage for twenty years of stunted and exclusionary gamer culture. But hey, adolescents look up to big kids.

One of the club’s more memorable shows of adolescence was its yearly April Fools pranks. In 1991 they insisted that with the right code you could call forth Castlevania III‘s protagonist into Teenage Mutant Ninja Turtles II. It sounded plausible, as both games were by Konami, and it played into that vague sense that anything could be out there. The following year brought the Sheng Long prank, which was reported as fact worldwide, and in changing people’s expectations for arbitrary nonsense changed the way that fighting games were designed and perceived.

By 1993 I had a good three months of experience with Game-Maker, so I felt ready to play my own prank on EGM. I borrowed resources from A-J’s Quest, drew approximations of EGM’s Review Crew avatars, and sent Sushi-X on a quest to locate a fabled Street Fighter II arcade cabinet. Along the way he faced the logos of competing magazines, and could regain energy by picking up issues of EGM. I credited the game to Sega, and sent it in anonymously with plenty of lead time for the April issue, to see how they would react.

They didn’t. Fair enough. The game was kind of terrible anyway. The best part was probably the sound clips. The monsters had an entertaining death noise, and whenever Sushi-X found an issue of his parent magazine he would sing the praises of his publication. I quickly forgot about the game, only to unearth it when looking for material to scavenge in the assembly of Tony & Me and Operation Killbot.

A few of the background tiles also made their way into Sign of the Hedgehog, which perhaps justifies this prank a little further. Also as my second attempt at a platformer, Sushi-X Breaks Loose probably taught me a pile of lessons in what not to do. I don’t believe that I repeated my mistakes here.

The negative lessons continued with Dusk Rose, a game based around an early Dungeons & Dragons character.

My history with D&D began in eighth grade. The way my associates pitched it to me, a person could make any kind of avatar he wanted; give the character whatever history and personality and talents one desired. In absence of ready game design tools, the notion fired my imagination. I sketched characters; I wrote ornate backstories; I developed quirks and abilities to set them all apart and open up play potential. Mark — you remember, from Operation Killbot — appreciated none of this.

Somehow Mark declared himself Dungeon Master for every campaign. If people planned a game without him, he would flip out. I remember an instance where he screamed at someone for buying a Dungeon Master’s Guide, because only Mark was supposed to know all the rules. Authority was everything to this guy. If a player diverged from the letter of TSR’s guidelines, or failed to take the campaign seriously enough, Mark would turn strawberry red. Often he would kill the player’s character right there, out of spite. He would then take the character sheet and refuse to return it. In time role-playing with Mark (and there was no role-playing without Mark) became a matter of gaming Mark’s temper; setting up situations to draw out and maximize his anger, so that the players could all watch him fume. By tenth grade we got pretty creative.

I believe my first AD&D character, after I graduated up from the basic rules, was a half-Elven thief named Dusk Rose. Although I remember little of it, I put especial work into her character. On her first day out, I failed to adequately respond to Mark’s cues so he killed her. He then took from me the character sheet and supplemental material, rendering all of that work moot.

With Game-Maker, I felt she had a second chance. I figured if I could adapt a few basic rules, then I could allow my character the life that she was denied on paper. The first and most basic test was the AD&D thief skills: hiding in shadows, picking locks, moving silently, disarming traps, climbing walls — you know, all the stuff that Looking Glass explored five years later.

None of it worked. For some failures you can blame my technique. To make Dusk Rose hide in shadows, I colored her shades of black and dark gray, and had her perch in the background. That was silly for a bunch of reasons. Later I perfected the idea in A-J 3; there, you can hold the space bar to turn a certain character invisible.

Other failures are more about the engine’s limits. There are several ways to implement wall-climbing, but all have their downsides, and none work quite as I wanted here.

I was also intent on including adult material, to reflect my detailed imaginings of the character. To hide the material, I imagined and partially designed some branching paths. If the player made certain anarchic choices, he could stumble into some bawdy situations. Otherwise, the game would continue without a suggestion of what lay beneath. Although I later removed these elements, the branches and parallel paths were an early hint of the techniques I would later use in games like A-J 3 and Rōdïp.

