Air Fortress

  • Reading time:8 mins read

The Goodwill by my house is a well of pleasant surprises, from a $3.00 unopened, factory sealed copy of Torchwood: Children of Earth to a well-kept VHS copy of Dark Crystal. Yesterday on entering I noticed a glass cabinet by the register. The first thing that leapt at me was Spider-Man for the Sega Genesis. Decent game; I have the very similar Master System version. I don’t need it. Still, they had Genesis games! On closer inspection I also saw a stack of NES cartridges. The spines faced away, so I could only see the top game — some sort of top-down racer. The cashier was busy, so I waited.

On the way out I flagged down the lady and asked to flip through the games. The selection did not inspire me. there was a Wheel of Fortune game. There were two copies of another racing game. There were a couple of licensed games. And then at the very bottom, a well-worn rental copy of Air Fortress. That was it; though I had only played it in emulated snatches, I knew that I wanted to look deeper. The game was fairly obscure; it had a strange structure and mechanics; it was by eventual Nintendo second party Hal Labs. It’s just, when you’re flipping from one eccentric ROM to the next it’s hard to focus on any game for too long. Having the physical cartridge would give me an excuse to do so.

Air Fortress is a curious game, and obscure in more than one sense. Its director, designer, and programmer Hiroaki Suga didn’t seem to do much else. He ported the second Eggerland (or as we know it, Lolo) game from the MSX to the Famicom Disk System. (Later the first Lolo for the NES proper would compile the best levels from all of these earlier games into a single megamix for Western audiences.) He was in charge of New Ghostbusters II, and wrote music for a pinball game and a Game Boy version of Shanghai.

His game was released in severely limited quantities. The history of the NES being as opaque as it is, there are many conflicting version of the story — but according to one version Hal produced just 20 copies to sit alongside the NES test launch in 1985. In 1987 Hal pushed it out again for a larger official print run of 385 copies. As the story goes, people had to order the cartridge directly from Hal Labs — and in turn Hal would throw in a wall poster. Finally in 1989 the game entered regular production, and even was selected for a major Nintendo-sponsored game-playing competition — but its time was past and it never really gained traction or widespread recognition.

So check this out. The game is at least as old as Zelda and Metroid, and it feels like a postmodern indie retro game. It starts off with a Zelda-style story scroll that you’d swear was deliberately ripped off of that game but which was more likely parallel development. The character is named Hal Bailman because, well, Hal Labs and… Bailman? I don’t get that part. It’s a cool name, though.

The game has, for the time, an eccentric structure; it alternates between side-scrolling shooting segments and… well, not platformer areas. And it’s not quite action-adventure. Let’s just call it action-adventure platforming, though, to make the point and move on. During the shooter segments you bulk up on the game’s two kinds of power ups (of which we will speak more soon), then the adventure-platforming segments are where we see the real Hal-style contextual puzzle level design come into play.

The hesitation in that last paragraph comes from the game’s unusual mechanics; in the platformer sections Mr. Bailman has two main moves: shoot, and fly. He also can walk along the ground, slowly. The D-pad is used for all motion, and both buttons shoot. One shoots a standard projectile; the other shoots bombs. The effect of this control scheme is a little like the dual-stick, dual-trigger setup of modern first-person shooters — except minus a dimension.

There are two on-screen counters: one for energy, and one for bombs. These two counters correspond to the two power-ups. You can use the bombs at any time, and they can be replenished; they work sort of like the missiles in Metroid, except more so. Some things can only be destroyed with a bomb, and some things are better disposed of with one. Energy is an interesting thing, worthy of its own paragraph.

Energy serves two roles: not-dying, and fuel. Think of the way breath meters work in so many water levels, where a character’s life will drain to represent depleting oxygen — and often the less life the character has, the less breath available for submersion. Similar concept here, except we’re talking up instead of down. As you fly, your energy temporarily depletes — making you all the more vulnerable. As you sustain injury you lose freedom of motion, and you need to think harder about what you’re doing.

So there’s a minor juggling act. Next let’s add gravity and momentum, so the player needs to master the physics of the jet pack — all while avoiding injury and keeping an eye on fuel.

While we’re speaking of momentum, let’s conserve it — meaning recoil. When the character shoots, floating around or otherwise, he is repelled in the opposite direction. The game makes use of this property alongside everything else to construct clever, deliberate logistical problems. Say, you float down a well with spikes at the bottom and along the left wall. To move ahead you need fly below an underhang, just pixels above the tips of the spikes — yet that narrow passage is blocked by a robot sentry. If you shoot the sentry without thinking, chances are you will fly back into the spikes. If you lose control of your flight, chances are you’ll graze the bottom spikes. If you dawdle to think about it, chances are your fuel will run out.

So the levels are nice. The build-up of new concepts is very slow, and indeed there aren’t many to play with — but then the game keeps throwing in new loopholes. When you beat the first fortress and destroy the core, you continue a screen or two to the right and board your little, er, space scooter, which has somehow found its way to the exit. Presto; on to level two. When you beat the second fortress, the screen begins to blink and shake. After way too much time wandering you realize the place is going to blow up. There’s no countdown timer; you just have to intuit that things aren’t right, and bolt back to the entrance fast as you can. Otherwise, game over!

The game’s map designers had more storied careers than its director; the head one, Akio Hanyu, went on to program several of the Kirby games and the first two Smash Bros. games. The others worked on Sylvalion and the GBA e-Reader. (Remember that thing?)

Aesthetically the presentation is all over. The game looks bright, simple, and appealing, but hardly sophisticated. Then you look closer and you notice the backgrounds. What could be a flat color or repeating pattern, and in another game would be, will instead be a complex web of cross-hatching or dithering, the scratches getting denser toward the walls and more scattered in the center of a room. The character seems to have all of four frames of animation, but does he need much more? The same uninspiring music repeats through the whole game, or at least seems to; only the space opera bombast of the main theme really stands out.

Should you die, and you should, the game has a password continue — a short one; maybe only half a dozen characters. Considering its vintage (again possibly pre-Icarus), that’s novel stuff as well.

Air Fortress is a progressive game from an era when that didn’t make much sense. It trades spectacle for concept — and the kind of concept that only someone who designs games or has been playing them for long enough to look at them analytically (much longer than they had existed at the time it was made) would really notice or appreciate. It’s actually a very simple concept, that raises several questions about the assumptions that go into most design — and that works largely because of the game’s careful, didactic level design, that helps to illustrate how very simple the concept is yet how complex its ramifications can be at any given moment.

That concept? That you have a jetpack and a gun, and that every simple little thing you do has consequences. Physics and the energy system make sure of that. I mentioned how the controls bring to mind modern first-person shooters. The energy system calls to mind the “shield” innovation in Halo, and the attention to the physics of every motion is still fairly novel after twenty years.

As I play Air Fortress I think of Fishbane and Hero Core. This might well be their contemporary. The decisions here sort of make the game feel like a modern literate gamer’s idea of 8-bit design, with the benefit of a lifetime of hindsight and with the limited resources and attention span of most indie designers. It’s designed just far enough to make its point, play with its notions, and move along.

These days, that’s all I ask from a game — and it’s all I really have the patience to absorb.

The Arcade Machine

  • Reading time:2 mins read

Okay. Something major that I was unaware of:

Even earlier than Pinball Construction Set, which (text adventures aside) has popular distinction as the first game creation system, there’s a product for the Apple II and (later) Atari 400/800 computers called The Arcade Machine.

This is a tool for creating simple top-down shooters in the Space Invaders/Galaga mode, which seems rather narrow — but then so is a dedicated pinball design tool. Going by some screenshots, it also seems very flexible within those limitations.

The Arcade Machine was designed by Chris Jochumson and Doug Carlston, the latter being one of the two founders of Brøderbund. Yes, this is an early Brøderbund release — pre-Choplifter. That totally makes sense, and it also may explain why although reviewed well this tool has gone so under the radar these last thirty years — as this was just before Brøderbund hit it big and became a major publisher.

Also going by the back of the Atari box, it seems there was a contest where Brøderbund would reward the best user-derived game with a prize of $1,500 ($3,600 in 2012 dollars).

