The Game-Maker Archive: One-Hit Wonders

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by [redacted]

Recreational Software Designs’ Game-Maker offered aspiring pre-Web designers the world over their first taste of game development. And for its era, it was darned powerful: VGA graphics, Sound Blaster sound, infinitely huge games. There were some strict limitations and quirks, but at the time there wasn’t much else like it — and it sure beat breaking out Lode Runner for the hundredth time, plus the graph paper and pencil to record your levels.

Although the software was cheap and easy to use, and there was a thriving community around it, it seems most users were content to finish at most one or two games, then to move on. As a result you have a handful of big, influential voices — the artists who made a handful of complete, original games — and a peppering of neato one-off games by people you never saw again. And often it’s those oddball games that stick in the mind the most.

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David Shute’s Entanglement (tentative)

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Small Worlds is one of the best indie games of last year, and one of the simplest. It’s won some, been nominated some. Been discussed much.

With the appropriate praise in hand, David Shute has set himself to a couple of different follow-up projects: one a much larger, more ambitious piece; the other, a simpler project that might be taken as more of a direct follow-up, or a spiritual successor to Small Worlds. For a while, to avoid repeating himself, he meant to focus on the larger project, but then in late February or early March he had a revelation.

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Smaller Every Day… Hero Core [Review]

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by [redacted]

Somewhere in the early 1990s, the console-style adventure game got sort of codified, with Super Metroid as the main reference point. The ideal form, as wisdom had it, gradually opened up the world to the player as the player gathered new and usually tactile abilities, the better to traverse the world’s obstacles. Basically it’s a lock-and-key system, except instead of the green doors requiring green keys they demand super missiles and instead of unlocking the next section you climb or swing or blast your way there, once you’ve the right abilities.

This system is valid enough, and when done well it can be fairly invisible. You notice somewhere that you can’t go, and after trying everything in your power you remember your failure. So when you get a power that might let you past that obstacle, you race back to put it to use. The clever thing is that usually this new ability generally improves the player’s character, and slots into the existing move set naturally enough that soon the player kind of forgets that ability hadn’t been there the whole time.

This design’s appeal rests in an illusion of problem solving that makes the player feel clever and involved, when in fact the game is manipulating the whole situation, blocking off whole areas of its world until it figures the player may be growing bored of his current situation and powers.

This system — walling the player off until the game, or rather the designer, feels the player is ready, doling the game out in parcels measured both to prevent confusion and to manage enthusiasm and flow — has always bothered me. Mostly it feels transparent and mechanical. Its worst offenders, like Wind Waker with its inventory full of nearly identical items that each only is useful in one part of the game, raise too many questions. Why can’t I go down here? Because the game doesn’t want me to. Why can’t I open this? Because the game doesn’t want me to. Why can’t I just use the grapple instead of the hookshot? Because the game wasn’t designed that way.

A better way to limit progress is to put most of the onus on the player. Let the player decide when he’s ready to progress, and then be it on his own head. If he gets lost, or injured, or killed, or confused, that’s his decision. Let the player form his own rules: “Okay, the forest is too dangerous and is kind of scary; keep away for now.” And then later “Hey, I’m stronger and I have more resources; maybe I can risk the forest now.”

This is the system that you find in the original Zelda, and in Dragon Warrior. It’s what you get in Lost in Blue, and to an extent in Riven. And it’s more or less how Daniel Remar organized Hero Core.

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Digging up the Dirt on Life+

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Life+ is a rather adorable little exploration platformer by Pastel. The game is long in development, and the development blog is updated only infrequently. The game is coming along well, though, is smooth and gorgeous, and incorporates several interesting ideas.

The main mechanic is a digging/pluck-and-throw mechanism rather like Super Mario Bros. 2, FiNCK, or Rescue Rangers — the difference being, you can rip up a clump of floor nearly anywhere. Some objects are heavier than others, and you’ll need to power-up before you can seize them. Once you’re holding something, you can toss it, bowl it, or lock onto an enemy and sling from anywhere.

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Preview: Super Mission Extreme

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Blastforce and Sword of Legends developer Deadheat has begun to leak information about his Mission Extreme sequel, Super Mission Extreme.

The original Mission Extreme is a crunchy platform shooter that manages to find its own style in favor of simply aping Contra or Metal Slug. There’s a certain exploration element, and death is no kind of a setback. The (well-composed) music doesn’t even skip, and the action doesn’t pause. You just start up again at the last checkpoint, and all your accomplishments remain accomplished.