Given the common origin, Dusk Rose became a spin-off of Cireneg’s Rings. Although I never finished the game, it does serve to flesh out the game world.

That world is even further fleshed out in Dungeon Erghuck, a game of many sources and a source of much embarrassment.

Back when game magazines came with photographic maps and reviews amounted to a few quips about graphics, the best source for detailed and up-to-date information was a game’s own packaging. The box art evoked a mood and a theme. The template made the game feel like a part of a collection. The warped screenshots and back-of-the-box copy spun the game as a whole world to explore and marvel over.

Selecting a game was a matter of standing to the side of the register at Kay-Bee Toys and peering at the racks of box fronts. When one caught your eye — either a new game or one you might have pored over a dozen times already — you asked the clerk, and she would pass you the game. The shrink wrap gave the cardboard (or clamshell case, if we’re talking Sega) a sheen and a certain smell. There was a whole world in there.

You would stare at the painting on the front, and try to extrapolate the action and experience of playing. With that in mind you would flip the box and animate the screenshots in your head. What were those creatures? What was just off the edge of the screen? What was the character doing, exactly? The text below would offer context and promises.

If the box churned up just the right image, and your parents were amenable, it would go under the scanner and into a paper bag. In the back seat of your parents’ car you would strip away the cellophane, pull out the instructions, and memorize them. The notes and sketches would kindle the imagination, as it worked to sketch out the whole game before you even played it. The odor of the packing material would drift out, rousing some center of your mind with the reality of something new and marvelous at hand.

So it is that one trains one’s self to derive huge and nuanced concepts from just a few shreds of information, and sets a game up for wonder before even hitting the first glitch or passageway.

For me, Game-Maker was a birthday present — one that arrived early. I was allowed to hold the box, and look at it; I just wasn’t allowed to open it or install it on my father’s 286 until I turned 14. For weeks until then, I was entranced with the screens strewn across the box front. It’s like they were trying to kill me with sheer potential. The back of the box gave no hint at limits; only the possibilities that the tools provided. I had no clue where to stop imagining.

Without context, I filtered the screenshots through my knowledge of PC games and tried to find broad matches. My knowledge was largely informed by a disk passed to me anonymously, I think originating in Russia. Those disks were crammed with mostly very old CGA DOS games like Alley Cat and Jumpman. I took Pipemare‘s tile set as an experimental climbing game like Tower Toppler. Another game (as I recently learned, the first experiment by RSD president G. Oliver Stone) reminded me of the box to Deadly Towers, an NES game I had never played but often studied in the mall.

As it happened, the box included no such game. Also, Game-Maker was not built for such oddball games as Tower Toppler or Alley Cat. Yet these images persisted, mingled with the haunting memory of that Russian disk. When I reached a certain comfort with the tools, I set to reconstructing RSD’s dungeon game according to my ideas of how it might have been.

Around that time I began to think better of the bawdy extras in games like Cireneg’s Rings, Tony & Me, and Dusk Rose. The problem with deleting it from the parent games is that I felt I had to put this content somewhere. I throw nothing away. Somehow, then, it made sense to dump all of the crude pixelated smut into the dungeon levels. They were vacant, and a borrowed idea anyway.

In its earliest form, then, Erghuck involved wandering from room to room, each one presenting a censored piece from a different game. To make it all cohere, I adjusted the character models into fantasy archetypes. The main character became a Drow Elf, and others gained various pointy ears and mellifluous names. Where they fit, some of the names, such as Si’Nafay and Melwen, were borrowed from deceased AD&D characters.

For a title screen, I turned back to that Russian disk and an EGA port of Artworx Strip Poker II. This was the era before Internet porn, so an adolescent took whatever nudity he could scrounge up. A few adjustments in Deluxe Paint, and there was little question as to the game’s contents.