So much of videogame history has become obscure. And some of this stuff, you’d expect it would be fairly important.

Portfolio

  • Reading time:3 mins read

Back in the NES era every game was part of a publisher’s collection, and the collection was expanded in waves. I sort of miss that context. You’d get fold-out posters presenting a broad range of software, all in the same template, as if they all were aspects of a greater whole.

The implication was, to fully understand a given range you needed to collect them all: Kid Niki and Side Pocket and Ring King and Break-Thru. The sense was that any given game was just part of the picture, and together they all added up to something more — like a band’s albums. It helped that across the range they had consistent, usually hand-painted artwork.

It’s this that lent the publishers a sense of an overall creative voice and personality. As if Konami and Acclaim were individual people. A player got to know and appreciate these voices, like old friends. Every new templated game was like the sharing of a new confidence.

A change of template was a change of mission, and a break of template — your Legend of Zelda, Super Mario Bros. 3, even Wizards & Warriors — was a radical event. The suggestion that this game stood alone, apart from everything else a publisher had to say, was startling. These were event games. Mission statements.

The non-event games, though — even if they weren’t important unto themselves, they also had a part to play. They were the album tracks to the hit singles of the standalone games. I’ve written before that when I was younger I had no concept of a bad game. There were games that I understood and got into, and there were… strange games. There were big games and there were small games. And time was, for every Metroid or Kid Icarus there were a dozen Wrecking Crews, Gumshoes, Balloon Fights, or Clu-Clu Lands. Collectively these games set the field and the context that both lent the event games their special meaning and made the whole medium feel vibrant, alive, like anything could happen.

Today, every game is a standalone. There isn’t as much sense of a constant dialog, with occasional upsets and asides. In the mainstream at least, nothing is as special and nothing is as intimate. Or as complex and varied. The last vestige was the Sega Dreamcast.

You get some of that now by following indie authors, but you don’t get the context — it’s like iTunes, versus full albums by an artist like Nine Inch Nails. You get bits and pieces; not a sense of place and posterity.

The History of A-J Games: Part Nine

  • Reading time:23 mins read

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

So at sixteen I was a professional game artist. My work was still rough, but it was going somewhere. I had gained a little structure, a little ambition, and a huge mound of confidence. With guidance, these qualities can almost make high school bearable.

My period with Game-Maker began with what would have been my freshman year. At that time I was, if you recall, still dealing with old social ties. By junior year my life had stabilized a bit: I had adjusted to the school, and gathered a new wave of cohorts; I began to socialize more, and to spend time away from home. As I roamed, so too did my creativity. I began to write music, to learn to code, and to compose my papers in iambic pentameter. I may not have been brilliant, but I was uninhibited and I was curious.

I was also keen to show off. Whether or not I knew what I was doing, I had published six games. In the right social circle, that can go far — and this new crowd had no preconceptions.

Despite my recent crash course in discipline, I was still designing without a theory. Though my results had grown much more thoughtful and polished, and I had begun to stretch the technical and conceptual limits of my tools, to me a game was still about a character: one places a character in a scenario, then fleshes out the scenario using one’s knowledge of existing games and design tropes.

Add in a swollen head and new crowd of people to impress, and we have the renaissance of the insertion game.

There was a definite beginning. One of my associates was to spend his senior year in India. We had grown close since fall orientation, and had developed a pile of in-jokes together. I chose to give him a send-off, filled with all those jokes and hints of his own interests and personality — a fondness for martial arts, a blanket irreverence to cultural norms and sensitivities.

It helped that despite my knowledge of Tintin and Uncle Scrooge and an ostensible eleventh-grade education I had trouble separating my oriental stereotypes. Ninjas were from Asia, and so were snake charmers — and there was something in there about cattle worship. It was all part of the same pop culture muddle. Mind you, at this point I was in a prestigious private school. So I’m not sure what happened there.

With the prevalence of Ninja-based action games, I also had my choice of tropes and templates. Probably my favorite of Sega’s first-generation Genesis games was Revenge of Shinobi. Thanks to composer Yuzo Koshiro and the prominence of his name in the menus, this was also the game that made me understand that games were designed by specific people, each with his or her own voice, and that it was possible to follow an individual from one project to the next.

Revenge of Shinobi is one of those weird sequels, like The Adventure of Link. The original is a direct and merciless arcade action game, Sega’s response to Namco’s Rolling Thunder and one of many volleys between the two companies. As in Namco’s game you can flip up or down layers of a side-scrolling level. Instead of a spy, you play as a ninja. Instead of a gun, you have shuriken. In place of doors filled with ammo, there are scattered hostages. Touch one enemy and you die, but — uniquely to Sega’s game yet far from unique amongst Sega games — there is also a “ninja magic” button. It’s a panic button; press it, and everything around you dies.

The sequel takes advantage of its console origin by sprawling a bit. The character can now take several hits, and levels are less linear. There are now four types of ninja magic, that serve different practical purposes. The game is also filled with secrets and with weird unlicensed cultural references — some of which got Sega in some hot water when the original rights holders got wind.

More than structurally bold, the game is also gorgeous, distinctive, and varied — both visually and aurally. Although Koshiro only composed for this one chapter (plus a couple of Game Gear spin-offs), his music was so successful that his name is forever associated with the series. People just forget that he didn’t write all of the music. What’s all the stranger is that people sort of forget about Revenge. It’s the Shinobi game that was new when nobody had a Sega Genesis. It’s also the most elegant of the lot, and it was my starting point for Ninja Tuck.

I made the character was tall and thin, like Joe Musashi. I filled the early backgrounds with bamboo and secret tunnels. I even littered the starting screen with autumn leaves, that blew away after a moment. All was well, except that the tall character meshed awkwardly with Game-Maker’s limited monster sizes. Without getting really clever, the tallest enemies could only be half as tall as the character sprite. This was acceptable in some cases, as with the scattered cows and burning swords, but it got a little weird when I chose to include knee-high enemy ninjas.

I had the notion of building the game around short-range melee attacks, as in Ninja Gaiden. A problem that I had noticed in hindsight about Peach the Lobster was that the natural attack zone for a 40-pixel tall character tended to fly over the heads of 20-pixel ground-based monsters. Thus I drew from Joe Musashi’s powered-up melee weapon, crossed with Strider Hiryu’s Falchion — which is to say, a blade that is all swoosh and a swoosh that envelops all before the character.

Given that in RSD’s engine all attacks are achieved through monster birthing, there is not much leeway for preciousness. Melee attacks are hard enough when they’re a single, static monster block. A whole two-block sword swoosh takes some intense experimentation. Though in retrospect I can think of one or two better solutions, I eventually solved the problem with a single monster block that quickly shifts down as it animates. Good enough!

After the first couple of levels, my inspiration again shifted from Sega to Tecmo. Several of the later themes are inspired by either the first or the second NES Ninja Gaiden.

Finishing touches include a slightly pointless map screen informed by Commander Keen‘s overworld (itself informed by Super Mario Bros. 3) and a wealth of digitized sound effects. Most of these I recorded myself, and manipulated in Cool Edit. Some, such as the sound the apples make, were directly inspired by Adept Software’s little-known yet neato Zelda knock-off, God of Thunder. A few effects came later, when the object of this game’s tribute was available for recording.

As a final touch, I added morphing menus. As usual I teased the player with promises of a sequel, and even mocked up a few pictures to suggest what was in store for registered users. Maybe it was left-over ambition from my summer commission, but this time I followed through.

Often when I dropped in on my associate he would sing the refrain to a pop song that struck him as silly on some level. One of his favorite quotes was from Suzanne Vega’s “Luka“: “My name is Luka / I live on the second floor.” The way he sang it, I imagined Hervé Villechaize popping his head over the bannister to welcome a new tenant. Whether due to the accent or my own whimsy, I also misheard the name. Thus, continuing the series of in-jokes from our first game together, I named its sequel Ninja Tuck II: Booka.