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The Game-Maker Archive: Eclypse Games

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by [redacted]

Eclypse Games was basically a guy named James Faux, aka OmegAkira. He lived and attended high school in New Jersey, and he ran a Game-Maker dial-up BBS called SiNiSTRY, which I think was also the name of his personal rock band. The board was only available irregularly, as he ran it off his primary phone line. I can’t quite remember where I first found his work; perhaps on the official RSD BBS in Rockport. Eventually I found myself calling his BBS at all weird hours, to cut down on long-distance charges.

Significantly, Jim was a musician and he was one of the few individuals outside of Epic Megagames to figure out what to do with the .CMF music format that Game-Maker relied on. So if nothing else, his games tended to be all original: new ideas, new techniques, new graphical elements, new sound effects, new music. A few of his earlier games do use the familiar stock tracks, though that tendency soon diminished.

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Steam Play Indie Pack

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Spring must be the season for indie game packages. Following the Humble Indie Bundle and Sleep is Death pay-what-you-want specials, and indeed Valve’s own free offer of Portal, Steam has a new package of five indie games for $20.00. Not quite as cheap, but still tidy compared with the $50.00 cover price for all five.

The Steam Play Indie Pack includes Broken Rules’ And Yet It Moves, Hassey Enterprises’ Galcon Fusion, Amanita Design’s Machinarium, Hemisphere Games’ Osmos, and (in case you haven’t already claimed it elsewhere) 2D Boy’s World of Goo.

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Phantom Fingers: The Series – Part One: Echolocation

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by [redacted]

We are all inhabitants of our own reality. On the one hand we’re kind of like sponges, absorbing everything around us and integrating it, whether we care to or not. On the other hand, deliberately or not we shape our worlds to reflect our own inner structures.

Whatever we may carry into a situation, experiences physically change our neural pathways. Repetition, familiarity, reinforces a link, like sketching over a line again and again until it becomes solid. Likewise, the way we position furniture, leave piles of papers or empty cans, what we choose to clean and how, what projects we leave unfinished, what we ruin, what we fix, what we wear down; how we choose to break up and break in and use the space given to us, it all imprints our environments just as emotions crease our aging faces.

In effect, our inner and outer worlds build up a feedback loop. As we carve out our place in the world, we settle into the spaces we carve, reassuring ourselves with their familiarity while we use those bold lines, so often scribbled over, to brand ourselves inside and out. This, we tell ourselves, is how the world works.

This is why videogames are so interesting; they are, in effect, bottled external worlds, into which we can momentarily plug our inner worlds to see what happens. Each game is a little feedback loop, allowing the player both to imprint his actions into a world, to leave his little mark — even if only in a high score table — and to absorb, from a simplified sketch with no social or practical consequences, a new way of being, a new way of doing things.

Some people are more concerned with leaving their mark, others more with expanding their horizons. Some give more, some take more. The point is that in their essence, videogames encapsulate this dynamic between the two. They are a study in cause and effect; the easier those worlds are to affect, the more useful a response they give, the more the player owns actions and consequences alike, the more satisfying the experience.

( Continue reading at Game Set Watch )

Poto & Cabenga Released

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Honeyslug‘s Gamma 4 presentation piece, Poto & Cabenga, has now gone public. If you’ve got trouble multitasking, maybe this is a good life tool. It’s a single-switch game, where you control two characters at once.

For Cabenga, hold the space bar to run and release it to jump. For Poto, hold the space bar to slow down and tap it to jump. You can imagine the complications that play out, as you collect objects, avoid stray hedgehogs, and collaborate between the two characters to solve problems. All with a single button. Now there’s overloading the functions for you.

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A Life Worth Living

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by [redacted]

Some of the typical themes to indie games, and art games, and deconstructionist games in general, include violence, death, and loss. I find it interesting that the deeper problems of game design, toward which the more thoughtful game authors are drawn, so closely mirror a boilerplate list of human concerns. At least, metaphorically speaking.

Of the three, death and loss, and the association between the two, are the bigger concerns — perhaps because in the short term, with such a narrow communication bottleneck, it’s more worthwhile to hand out monosyllabic verbs for the player to sling around: shoot, run, jump, grab. Let players use the grammar they know, while you precisely sculpt a context to lend the discussion an illusion of eloquence.

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The Game-Maker Archive: Matt Bell

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by [redacted]

Though I’m not sure if he concerned himself with the broader community, Matt Bell’s Paper Airplane is perhaps the most widely-distributed Game-Maker game, and Yuphex is one of the most sophisticated. Matt’s games are defined by a meticulously clean visual style and a talent for both subverting and capitalizing on Game-Maker’s design quirks. It’s not that his games are purely experimental; that same sense of cleanliness and discipline extends to his design concepts, lending his games a strong feel of professionalism.