At first, that’s all there was to Erghuck; fantasy porn rooms. Gradually I refined the game. It gained a story, and as with Dusk Rose I set it in a corner of the world of Cireneg’s Rings.

Choosing to hide my identity entirely, I prepared to release the game under the “Janet L. Groth Productions” label. I never quite dared to upload it anywhere. For a while I also toyed with releasing Operation Killbot and Tony & Me under that banner, to a similar dead end.

Later I revised the game again, toned it down, and made it a coherent adventure. Whereas Erghuck began as a pile of naughty bits, I rehabilitated it into a mildly suggestive adventure along the lines of Steve Meretzky’s Leather Goddesses of Phobos, except lame and pointless. Although the content no longer bothered me, there was no real object to the game except to escape, and that’s no real challenge.

Still, in its final form it again brought life to some of my old characters, and it served to hint at further dimension to an existing world. If that’s my lowest ebb as a game designer, I guess I could be worse off. And indeed, from here things just get better.

The story continues in Part Seven

Dan Froelich and his Yamaha FM chip

  • Reading time:1 mins read

If I were smart, years ago I would have tracked down Dan Froelich and asked him what he used to write his funky CMF soundtracks for Jill of the Jungle, Solar Winds, Xargon, and other early Epic MegaGames stuff. Turns out I no longer need to, as he has written about his experience on his website. It seems he tracked his early game music in AdLib Visual Composer, a program that spoke to AdLib’s Yamaha FM chip (not dissimilar from the Sega Genesis chip) using a combination of piano rolls and FM instrument banks. Those elements were later crunched together into .CMF files for use with early Sound Blaster cards. To give a rare peek at the raw AdLib sound, Froelich has included clips of his Jill of the Jungle score, exported into ProTools. Cool beans!

So for anyone who wants to write early 1990s shareware music, that’s how the experts do it. Or rather, how an expert did it. I’m sure there are other methods.

( Read the original post at insert credit )

In the Dollhouse

  • Reading time:2 mins read

Okay. Mark Gatiss is capable of writing an episode that I enjoy. So far so good for the second half, here. If Tom MacRae can impress me, and Gareth Roberts keeps up to his level last year, this last stint may well redeem the show for me.

Someone I know made the comment that this episode is more or less “Fear Her” done right. It also strikes me as Gatiss trying to do his own “Girl in the Fireplace” insofar as it boils down and narrates the show’s themes as a fairy tale from a child’s perspective. Also, the awkward porcelain-faced antagonists from a window reality. Considering “The Doctor’s Wife”, which was overtly a pastiche of “Fireplace”, I guess this year we’re seeing the Moffat Style Guide in full force.

Come to think of it, from a distance MacRae’s episode also seems to draw on Fireplace themes — popping into a girl’s life at various times, while she rapidly ages and confronts awkward… not porcelain but opaque white antagonists. Hmm.

As with last week very little here stands up to the slightest analysis. A logical breakdown seems beside the point of the episode, though. Smith is on the best form since “The Lodger”. Decent direction, though I could lose a few of the horizontal wipes.

Anyway. A weird sort of status quo, executed well.

The History of A-J Games: Part Five

  • Reading time:9 mins read

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

Time passed. I conducted some experiments, learned a few things, and became more confident with the tools. I completed a few original games, and toyed with some tributes. When I stumbled into my next run of insertion games, I was more prepared. I had a better sense of what was and was not possible with RSD’s tools. I had a slightly better sense of design. Creatively and technically, I was in a place to be more ambitious.

It’s unclear where Gridline came from. I get the feeling that the title screen may have come before the game itself, so maybe it began with some experiments in Deluxe Paint. Maybe I was thinking of some other game, like the early Genesis puzzler Zoom! — at least stylistically. Structurally, ToeJam & Earl may have had some influence.

Alternatively, the background grid may have left over from Explorer Jacko. Perhaps the tiles were meant for a dungeon level that I never completed.

Whatever the game’s origin, it is perhaps the most original I had developed to this point. Whether it is successful is another question. For a while I was rather proud of it, though. Of my early insertion games, it is the only one that I considered “canonical” and included on lists of available software.