Whereas my earlier insertion games were flimsy, half-hearted affairs, my work on Ninja Tuck had inspired me to new levels of ambition. Having established a basic framework, for my second go around I was determined to make everything as original and as flashy as I could. Thus aside from the sprite, I redesigned everything from the ground up. As in Peach the Lobster I designed all of the enemies around a common theme — in this case plants — and for consistency I drew all of the sprites and backgrounds in Deluxe Paint. I even dragged in Metamorf to animate some in-game elements.

Why I settled on the plant thing, I am unsure. To achieve it, I pulled on vague memories of all of my favorite botanical levels from the previous five years. Those included Sega’s Land of Illusion (the Game Gear sequel to the 8-bit port of Castle of Illusion), the Aquatic Ruin Zone from Sonic 2, and great swaths of Epic’s Jill of the Jungle. And then there were the monsters. It’s hard not to reference Piranha Plants, and the ones I had in mind were from Super Mario Bros. 3.

One of the later levels is based on a technique hit upon by James Faux of Eclypse Games, and used in his game Mortal Harvey. As an elevator rises, threats gradually present themselves; at the end of the ride, the floor opens up and the player moves on to the next level. In design terms, the level is all trickery. The player remains stationary, while the background animates; different columns of tiles shift at different speeds to create an illusion of parallax scrolling. Monsters slowly scroll down from above, to create the impression that the player is rising to meet them. My implementation was rather clumsy, but these sorts of levels do add variety.

James Faux also helped me to address that final bugbear of RSD’s engine, original music. For months I had been fussing with Amiga-styled music trackers, which consist of low-res digital samples keyed to MIDI data. Compared to the FM synth that Game-Maker supported, tracker music seemed like the way of the future. Furthermore, this stuff was easy to write. Thanks to the mid-’90s demoscene explosion, there was a free tracker for every UI flavor or song format one might like.

There were no obvious tools for RSD’s preferred format. I knew that someone had to be writing these .CMF files, as Epic Megagames used them for all of its early projects — Jill of the Jungle, Solar Winds, Brix. I was tempted to rip this music, which was as simple as looking for the correct headers and renaming the file extensions, but again I wanted to do something original. If I couldn’t, then to my mind it was better to keep using public domain material, even if it meant recycling the same pieces in every game I made.

For months I had been nagging RSD about better music support. I now know that there were complex plans on the board, but at the time my whining was met with silence. By the time of Booka, my petulance had reached a peak. With the aid of some awkward command line tools, James Faux and I were able to convert simple .MOD files to MIDI, and then to .CMF. It was a process of trial and error. Usually the result sounded like an angry modem. With a few tweaks, it might sound like an out-of-tune kazoo. Awful, but original!

Thus I scored my first game. Two or three tracks are by James Faux; the rest is all me, mostly to the game’s detriment. And yet, I was proud. Later I lopped off part of the intro music, adjusted its voicing, and turned it into the A-J Games theme.

After this experience I contacted RSD, and told them that I was “on strike” until they got the music situation in order. I wasn’t going to squander any more energy until I got the features that I wanted. Thus I rode out high school on small-scale games and half-baked experiments, waiting for a cue that never came. It would be years before I tackled and finished another game of this ambition.

Take Ricci’s Cow Hunt. I barely knew the fellow in the central role. He was a class clown; he liked cows; I worked from there. It began as a single level: character, item pickups, background. Whereas the sprites are Deluxe Paint beasts, the level is built from a small collection of simple bitmapped tiles. I drew them dot-by-dot in RSD’s Block Designer tool, then reskinned the first level of A-J’s Quest. The results were clean and bold, and stood out better than many of my gradient-fill blocks. Compared to, say, Crullo, this simple level looked and felt vibrant.

It’s not that I set out to be different; I set out to be lazy. I designed a character based on a slight acquaintance because I was bored, and I wasn’t about to invest the time and energy to build a real game around him — so I puttered in the easiest and quickest tools to hand. It just turned out that a lack of ambition equaled a decrease in affectation. I wound up concentrating more on the task at hand than the process that I had built up, and my basic sensibility took control.

So I had one level down, and it was kind of nice. Next step? Design another level — a completely different one, with a new tile set. Then another, and another. For over a year I continued to putter with Cow Hunt, adding new levels as the muse struck. When I had ideas for a new technique, I would pull up Block Designer, whip up a few tiles, then turn them into a level. Gradually the game became rather like an Ikea show floor; every level served to suggest a new way to mold and paint particleboard. There was nothing to the game besides touring from the entrance to the exit, but it was a pleasant journey.

I installed the game on the computers in the school lab. Whenever there was an update, I would make an announcement in the autoexec.bat files. I don’t think anyone really took care of those machines, as I got away with murder. As time passed I noticed unfamiliar names in the high score lists; it seemed that people were playing. With an apparent audience, my ambition grew. My levels grew more complex, with reversed control schemes and hidden passages. Thanks to this feedback I also realized the game’s object. There were few threats or serious obstacles, but it took a dedicated player to collect all of the cows. Every cow lent the player 100 points. Thus, the game was all about score.

How novel. Since Pac I had been trying to break or sidestep the engine’s location-based objective structure, and to backpedal to something more basic. Something pre-Miyamoto. Here it happened by accident, in a game that I hardly cared about, after I had given up on serious design.

Something else kind of happened. Since the game’s mechanics are so simple as to be almost nonexistent, the level design wound up pretty focused on the character’s abilities. Since the goal in any level was just to show off some new concepts before sending the player off to the next tile set, the design wound up focused more on exposition and forward momentum than on interrupting and frustrating the player. Cow Hunt is one of the first games I made where the player is free to poke around without judgment or severe consequence.

More than once I have heard the later, more confined levels compared to Mega Man. Although that series tends to typify judgment and severe consequence, I think I see what they meant. Peril or no peril, the clean bitmapped backgrounds and the forward momentum make Cow Hunt feel more like a real game than some of my greater efforts. There is a familiar sort of rhythm and flow, and the player feels prepared to handle every next beat as it comes.

I think on some level I noticed this rhythm, as late in the process I added the first level of Super Mario Bros. as a secret area (an area that would later form the basis of Jario!). There’s little to do here aside from run and hop to the exit, but I guess that was the idea. I think that I knew I was approaching something primal, or fundamental, about game design. What that was, I couldn’t have told you. I doubt I would even have described it that way. I just knew that things were working strangely well.

With a few new neurons buzzing, I decided to get deliberate again. I plucked a somewhat closer associate, in the shape of a former roommate with a shambolic persona and an affinity for R.E.M., and sketched out a grand plan.

Before I seriously ramped up production on The McKenna Chronicles, I settled on a rough story progression then blocked the progression out into levels. The initial scenario and structure were inspired by the zany historical fantasy of WolfTeam games like El Viento and Earnest Evans, crossed with a passing awareness of The Young Indiana Jones Chronicles.

The WolfTeam games are full of fast and quirky action, huge setpieces, and long scenes of interstitial exposition. Accordingly I gave the character a run function, precise Castlevania-style jumps, and a gimmicky, experimental means of attack; and I took advantage of Game-Maker’s new multimedia features to connect the dots between levels with elaborate cutscenes.

I think that, in the vein of Earnest Evans and Castlevania, I wanted to give the character a whip — which in principle would be a good follow-up challenge to the sword mechanic in Ninja Tuck. When I hit a wall, my brain slid laterally to Dark Castle, the crackly Castlevania-styled game for the classic Mac. In that game, the character slings rocks at airborne and ground-based rodents. Although I couldn’t replicate the precise mouse-driven aiming, I could add some realism by making the character lob his stones in a wide arc. Combined with the precisely measured jumps, I felt a mechanic like this would add some strategy and open up neat possibilities for level design.

The simplicity of Cow Hunt must have connected a few key synapses, as my whole approach to design had changed almost like magic. Previously my characters’ movement had always been vaguely defined, and their abilities slightly considered. If a character was to jump, his animation took him somewhere diagonally into the air. If he was to shoot, then at best the projectile might be matched to the animation. Since my command of the design was so hazy, I put only the most nominal thought into how a character would interact with its environment. So long as a task was possible, I was satisfied. “The player will figure it out,” I thought. Never mind that figuring it out often meant glitching the engine and relying on blind luck.