Matt began his Game-Maker work in high school, as was common to most of the designers I encountered. Most of my our communication was through the post, and carefully packaged 3-1/2″ floppies. From what I remember of Matt he was fairly reserved and didn’t mince words, which shows itself in his art. Offhand I am only aware of three of his games, which I will discuss below. If anyone can fill the gaps, please consider this an interactive discussion. All the better to unearth some indie game history.

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The Original Game-Maker

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by [redacted]

Long before Mark Overmars’ popular design tool, Recreational Software Designs‘ Game-Maker (note the hyphen) opened the horizons of Shareware-era PC gamers, forged friendships and dial-up communities, and cluttered the upload directories of bulletin boards as far flung as Russia and South America. There were several dedicated BBSes, including the official RSD board in Kennebunkport, Maine. For those outside of calling range, there was always the USPS and 3-1/2″ floppies. And then development ceased, and slowly Game-Maker faded.

Game Maker was first released around 1992, as a set of VGA mode DOS utilities tied together with a text mode selection menu. For every game produced, the main program file, containing all of the important code, was the same. To distinguish one game from the next, the program file would call on a .gam file, in which the user would compile all of his content through a rather elegant system of brainstorming lines and form fields. The rest of the tools — tile editors, character and monster editors, a map editor, a sound editor, and so on — served to develop that content.

In retrospect it was kind of brilliant; from the program’s perspective all of the important information that made a game unique — visuals, sound, controls, rules, design, structure — was simple window dressing, to call in and process like so many documents. And design was nearly that easy.

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Alt-Play: Jason Rohrer Anthology announced for DSiWare

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So continues the slow drift of indie games to the mainstream download channels. Following the high-profile Wii ports of indie heavyweights such as Cave Story and La Mulana (and indeed the announcement of Diamond Trust of London for DS, several of Jason Rohrer’s early opuses will soon be bundled for play on the Nintendo DSi.

To editorialize a bit, anthology releases like this, rather like a collection of short stories or short subject films, may soon be an important consumer model for showcasing unusual design concepts. Witness the success of Valve’s Portal, a critical darling (itself based on an indie game project) that many would have overlooked if not for its inclusion in Valve’s Orange Box. With the strict pricing models and content expectations of the commercial market, it’s hard for a small, original title to hold its own. But arrange several games around a theme, or an individual voice such as Jason Rohrer, and you’ve got the basics of an intriguing package.

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Craft Service

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by [redacted]

Over the years, game design has calcified. If I were to pick a turning point, I might point at the SNES — a system of broadly appealing games that delivered exactly what people expected of a videogame, challenged few perceptions, and established the status quo for 2D console-style game design. Since then it’s been hard to get past the old standards — the prettied-up enhancements of Super Mario 3, The Legend of Zelda, and Metroid that added little new in terms of expression or design language, yet that refined the hell out of some proven favorites.

You could say that the SNES was the epitome of Miyamoto-styled design (even in games by other developers), and you’d have a reason for saying that. Namely, it was the Miyamoto Box: Nintendo’s reward to Miyamoto for the broad appeal of his NES catalog. Meanwhile Miyamoto’s opposing force, in Gunpei Yokoi, was rewarded for his invention of the Game Boy by having his studio removed from mainstream console development to support his brainchild. The message was clear: Miyamoto’s way was the successful one, so he would be in charge of everything important from here on.

The thing is, Miyamoto is just one voice. He had a few brilliant ideas in the mid-1980s, all born out of a particular context and in response to particular problems. And then by the turn of the ’90s he was pretty much dry. All that was left was to codify his ideas, turn them into a near law of proper design — regardless of context — and then sit back to admire his work, while new generations carefully followed his example as if manufacturing chairs or earthenware pots. A videogame was a videogame, much as a chair was a chair. It was a thing, an object, with particular qualities and laws.

Thing is, videogames aren’t things; they’re ideas.

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Matt Aldridge’s Uin Released

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Having gained some renown, or perhaps infamy, with his dadaist La La Land series, Matt Aldridge (aka biggt) has unleashed a significantly more ambitious follow-up.

Compared to the La La Land series, Uin is rather more conventionally structured, if no less evocative. There is an inventory, and exploration, and in place of the sheer dream dump of La La Land, play involves a certain amount of skill or problem solving. There are even a couple of forced-scrolling shooter stages. Yet Aldridge still wraps it up in his typically baffling logic and atmosphere.

( Continue reading at DIYGamer )