The character is again based on the familiar template. I believe I had recently come back in contact with a grade school associate who I had not seen in five years, and so meant to send him the game as a gift. His input was zilch and his presence had little to no effect on the game’s design. In this case I felt free to get as weird as I liked.

I decided that the grid setting was a sort of outer space purgatory, to which my associate had been spirited away for reasons unknown. The grid was full of mostly-original monsters who could turn a person to stone, and indeed littered with statues representing previous explorers. The idea, I think, was that every time the player died, the character would petrify on the spot — and then the next time around, the statue would remain on the field. That element never quite came together.

Something that sort of did work out was the combat. In place of the projectiles in my earlier games, here it’s all about close-quarters fighting. Furthermore, the attacks are mapped to four directionals for a sort of Robotron-style experience. Both the attacks and the mapping are a little wonky in the implementation, but compared to what I’d done before this is a pretty big stylistic leap.

Amongst the melee combat, the small environments, and the distinctive monsters — as well as the dire consequences of being touched — Gridline winds up feeling sort of conceptual. Whether it works or not, it’s small, focused, and distinctly odd. Little wonder it pleased me at the time.

Less pleasing were my next two projects, both of which felt altogether foisted on me. Someone sat me down, told me what do do, and watched while I did it. The results so embarrassed me that, despite later attempts to salvage the material, these games are amongst only three finished projects that I never released.

It is perhaps significant that both games use the same background tiles, most of which I borrowed from earlier projects which in turn borrowed most of their tiles from A-J’s Quest. There is an element of rapid prototyping, especially with someone watching over one’s shoulder, and there is an element of sheer apathy.

I think what most bothered me about these games is that the actual design was less a concern than their exhibition of my associates’ proclivities. Tony & Me, for instance, was meant to be a Double Dragon style brawler — not the most sensible option for the given tools, but I was willing to try — but what it was really about was its protagonist’s real-life ambitions to get laid. That, and to demonstrate what a tough dude he was.

I suppose I could have gone any direction with this game. Were I a little more clever I could have undermined the premise with some lampoonery, or used it as an opportunity to try some new techniques that would pan out in later projects. Instead, I just chose to get it over with.

I brought over the melee combat from Gridline, but in interest of simplifying the controls and out of sheer apathy I condensed the attacks down to one button. The results are underwhelming. The character will close his eyes, extend both arms, and then depending on which direction he had been walking, a fist or a weapon will appear at the end of one arm. When I write it out like that, the animation sounds more interesting than it is. In practice, it comes off as lazy. Which is accurate.

Likewise the enemies are borrowed wholesale from Gridline and A-J’s Quest, which confirms the game’s dating if my vague memory and extrapolation of the game’s mechanics weren’t enough.

One new element is the character sprites. I think by this point I was tired of rehashing the same template. It was too recognizable, it was too limited, and it just wasn’t original. Also, I may have chosen to demonstrate to my associate the character design process. If that was the case, then I can understand why I may have begun from scratch — especially as by this point I felt I had a grasp of basic animation.

Of note is that my associate insisted that I include myself as a playable character — inspired, perhaps, by the variety in Final Fight or Streets of Rage. My implementation was, for whatever reason, to position the player as a ghost or angel who has the opportunity to be revived as either of the two characters — complete with voiceover about his predicament.

Since the engine only supports one player at a time, and since there is no practical difference between the characters, the effect of the choice is somewhat diminished. I chose to distinguish the two threads by swapping out the monsters (he gets Gridline; I get A-J’s Quest) and by changing the ending. Play as him, you get a happy ending. Play as me — well, you just play a level and then stop.

Later on I removed the parts that made me feel icky, changed around the identities of involved parties (both he and the particular girl he had in mind), and adjusted the mechanics enough to allow the game to sort of stand alone. None of it helped, though, and the game sat on my hard drive for a decade and a half.

Mind you, it had company. If Tony & Me was embarrassing, my next game was probably one of the more horrible things I’ve done.