With Chronicles, that approach is no longer an option. The character jumps a precise distance up and over. If the character is to land on a platform, one needs to measure the distance between footholds. Too few tiles, and the character will sail over the target; too many, and he will fall short. Likewise the character’s default weapon has a specific arc to it with certain areas of effectiveness, and the character’s running momentum will only carry him so far if he should stop and slide.

So on a basic level the levels are mapped out according to the character’s abilities, in such a way as to regularly introduce new challenges and explore new uses of those abilities. On a broader level, the levels are also scattered with secret passages full of treasure — treasure that may be used to buy character upgrades, which generally allow the player to blaze through the game with less and less caution. The promise of these upgrades encourages exploration off of the most direct and obvious path through a level, and also gives reason to replay an area.

Even more broadly, Chronicles is one of the few games since A-J’s Quest that I extensively planned, as compared to charging ahead in a blind rush to the end. There was still a large element of improvisation; I don’t think the game’s full arc came into focus until I finished a draft of the first level. Even so, from very early on I had the entire game laid out as a series of labeled blanks. All I needed to do was procedurally fill them in, and the game would be finished. You can probably guess the punchline here.

Out of six planned levels, I worked on four and completed just two. It started off well enough. As with Cow Hunt, the active design began with a Deluxe Paint derived character and meticulously bitmapped backgrounds. In this case the monster and item sprites are also largely drawn in Block Designer. After the first level, the game took its own odd path through space ships, alien planets, and Monument Valley.

The second level, largely informed by Commander Keen, introduces themes of identity and deception. As in Sega’s Alien Storm, monsters begin to disguise themselves as items, background elements, and even as the player character. From here I built on the sprite morphing from Ninja Tuck II, supplementing the raw output of Metamorf with careful cleanup and bitmapped animation.

For later levels I imported textures from NASA photographs, and filled entire tile sets with large self-contained structures drawn in Deluxe Paint. I also drew and animated several full-screen cutscenes, frame-by-frame, and compiled them with some awkward command line tools into the preferred .FLI format.

And then… it was over. I think I told myself it was due to annoyance with lingering issues like the music situation. I wanted R.E.M. styled music, to reflect the fellow in the starring role. Though I had written music for Ninja Tuck II, the method was a headache to implement and the results were a headache to hear. I think maybe I was feeling fussy about control mapping and collision issues.

The real problem may have been in the planning. I may have overwhelmed myself, when I laid the whole game before me as a task that I obliged myself to fulfill. Or maybe, as with Rōdïp, I pulled a Hitchcock. Having planned the whole game in principle, the act of realizing it bored me. I knew where things were going, and my head just had to keep moving forward. Chugga chugga chug!

Whatever. It is clear that my patience with the game engine was wearing thin.

Case in point: my sole self-insertion game, Watch Me Die!. By my senior year, Game-Maker was more or less history. I had moved on to music, poetry, short stories, and illustration. Everything that in the past might have tied into game design was now set free.

I even co-edited the student literary magazine, Cereal. It consisted of bad poetry laid out in PageMaker then Xeroxed onto two or three sheets of legal paper. By my second or third issue I was irritating my co-editors by editing and designing the magazine alone. In my defense, it was nearly impossible to get them in the same room at the same time. Though I may have missed out on the spirit of collaboration, I still got the thing published.

For the purposes of Cereal, each editor had an abstract doodle as a portrait. One consisted of puffy hair, glasses, and a mouth. Another, a backwards baseball cap and some facial features. Mine was oval glasses, a nose, ears, eyebrows, and a few dangling strands of hair. This caricature formed the basis of the character in Watch Me Die!.

From the title on down, the game is a work of ironic apathy. I was creatively tired. I had stopped trying to be flashy or to impress anyone, and had returned to doodling in the vein of Ricci’s Cow Hunt. In the course of an hour or two I would knock out a tile set and a character, then piece together a couple of simple levels. In the case of this game, I made a point of my fatigue. In videogames the most basic measure of success or failure is life or death; even that was beyond my interest.

The character walks as slowly as possible, and looks frenzied while doing it. The idea was to instill a sense of futility. There is also a “skip” move that allows the player to speed up travel at the expense of some control. It is easy to skip over a ledge in one’s frustration with the pace of movement. The character also jumps very precisely and abruptly, with little fanfare. You want the character to cross a gap, or climb an obstacle? Fine. There, it’s done. Happy now? The lack of enthusiasm is almost droll.

There are items, and to contrast with the understated character motion they all overstate their importance. Simple pickups might be accompanied with a Hallelujah choir. Hearts can’t be simple heart shapes; they need to be big, throbbing organs. Again it’s all passive frustration with the design conventions and expectations that I felt no joy in rehashing.

Within all of this, something began to click. I was bored enough with the post-Miyamoto tropes that I had sort of transcended any rote obedience and begun to search for something, anything to interest me in the design process. What I came to focus on was the moment-by-moment interplay of the character with the environment. Everything else kind of fell away.

From the player’s perspective, Watch Me Die! is all about the controls. They’re simple, crisp, and accurate. The levels are built around the character’s abilities, not to do the player any favors but rather to see how well the player responds in a given situation. Death is easy, but if you die it’s because you screw up. And that’s fine. The game doesn’t dwell on the fact, so neither should you. Just start again from the top, and try not to die again.

It’s only when I gave up that my games began to feel right — less like the work of a fan desperate to replicate something that he loved, and more like a deliberate, professional product. Condense the control mapping so that all the jumping is on one key and the skipping on another, and you could stick Die in an arcade cabinet and it would almost make sense.

Everything good happens only as an afterthought, and so it was with my Game-Maker career. Some thirty-five games in, finally I made something playable — just in time for me to change tracks and leave all of my experience behind.

Or very nearly. In our final chapter we will see the results of design unchained. If you’re going to go out, you might as well go with a bang.

Next: Learning to let go.

The Principles of Game Design, #7

  • Reading time:1 mins read

There is no such thing as a bad mechanic; only a thoughtless application.

If you think that level grinding will serve an expressive purpose, or illustrate an important concept, then by all means work it in. If you’re just including it to slow down or impede the player, or because you see everyone else doing it, then maybe you should think a little harder about what you’re trying to accomplish.

The History of A-J Games: Part Eight

  • Reading time:33 mins read

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

On reflection, I remember why I put Rōdïp aside. It’s because in the summer of 1994, I went professional.

My relationship with RSD goes back almost to the moment I received Game-Maker in fall of 1992. I soon finished my first game, and as solicited by a box insert I sent the game in for comment. After some awkwardness I struck up a rapport with the people behind Game-Maker and began a long correspondence. They would send me new builds and games from other users (some of which seem to now be the only surviving copies); I would offer bug reports and show them what I was up to.

Right off they ladled me with positive feedback and ignored any teenaged social awkwardness — something to which I was unaccustomed. They liked A-J’s Quest enough to release an early version with a slideshow demo of Game-Maker.

In the summer of 1994 RSD phoned me about a major revision to the software. Although there was still room for improvement, the update addressed many bugs and concerns and added enough features that a user’s games could feel almost self-contained. What’s more, the new Game-Maker would be on CD-ROM.

You may remember that before AOL watered down the concept, CDs were precious. To get a CD pressed was like getting a book published. CD-ROMs were new enough that every demo disc or shareware anthology felt important. Encyclopedias, medical guides, NASA photo archives — they all were tangible things, worth collecting. When someone said they were putting out a CD-ROM, it still meant something.

So that was nice; a big upgrade to my tools, published on CD-ROM. I offered my usual services, and RSD said they had a little more in mind. In 1994, 650 megs was enormous. To justify the disc, they needed to fill the space — so to drive up the value of the package, they wanted content. They wanted library sounds, images, tiles, sprites — and they wanted games. They meant to fill a shareware directory with user-designed games, but they also wanted their own sample material.