There’s sort of a long story here. You know when you’re little, and your parents match you with other kids your age, and somehow they’re your friends, whether you actually like them or not? That was never more the case than with this client. Let’s call him Mark. My, he was a pushy one. Mark had a grudge against another fellow in our grade, we’ll say Harold. I never quite understood why.

As I say, I had no problem with Harold, but being young and conflict avoidant, I tended to just go along with Mark’s nonsense until Mark went away. One day Mark invited himself over and decided that I needed to make a game in which he killed Harold. I think I ignored him at first, but Mark had a way of digging in his heels and I had a way of folding.

The idea was that Mark would catch Harold in various lewd acts, at which point Mark would slowly blast Harold to pieces. I’m going to spare you the details, but it got unpleasant. Mark wanted to be portrayed as basically a Harold-slaying machine. He also wanted a sort of 3D, behind-the-back perspective reminiscent of Dead Angle.

In the tradition of games like Street Fighter II, interspersed with the normal levels were various bonus stages. In one stage Mark attacked Harold’s house and killed his mother. In another he simply chased Harold through a town and field, throwing sharp objects at him. In portraying Mark, I drew roughly from my memories of the arcade version of Sega’s E-SWAT, a sort of Japanese response to Robocop. Mark certainly liked his Robocop.

Which is not to say that I put any effort into the project. In fact I borrowed nearly all the game’s resources from Tony & Me, a project that received little enough attention. I think every step of the process I was simultaneously dragging my heels and looking for ways to avoid thinking about what I was doing.

Ultimately I filed Operation Killbot way in the back of my directory structure, unwilling to throw anything away but unsure what to do with the game. Eventually, as with Tony & Me, I made some effort to clean the game up. I removed some of the more uncomfortable imagery, changed around the premise and identities, and tried to tidy the mechanics.

That last part was the most damning, though, and explains why, even after several passes at fumigation, I never released the game. It simply doesn’t work, on any level. Mark’s requests were impossible within the framework I was using, but I didn’t care. I was only concerned with shutting him up and getting him out the door. Granted, in retrospect you can take Killbot as a curious experiment. It comes off as a sort of shooting gallery game, like a poorly designed Hogan’s Alley or Chiller without the light gun.

Maybe with extensive revision I could have salvaged the basic format. The level that works the best is the first bonus stage, where the player attacks the house. This is not to suggest that the level actually works, but the variety of targets — some stationary, some moving — does suggest a better direction for design.

It seems that even in the worst failures one can find, if not salvation, some glimmers of inspiration. This is a reassuring thought, as we have yet to hit the bottom of the well.

The story continues in Part Six

Rover of the Deep

  • Reading time:4 mins read

Out of the 38 games I produced in the 1990s, I only finished 30. (If you want to get technical, I finished 31 then unfinished one.) Of the eight unfinished games, four had an actual chance at completion. I had the whole game planned out, and most of the infrastructure in place; all I needed to do was build the levels.

One of those four is a Blaster Master tribute called Rōdïp: Rover of the Deep. It came out of a sort of competition with another Game-Maker user, to design the best Blaster Master pastiche. His game hewed very closely to the source material. I took the basic concept and a variation on the vehicle design, and I wandered.

The plan was for six main levels, five bosses, and four vehicle upgrades. I finished everything except the levels, the bosses, and some elements of the presentation. Then I got distracted, and the game sat on the shelf for 15 years.

A few months ago I dug it up again, and I realized that the game ain’t half bad. For a Game-Maker game it controls unusually well. The existing monsters and background tiles are distinctive and meticulously built. The existing levels were pretty good, if rough around the edges — and certainly unlike something I would design now.

So I tidied up the levels, making sure that platforms and monsters were placed sensibly, and then I began to design a new one. The slot was already there; I just had to fill it.

In the game’s structure, level 3 is the first new level after the player gains the hover upgrade, allowing much more free movement through the terrain. It made sense, then, to capitalize on that new element and create a free-flowing map, not so dependent on platforms as on environmental hazards and barriers.