At first I didn’t quite understand what they were asking. I tensed up, and racked my brain for games that I could spare. I figured I wasn’t too attached to Cireneg’s Rings or Linear Volume, so I offered those. There was a pause. “Okay,” they said, “but we were hoping you could give us something… good.”

Slowly the lightbulb flickered to life. Oh; they wanted me to draft some original games. That was no problem. I could do that. We agreed on a deal for non-exclusive rights, and I got busy. Over the course of a month I designed six games, plus assorted content. For that, plus the use of Cireneg’s Rings and Linear Volume, they paid me a modest but fair fee — the first money that I ever earned.

Although any intelligent theory was still years away, this summer job was sort of a watershed for me as a designer. Whereas before I was simply puttering, this commission gave me the excuse to get serious. I made plans, I set goals, and I produced content on a schedule.

Nearly all the content that I designed, I designed for a reason. My first priority was to demonstrate Game-Maker’s abilities in the best possible light. To do that, I tried to fill in the cracks of the existing demo catalog. Each game would display a different genre or technique, both to show the software’s flexibility and to illustrate some design concepts for the user — both basic and advanced. This decision often meant challenging myself to try things that I had never considered, and would not otherwise have been motivated to explore.

For instance, my first submission was an experiment called Glubada Pond. Charitably you could call it a cross between Bubble Bobble and Ecco the Dolphin. At least, I think those were my points of reference. When I reverse engineer my thought process, I think the game developed from my problems with Pac.

Part of the idea of Pac was that I wanted to try something else besides the Miyamoto-fueled location-based sense of progression. Since Donkey Kong, and especially Super Mario Bros., the whole concept of videogame progression has been a matter of “I am here; I need to get there.” When you get there, the journey is over. When the journey is over, the story is over. When the story is over, you win. I’ve written about this before.

Although Miyamoto is deeply informed and influenced by Toru Iwatani’s work in Pac-Man, and indeed Pac-Man introduces a large element of exploration-based development — inasmuch as the player needs to explore every inch of the maze to call it done — Pac-Man works off of a simpler sort of win condition. Eat all of the pellets, and you move on. This is an evolution of earlier board-clearing conditions, dating back to Breakout but really entrenched, particularly in the Japanese industry, with Space Invaders.

I hadn’t thought all of this through; I just knew that with Pac I wanted to try something different and maybe more essential than I had been doing to that point. The results left me unsatisfied. The only way for success to hinge on clearing the scene rather than reaching a specific location was to block off the location with a door that would unlock if the player brought to it every item in the level. The problem here, aside from inelegance, is that there is no built-in way to reset the player’s counters upon death — and at the same time there is no way to retain the level’s status after the player’s death. So if the player dies, the character retains all of the benefits of having collected the items, yet the items are back in the environment to collect again. You can see the problem here.

Glubada Pond is, then, a second shot at the idea. Instead of Pac-Man, the progression is based on Bubble Bobble (which is itself closely based on Mario Bros., which in some ways is a throwback on Miyamoto’s part to the design of Pac-Man). More immediately I’m guessing I was inspired by Data East’s Tumblepop — one of my arcade staples at the time. Again I’m sure I didn’t think about it too deeply, but you can trace most hop-n-bop games back to Bubble Bobble and Bubble Bobble is the more iconic game to riff on. So that was probably my mind’s trajectory at the time.

You swim around and spit tiny bubbles at monsters; the monsters become trapped inside. Pop those bubbles, and they will leave super-dense bubbles. Collect enough of those, and you can open a treasure chest somewhere in the level. Collect the coins from that, and you can insert them in the coin-operated exit door. I’m sure I didn’t reason this sequence out ahead of time.

The player has the same problem/benefit as in Pac, in that it is easy to die and allow any collected bubbles to roll over. In this case I let it go. Although there is a complex system for restoring hit points, inspired by the bottled fairy business in Link to the Past, there are no extra lives — so if the player dies, any buffer bubbles serve as a consolation prize rather like the carry-over Options in Life Force or Gradius V. You may be dead, but at least you’re ahead. Speaking of which…

As I have mused, Game-Maker wasn’t made for shooters; the best attempts that I have seen only sort of work. My only previous attempt had been a clear failure, so at least I was devoid of false confidence. As it turns out, this may be the best starting point.

Whereas Nejillian Flux was basically a tribute to Konami’s Gradius, for Zark I looked to the Gradius spin-off and NES sequel Life Force. That, and Taito’s Darius II — or as I knew it from its Sega Genesis port, Sagaia. Maybe a bit of Natsume’s Abadox.

Zark came out better than its predecessor, largely because I broke down everything that I felt went wrong the first time. With Nejillian Flux I had no idea what I was getting into, so I dove head-on into design using the same techniques that I had for action-adventure games and platformers. When the engine failed to accommodate my whims, I butted heads with it until I lost and was forced to compromise — poorly. By comparison I planned Zark with full mind of Game-Maker’s limitations. This may be the first time that I employed such foresight, and I might not have had Nejillian Flux come out well.

One big change is with the weapon sequencing. In Nejillian Flux, the player could collect various power-ups that would give the ship new and varied abilities. Ostensibly stronger abilities replaced lower ones until the player was out of repetitions, at which point the weapon would default down a notch to the next most powerful weapon. This was fine, except that the weapons had no obvious sequence; as in Gradius each of the abilities served a different purpose. If the player picked up a flame weapon, yet the ship’s existing bubble weapon was arbitrarily ranked higher, then the player would only see the benefit of the flame weapon if the bubble weapon happened to run out of ammo.

It’s not a big deal, and it was the best that I could do with the checklist I had and the engine I was given, but this arrangement feels sloppy and unresponsive. From the player’s perspective, who is to say which weapon is objectively better — and why can’t the player just use the new weapon immediately? A lack of an immediate response also can make it unclear what exactly the power-ups do. By the time the player’s weapon defaults enough to make the new weapon viable, assuming that even happens, the player may not at all connect the ship’s weird new behavior to that power-up from a level or two before.

So let’s stop with the a priori and see what we can make of the materials at hand. If the only way to change or upgrade a character’s attack while retaining the same attack button is to design an attack hierarchy, then instead of tossing in any old weapon idea that I like, let’s make a proper hierarchy. For a rough model, I looked to Sagaia.

In place of the salad bar power-ups from Gradius, where the player collects arbitrary energy orbs to move a cursor from box to box and then selects a power when the correct box is highlighted, the Darius series has a linear upgrade path. Get a few red capsules, and your single shot turns to a double. Eventually you’re shooting simple beams and projectiles in all directions. There is never a real choice of weapon; there is simply a more powerful and elaborate firing state. Usually you attain it gradually; sometimes you can leap ahead a few notches.

Thus for Zark I designed a tiered weapon system. At its most powerful, the player’s ship fires in all directions at once. Each notch along the way is associated with a number; each number has its own associated item. Get a #2, and your weapon upgrades to level 2. Get a #4, and you leap up to level 4. Then pick up a #3, and — well, nothing happens. Why not? Because 4 is greater than 3, and you’re already at 4. It’s not a perfect solution; it’s not a bad one.

An even bigger area of improvement is the level design. There are at least three interesting developments here: the use of space, the use of tiles, and the use of colors. Of those, the most immediate and dramatic is the use of space.

To get around the issue of fixed and looping map dimensions, the levels branch off diagonally. Occasionally this means different routes to the same destination. When the levels remain linear, this creates substantially more space for scrolling — rather like that Mr. Wizard segment where the child cuts a hole in a sheet of typewriter paper, large enough to step through. So long as the ship keeps moving to the right, all the player need do is rock the ship up or down to account for the angled field.

While designing the organic-themed second level, which involves flying through the interior of an unknown monster, I hit on the notion of seamless barriers. By this I mean, rather than building an uneven tunnel out of discrete background tiles, to design an unbroken “skin” using at least twelve tiles (four flat surfaces, four diagonal surfaces, four “plugs” for where unlike surfaces join). Beyond the lit surface of the skin is darkness. Combined, the tiles can wrap around to trace any shape. For any special situation, special tiles can arise.

The effect of this design is a sense of elegance and polish. The screen is rid of visual clutter, and focused on the actual path ahead. The levels also feel more coherent; both deliberate and naturalistic. That sounds like a contradiction, but the sense is that things are where they need to be, and that anything unnecessary is absent or invisible. Compare the flood-lit grid of Super Mario Bros. to the shadows and highlights of Sunsoft’s Batman, and you see what I mean.

Even though Super Mario Bros. is the clearest possible example of elegant level design, its elements feel arbitrary. You have a collection of a half a dozen tiles, any of which might be moved a space or two in any direction. It’s almost like shuffling a deck of cards. You could design a card game around building Super Mario Bros. levels. It would only take a half an hour to nail down the rules.

The NES version of Batman feels largely of a piece. It seems to have its own geography; in place of distinct arrays are indivisible setpieces composed of big hunks of urban matter. It’s almost like a prototype for the arcade and Genesis versions of Capcom’s Strider.

All of the presentation in the world won’t make up for lousy level design, but atmosphere has as much of an effect on the player’s experience as the logic at hand. It’s all about focusing the mind where you want it to be and limiting opportunities for it to stray where you don’t. Usually that is a matter of verisimilitude, which is largely a matter of context: what behaviors make sense within the situation presented. If any individual tile may hold its own secrets, as in Zelda or Metroid, then that mystery and potential play into the moment-to-moment atmosphere and logic of the game. If the only thing that can matter is the route at hand, then it is visual overkill to do more than trace the outline of a boundary.

Something that I did learn and apply from Zelda, Metroid, and Mario is the effect of a simple change of color. In the 1980s and early ’90s, designers would regularly swap the palette to wring extra use from both enemy sprites and background tiles. The blue Octorok takes twice as long to kill as the red, and moves twice as fast. The brown, dried-out forest is more dangerous than the fresh, green one. You get to cram twice the variety into a game at a minimal cost of space, and give the sense of distinction or variety within an individual class of monster or terrain.

You know intuitively that different colors evoke and are associated with different moods. “Warm” colors — red, orange, yellow — make an image feel hotter, cozier, and more vibrant. “cool” colors — blue, indigo, violet — tend to evoke detachment, chilliness, isolation, and stillness. Green is a weird one, as it is technically a cool color but its implication can vary from calm and safety to disease and wrongness.

A curious case study here comes when you skin the same geometry with a different color set. A blue Octorok feels colder and more distant than a red one, therefore more threatening. Coming out of a maze of dead blue rocks, a golden tunnel feels almost magical; now the walls are bursting with light and life, and something important is bound to happen at any moment. You have broken on through to the other side, if you will.

These are the same tiles, the same rocks and joins and gargoyle faces. The only difference is the color, yet they have a totally different psychological affect, particularly in contrast with other color schemes. Although the primary reason for the palette swap is to save precious cartridge space, the consequence of seeing the same shapes in a new light is a sense of deeper understanding to their properties or to the change in narrative context that goes along with the swap in palette.

There is therefore value in designing an ambiguously variable palette: red can be cleanly swapped with green or whatever other color to change the game’s nuance from area to area, without need to create a whole new tile set. There is an elegance in minimalism, that is worth exploring before you start to add on extra junk.

So, level three is a palette swap of level two. In other news it is, I believe, here that I began to experiment with larger monsters. The thing is, Game-Maker’s engine and tools only allow monsters of exactly 20×20 pixels — and their behaviors are very simple. To make larger monsters means splitting the monsters across several 20×20 monsters that behave exactly in sync. If the player should kill one of the monsters, or perhaps a particular monster that is more susceptible, it then needs to emit some kind of “mop up” monster that can scoot around and kill all of the other monster parts.

My success here was limited. I littered the levels with large, moving background elements — and they were fine. They were also invincible, and fairly simple. At this point I had no idea how to approach bosses under these limitations, so they just amounted to large, static blobs of monster parts. Kill one, and an aimless explosion will swirl around to engulf the other monsters — occasionally missing a piece or even birthing an all-new cockpit or nose cone, due to a bug in the monster engine.

As I designed and submitted this material, the underlying software was in transition. Whereas I built the first games in an earlier stable version of Game-Maker, I built the final ones on increasingly stable versions of the new engine. Often RSD would go back and patch my earlier games, to bring them up to the level of the later ones. Some of those adjustments, like a couple of cutscenes added to Crullo: Adventures of a Donut, I only noticed fifteen years later.

Crullo is a curious one. It is here, I believe, that I began to go overboard with Deluxe Paint‘s gradient fills. I had developed a technique for drawing all of my sprites and background tiles in Dan Silva’s program, and had found the process both much faster and much easier than fiddling with RSD’s (generally well-made) Block Designer.

Deluxe Paint remains one of the best tools for editing low-res pixel art, and the most useful of its successors are basically enhanced ports or tributes for Windows. Its most heralded feature, rightly so, is its Brush feature — which basically allows the user to scoop up parts of an image, turn them into rubber stamps, and save them for later. When you add in the manipulation tools for those brushes, the ramifications of this feature are endless.

Less famous yet just as important is Deluxe Paint’s palette system, which is heavily slanted toward gradients. Establish colors A and B, twenty spots apart on the palette, then click a button to generate a smooth transition of twenty colors between them. You can then define and save this range as a gradient, and use it as you would a normal color, to paint, fill, spray, and whatever else. If you choose to fill, there are several powerful options as to how to distribute the gradient within the fill area.

If you know little about highlights and shadows and you’re a little bit lazy, it is easy to form a dependency on these fills. They look pretty good, and they only take a few clicks. They are also very distinctive; you can find their artifacts in nearly every VGA game, retail or Shareware, produced between 1989 and 1995.

Crullo was where I decided to use these fills for every visual element. I figured that to do so would make my games look professional — and it was so simple. Granted, the results were very consistent; it was clear that all of the elements had a common origin. In retrospect, they also look rather sloppy and generic — and at times so consistent that it can be hard to tell elements apart, for all the dithering.

As was my pattern, Crullo was derived from its character, a powdered doughnut with a jelly filling. Previously I had based a few games on inanimate objects. This particular doughnut began as a full-sized Deluxe Paint illustration that I shrank down and turned into a brush, and then later incorporated into an earlier game as a monster. It was a given that the game would incorporate monsters, and so it was a given that Crullo would need a way to attack the monsters. Thus, the addition of a jelly filling that Crullo could squirt out as a squid might squirt his ink.

As an aside, I was really confusing the doughnut situation. By no means was Crullo an actual cruller; more of a Hostess cake ring. Neither are these cake rings typically filled with jelly; jelly doughnuts tend to be a puff pastry with no center hole.

Anyway, because the protagonist was a doughnut I chose other baked goods for the antagonists — croissants, bagels, English muffins, water biscuits. As it was also a given that the game would contain item pick-ups, I filled the levels with Sonic-style rings of various colors; rings, because of the doughnut theme.

I dove right into videogame cliche by giving Crullo a missing girlfriend to rescue, and by sending him through a series of castles themed after the elements. I never really reflected the levels’ themes in their design; the only difference between a water level and a wood level is the appearance of the background tiles.

I also had not yet clicked on the idea of designing a tight control scheme for the character and then building levels around the character’s abilities. As with my earliest games, I figured that it was enough if it was technically possible to progress. The harder it was, the more I felt that I was getting something over on the player. Why I felt this was a good thing, and what I thought I was proving, I’m unsure.

While I was busy going pre-Photoshop crazy with the visuals, I also decided that the sound could use an impersonal touch. Whereas my earlier games had involved laboriously recorded and manipulated sound and voice effects, edited in a line of programs ending in Cool Edit Pro (the predecessor to Adobe Audition), I felt that it would be more professional to record sounds from a Radio Shack keyboard. RSD had asked for more musical effects, and clearly a game about a doughnut was the place for Casiotone.

The result is a disconcertingly cold soundscape, that feels incongruous with the game’s concept and the rest of the presentation. Between the lifeless, echoey sounds punctuating every action and the impersonal, mass produced levels that don’t even particularly acknowledge the character or its properties, Crullo feels a little eerie. Distant.