There is a contrast, though. For all the player’s new freedom, in a way the new map should be more constrained than ever. One concern is to give the level a sense of structure. It means nothing if the player can go anywhere, if there is nowhere specific to go. So throw in some long vertical corridors, or awkwardly connected rooms, to underline the potential of the player’s new mobility.

The other concern is to give the player a challenge that offsets the new ability. You don’t want the game to get easier just because the player is more powerful. Sure, earlier sections become a cinch — but a new rule should change the game’s focus, and give the player something new to master just around the time the player starts to feel comfortable. So the new level should present new sorts of problems that can only be solved with the new concepts at play.

None of this was a big priority. I have articles to write, a life to attend to, skills to learn. I don’t need to spend too much time messing with old, abandoned projects. So maybe once a week I would spend an hour or so tinkering with the map, adding another screen or two. It has taken a few months. The other day I finished the level. And here it is:

The entrance is toward the lower middle; the boss door is toward the upper left.

It may not be the strongest level in the world; much of it was improvised, rather than planned out deliberately. Still, that improvisation was informed by certain principles and, I think, a pretty good sensibility. Which is to say, I rather like it.

I’m uncertain whether I ever will finish the game; it’s been a decade and a half, so there’s no rush. And now that I’ve finished this level, I think I may have satiated my interest for the moment. Further discouraging me is that, after all, this is a pastiche. If I could take the rover out of the game, and turn the project into something wholly original, then maybe I would feel less reluctant. And yet then, the game would lose much of its identity — so there’s no point.

Again, though, I think the game is pretty decent for what it is — even half-finished. You can play it here, if you like. Press F6 and select the appropriate slot to skip straight to level 3.

Alternatively, here‘s a level 3 playthrough on Youtube.

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

The History of A-J Games: Part Two

  • Reading time:7 mins read

To catch up on the story to date, you can read part one here.

The bulk of my Game-Maker career involved a backwards design process whereby I would think up a character, then write a story, then decide how to incorporate it all into a game. I built levels with little thought to the characters’ abilities or the game’s broader themes. I had that amateur notion that games were a battle of wills between the player and designer, so my games tended to be unfairly difficult. It was a mess.

Further confusing the issue was my process for choosing my characters. Life with my parents was like tap dancing in a mine field. Most of my energy was devoted to avoiding random triggers, which amounted to a sort of high-stakes guessing game. To keep in good graces, and thereby to be left to my ways, it was wise to run my activities past my mother and to leak details very slowly.

I recall that all of my pitches involved specific things, facts, that I thought would distract her. If nothing went click, and those gears failed to turn, it was safe to progress. Once, scrambling for an idea, I suggested a bear riding on a seahorse. I think that got a pass, but I couldn’t figure out how to spin a game out of it.

I had spun my first game from my comic, Andrew-Jonathan; that had been a success, both creatively and domestically, so for a while I kept returning to that mine. There was certainly enough to draw from. The world of my strip barely touched the page. It spanned a junkyard of irrelevant whimsies, from Easter toys to Apple Jacks prizes, wound together with half-remembered snatches of Susan Cooper novels.

One of the larger recurring themes is Cousin Zoom, a timid librarian with a prophetic name. For reasons unclear, Andrew-Jonathan’s grandfather is a wizard. Some wires crossed, his cousin found himself in the wrong place at the right time, and that cousin became a superhero.

Although Zoom gets the disguise right — he not only drops the Clark Kent spectacles; he dons a Zorro style mask — he keeps the same name in both guises. He also becomes a hazard to friend and foe alike.

Inspired by Taito’s Superman arcade game, I chose to do something a little different with RSD’s engine. I alternated side-scrolling action levels with overhead shooting segments, and I ramped the difficulty way down to make the game accessible.

The lower difficulty worked together with some new concepts to gloss over some of my earlier awkwardness. Flight removed the logical problems of platform mechanics, and a bulky sprite with full player control improved collision in the shooter levels. The engine was still awkward, but the game worked within its box.