Despite this, the game seems popular in some circles. I keep getting hits from message boards in South America, and at least one fellow seems to use it as a test game for new ports of DOSBox. Again also, RSD saw fit to keep fiddling with the game and to include it with a demo of their software. I guess there must be something to it.

Before Crullo, I had already attempted ten other platformers. You would think with that experience I would have been on a roll. Instead, I think I just fell into a pattern too early. Even if my techniques were flawed, and I was coming at design from the wrong angle entirely, I thought I knew what I was doing and so I was designing on cruise control. Every shortcut that I could find to streamline the process, I would exploit as far as I felt like bothering. Spending too much time on a single project meant a delay until I could focus on something else, so there was always a rush to just finish things. The time for learning was over. With Crullo, the rush was all the more urgent. Here, for the first time, I had money to worry about. Money, and a schedule.

After three fairly ambitious, if short, games my energy was at an ebb — yet I had to keep going. For my next trick I would further explore the idea of palette swapping. The Patchwork Heart consists of four levels, three maps, three color schemes, and a big jumble of design concepts.

Really the idea was to see how much variety I could milk out of a minimum of minimally designed elements. The character is a simple golden sphere, shaded with Deluxe Paint’s gradient fill. Aside from the death sequence, I think there may be three frames of animation. All four levels use the same pool of background tiles. The monsters are all borrowed from Zark (so in turn I decided that Heart was an indirect sequel to or spin-off of the earlier game). The backgrounds are repetitive as hell, though they do employ some of the unbroken-line design of Zark.

Within these tight boundaries, I kind of went crazy. I am still unsure how I arrived at some of the design decisions. Although the character has barely any animation, when it moves it emits trailing monsters in the form of motion waves. These waves are as powerful as the character’s main beam attack, allowing some close proximity defense as well as some visual interest. Defeated enemies crumble into pools of blood; in a nod to Wolfenstein 3D, the player can then drink the blood to gain or recover life. Oh, and in case the player gets stuck there is a suicide key.

With a mind to both Theseus and the philosopher’s stone (perhaps as combined by Carl Barks), whenever the character touches a hard surface, the surface turns to gold. Initially this property merely seems curious; the player may be tempted to touch as many surfaces as possible, to make a mark on the world. In stage three, the power becomes more important.

The first two levels, and the fourth, are all traditional platformers. The first two are actually the exact same level, repeated with one weird and minor difference. At the end of the first level, the player is granted a super jump ability. The game makes no effort to signal this event. Halfway through the second level, the player has one opportunity to use the power. Miss it, or mess up, and the player is stuck forever. Succeed and continue on to the third level, which uses the same background elements to present a top-down maze. The character can move freely in all four directions.

Here’s where Theseus comes into play; given the Midas touch, the player can and most likely will mark every path along the way — thus turning the typical frustration of a maze level into a sort of a cathartic cleansing operation. There is no losing your way when you know everywhere that you’ve been.

Despite the minimal effort involved, I got very positive feedback to The Patchwork Heart — and I don’t just mean all of the weird Russian websites that pounced on the game. When I spoke to RSD on the phone, the CEO told me he liked the game more than Peach. At the time I had trouble believing that. Perhaps I should have listened, and taken a hard look at what I did right.

Peach the Lobster is a total opposite to the minimalism in Heart. This was my most ambitious game to date, and I was so proud of it. If The Patchwork Heart was one of those papers that you write at 2:00 AM on the due date, that mysteriously earns you a commendation from the professor, Peach is one of those masterpieces that you labor over for weeks and that lands with a relative thud.

To my thinking, RSD needed a mascot. It was 1994; what game company didn’t anthropomorphize its brand? RSD did okay with Penguin Pete and Smiling Savage Pete Pipeman, but I felt the need for something more dynamic — more like Sonic the Hedgehog. That, I decided, would be my penultimate game: the one to put RSD on the map.

This was going to be a serious, professional project; the centerpiece of my work for the CD-ROM. That meant employing Deluxe Paint to an extent that I never had before. Rather than hand-animating the character and monsters, I took a leaf from Wolf Team’s Earnest Evans and individually drew each limb and body section. Or, rather, I drew the outlines of body parts and then used the gradient fill tool to shade them. I then used Deluxe Paint’s brush rotation tools to assemble the parts into frames, and imported them into Game-Maker as sprite sets.

As pastiche goes, Peach was as literal as I could make it. I put the character in a track suit, because Sonic is all about running. All of the items are stored in computer monitors. The first world is similar to the Green Hill and Emerald Hill Zones; the second resembles the Labyrinth and Aquatic Ruin zones. The level intro slates are based on Sonic‘s Zone introductions. There are a few hints of Castle of Illusion and Altered Beast, but basically Peach is a Sonic clone that makes Jazz Jackrabbit look bold and original.

The game is focused through a blend of myopia and tunnel vision. I tried for visual consistency by overusing Deluxe Paint’s tools, but I failed to design the levels around the character’s animations — so often the player needs to glitch the game to proceed, or cannot possibly foresee an upcoming hazard.

I tried for clean animation by scientifically breaking down the sprites into segments, but I failed to think through what I was animating. All of the monsters are 20 pixels high or shorter, and Peach fires his weapon around 20 pixels from the ground — meaning that the player can rarely hit anything.

As in Zark there are a few multi-block monsters, but they are static and completely devoid of animation or meaningful player or level interaction. Their main virtue is that they happen to be large.

I did plan ahead to ensure that most of the enemies are ducks of some sort — but why ducks? The protagonist is a lobster. Why a lobster, for that matter? (And where are the rest of his legs?) What exactly was I doing, and why?

For all the time that I spent on wiring it together, Peach is a remarkably disjointed game. I was so focused on copying someone else’s game that I failed to mind whether that mission made sense with the tools at hand, and I paid even less mind to the shape and cohesion of the game that was actually developing as a result of my efforts. Peach is an inept copy because Game-Maker wasn’t made for a game like that; it is an incoherent game because I paid less attention to what I was doing than to what I wanted to achieve.

This wouldn’t be the last time I trusted technique and technology over my own artistic judgment; it is one of the more overwrought and under-thought examples. Regardless, it seemed to gain some traction in the MS-DOS canon. Peach is one of just a few Game-Maker games listed on Mobygames. So far as I know, it’s the only Game-Maker game used for official testing of DOSBox. In other circles, Peach is sort of an ironic meme.

The game must also have struck home with its publishers, as RSD soon refitted Peach with a new intro area and some slideshows, then distributed it as a playable demo for Game-Maker 3.0 — much as with A-J’s Quest, years earlier. This time, though the game itself became the demo.

I was unaware of these machinations. I just knew that the window was closing quickly, and that I wanted to finish up one more game before my deadline. A clean half-dozen; I felt that was respectable. I believe I asked them to wait for it; I had a simple idea, and I knew that I could finish it in a few days.

Clyde & Zeke is a game about two ducks. It consists of one map, a small tile set, a simple character, one enemy creature, two power-ups, and a gimmick creature — that being the second duck.

One of Game-Maker’s more confusing and least exploited features is its monster attack animations. Even the name is confusing. In this case a monster is any non-player sprite: a weapon, an NPC, a moving platform, or an actual adversary. Normally monsters can move at a set speed toward the character, away from the character, randomly, or along a set path. If the user defines a path, then along each leg of the path the monster can move at a different speed. Simple so far.

Each monster can also have a secondary behavior, that triggers in proximity to the character sprite; those behaviors can be relative to or independent of the sprite. When used well, this second move can greatly flesh out a monster’s behavior. It can make monsters responsive to the player’s actions, or ensure that beneficial monsters remain by the character’s side — almost like an extension to the character.

The problem is that this secondary movement is so hazy to define and hard to exploit. It is never clear how close the character must be to trigger the behavior, it is a matter of trial and error to establish the behavior in relation to a character, and it is not guaranteed that the behavior will always work as intended.