Zoom cohered well enough that people seemed to actually play it. Although I have no metric, it looks like the most widely distributed of my games. Often listings would describe it as a children’s game, presumably because of the bear. That always confused me, as even with its lowered difficulty the game is still pretty tough.

Around the turn of the millennium Zoom turned up on a few major download sites. I recall that ZDnet gave it three stars out of five, which although unremarkable made me rather proud. By that point the game was five years old, running in a weird engine, and far from my best work — but someone who reviewed this stuff for a living still found it adequate. So, hey.

Some of the spin-offs are less obvious. Ralph, for instance, only made a single bizarre appearance in the comic, and in the game his backstory is very different to what I imagined elsewhere.

Ralph is an orphaned chicken-duck who dallies as a consulting detective. What complicates this task is that the only word he seems to speak is his own name. For the game I transplanted him to a world where all life forms are powered by precious green crystals, and gave him a range of surreal terrain to navigate in his search for a portal to Earth. Since Ralph was a detective, the mechanics were based around searching for objects and using a magnifying glass to focus beams of light at enemies.

Of all my Game-Maker games, Fluffy Ralph is probably closest to RSD’s intended use for its game engine. It’s a top-down, vaguely Zelda-like action adventure. There’s nothing complicated or subversive in the mechanics. Ralph was just a simple game to develop. I even borrowed many of the graphical elements from Zoom. Perhaps this lack of a struggle shows in the design, as compared to some of my other games very little feels out-of-place.

I’m unsure how far the game traveled, but I have received comments. It seems that people remember Fluffy Ralph, and remember it favorably. As usual the later levels become needlessly difficult, but presumably only a few have known that torment.

This next spin-off is a little harder to explain. Remember Wacky WallWalkers? I used to collect the things. To prevent them from drying out, I would preserve them in clear film canisters filled with dishwashing liquid. Somehow this turned into a running joke.

They were never exactly characters in the comic; more like a recurring concept. Yet I always felt empathy for the WallWalkers. They seemed sincere, with their huge eyes and startled expressions. The film tubes weren’t just a grotesquerie; I wanted to protect the Walkers from decay. This, I suppose, plays into the scenario of Octolris.

The game describes the titular hero as the last of the slime octopi; to avoid becoming soup, he embarks on a treacherous journey back to the sea. The levels he navigates make very little sense. He travels from an ambiguous green and purple area to the seashore, then to a disco. Between standard levels, Octolris explores tight mazes — storm drains, air ducts, plumbing.

The character can walk, leap in three directions, and climb up or down certain walls. The mechanics here are sort of unusual. Jumping is an all-or-nothing thing; when you press the key, you travel in a specific arc and land in a specific place. I wanted to address the weirdness of jumping in earlier games like A-J’s Quest, which encourages the player to spam the controls in order to glitch into higher and farther jumps. The mechanic works well; it’s just that I often fail to account for it in the level design, which makes some areas harder than necessary.

The other oddity is the wall-climbing. To reflect the way that Wacky WallWalkers lose their stickiness and slowly dry out, I chose to mete out the octopus slime. One problem with this idea is that, guess what, I failed to account for it in the level design — so if you run out of slime, you’re stuck. There is no other way to complete most levels. The other problem is that Game-Maker does not provide a display for special counters, and so the player has no way of understanding how much slime is left. I got around these problems by overwhelming the player with slime refills. Instead I should have just ditched the limit.

If you will, Octolris seemed to have more legs than many of my games. I see it pop up here and there, and I have gotten some positive feedback.

Despite their origins, all of these games pulled together fairly well — at least, by my standards of the time. Their designs did reflect key aspects of their concepts, and those concepts served to humanize the mechanics.

Probably their greatest asset is the shared background. Although by necessity I entered the design process through the wrong door, I had already thought about the characters and scenarios enough that there was at least a sense that I knew what I was doing. The result is that the games are a little more holistic than by rights they should be. The result of that is that they stick in the mind a little, and that people seem to have reacted fairly well.

The story continues in Part Three