I lucked out with A-J’s Quest; my first game out, I gave the character a sidekick monster — and it worked pretty well. After that, I shied from the attack movements. They were frustrating, and I was intimidated. For my last demo game, then, I chose to demystify the feature. This game would be all about the monster attack movements — how to employ them in a game, and how to turn them into a deliberate game mechanic for the player’s benefit.

The player’s only attack or defense against the encroaching paper boats is his far more aggressive companion duck, Zeke. In theory the player should be able to circle and whip around to snap Zeke at the boats and destroy them. If the player isn’t careful, then Zeke may also eat the fish and bread slices before the player can get to them.

None of that really works. All that happens is that Zeke slowly follows Clyde, and then rapidly spins around on the spot. The player can defeat the boats by staying very still and allowing them to approach from the side. Most of the time, Zeke will destroy them before they can touch the player. Whether the mechanism that I imagined is feasible within Game-Maker, I don’t know. I just know that I couldn’t do it at the time, in the time that I had.

Regardless, I sent the game off. I understand that they received it; for whatever reason, it never made it into the CD. I think they paid me for it, though. Thus my first contract job ended on an awkward note. What else is new!

Some months later, the CD-ROM had yet to arrive. I knew the concept of lead time, but this was my first published work. Four months is an eternity. I began to obsess.

One night I dreamed, rather prosaically, that the package had arrived. I opened the package, and marveled at the CD inside. It had a cyan logo, in a curvy sans serif typeface, warped around the upper semicircle of the disc.

I woke from the dream and wandered downstairs to the front porch. There was a package for me. I opened it, and it was the new version of Game-Maker. The disc was exactly as in my dream, down to the new typeface, except that the lettering was orange instead of cyan.

I have a poor memory for color. If I actively know something, I’ll remember it; for passing memories, I tend to remember colors as their exact opposites across a color wheel. I remember red banners as green, blue signs as yellow, and of course orange as cyan. So, that’s sort of interesting.

That was almost the last that I heard from RSD. There were a few phone calls and letters, but the lead programmer and CEO was busy with school and other projects; within a year they abandoned support for Game-Maker altogether. I still played with their engine, though — first in hope of various feature upgrades, then absently, without ambition.

For all my bad habits and lack of insight, I was a different designer after this commission. Being forced to apply myself creatively at once drained me and encouraged me to think more efficiently about design. This was also probably the first time that I thought about creating for someone else, rather than just my own benefit. I had to keep in mind both the publisher’s needs, stated or otherwise, and the needs of the end user who would be dissecting my games for their own education.

The commitment also ensured that I saw each project to its conclusion. They may not all have been perfect, but I finished six games in a fairly short time — and some of them were as ambitious as I had ever tackled. Without that responsibility, the games would have lingered. Maybe a couple of them would have wound up better for the added time. I’m sure that Peach would never have gotten beyond the first level, if that far.

Most of all, this commission gave me confidence. This was the first time that anyone paid me for a service, and it was for my creative work. More than that, I had a published volume that I could wave around. To an extent I felt that all of my years of screwing around with my NES and Genesis were justified. All of the people who had mocked my comic strips and shrugged at my early games were irrelevant; this work had brought me somewhere.

I was high on my heels. I felt I could do anything. I knew the software inside and out. I felt appreciated, and a part of something important. This was the perfect time for me to show off.

Next: the return of the insertion games.

Rules

  • Reading time:6 mins read

Recently I got some positive feedback to an old article for GameCareerGuide and Game Developer Magazine. The comment was from an instructor of game design, who appreciated the main point of the article: when possible, avoid wasted space.

The premise (and one of my basic assertions about design) is that deliberately or not, every component in a game communicates information to the player. The task of the designer is to pay attention to what and how the elements communicate, and to use those properties to communicate deliberately.

Ideally a game will instruct, inform, and illuminate its own premises with every beat of play — and ideally all of that will be invisible to the player. A game that fails to communicate deliberately will often misfire and lead the player down undesirable paths, or otherwise fail to explain itself to the player. Either result will tend to lead to a sense of manipulation or neglect, which in turn will lead to frustration and boredom.

In the article I singled out a very good game that due to its scale and ambition is not often prone to criticism. There are many of these games — imperfect, yet grand enough to be holy. Since they are holy, every part of them is beyond reproach. It’s the same problem with any medium, but gamers seem to get out less than other connoisseurs and from my experience often have less of a frame of reference.

The trouble with situations like this (that is, the golden calves) is that bad habits, unexamined, become codified. People repeat them by rote because that’s what they know. This poor grounding sets up a basic lack of discipline to design, which leads to further lapses in judgment, which only exacerbates the psychological detachment between the player and the design.

So although those original games may be solid, with just a few problem areas, a failure to illuminate those problems may be irresponsible by virtue of the games’ influence. That, to my mind, is one of the biggest failings of modern game design. If something generally works, the overwhelming tendency that I see (in the press, in the design community, and in the most obsessive audience) is to let the problems slide.

With videogames, blinders are almost a badge of honor. If you can’t overlook a few minor problems then you’re a casual player, which means that you don’t know what you’re talking about. Since videogames tend to be highly technical and specialized, only experts are qualified to comment on them. One of the worst insults for long-time gamers is to call someone a casual gamer, or a non-gamer. It’s like you’re either with them or against them. If you’re against them, then nothing that you say is of value.

The responses that my writing generates, then, tend to fall into two categories. In the first circle we have the game designers, the artists, the creative, and the analytical. In the second we’ve the gamers, the forum trolls, the obsessive, and the consumers. Broadly speaking, category A seems to appreciate my game writing. Category B does not.

The typical category B response contains any of a few common elements. Usually it’s angry, usually dismissive. The reader will focus on a passing error of fact — I counted the wrong number of stages or I didn’t know about a secret code — and ignore the actual argument. The user will complain that I failed to cite any sources, and insist that my arguments mean nothing unless I’m quoting someone else. Most often, the reader misconstrues the article in ways that I can neither predict nor understand. When I explain where they misread the piece, they tell me that I’m wrong and that what they interpreted was what I really meant.

As rude as it may sound, my experience shows that gamers tend to have real problems with reading comprehension.

My typical category A response contains none of these elements. The reader may have missed a shade of meaning, or failed to connect a couple of dots in my argument, but they get the general picture. If I clarify the point, they tend to accept it. They might offer a well-reasoned counter-argument. They express relief that someone has verbalized an issue that has bothered them. They express surprise that this is the first they have heard or thought about the issue, and vow to think about it further. Even if they don’t agree, they are interested in the arguments and they respond with civility.

By its nature, Group A is interested in how and why things work. It always wants to know how things could be better, more elegant, more eloquent — because its members themselves have a need to express themselves clearly. Group B is interested in how things are, and how they have been. The current consensus is the rule, and the only ideas that matter are those that reinforce that rule.

It’s a battle of principles versus facts, subjects versus objects. Both are, in a sense, rules — and rightly so, as videogames are all about rules. Again, though, it’s focus and priority. A principle says, “This is a good thing to be aware of.” A fact says, “This is true.”

Though they lend a practical weight, facts tend to shut down discussion. The only inherent meaning they hold is a record of what has been said before. When the thing that we’re talking about is a medium of communication, the most rational way to address it is in terms of pragmatic idealism: given the tools and limitations at hand, what’s the best way to say what you want to say?

Expressing ideas is difficult enough that outside of a deliberate exercise it would be irrational to close off any useful options or avenues of expression. When talk turns to videogames, however, that is a common response.

I have said before, with no small hyperbole, that the ideal game designer would never have played a game before. You can see why; in place of preconceptions, all they would have is conceptual problems and solutions. Likewise, I think the ideal game should be transparent to someone who has never seen a videogame. From my experience, I think that the people who matter generally agree. The gamers… not so much.

The eternal question is how to achieve this transparency without without sacrificing nuance or complexity. Hit the balance right, and the gamers won’t know the difference — but the new players will think you’re speaking just to them. This is the way that we keep the medium alive.

The best answer that I can give is to keep talking about it. So long as the wrong people keep telling you to shut up, you know you’re on the right track — and if the noise starts to blur the path a little, a little support from the right people can help to make it real again.

The Principles of Game Design, #6

  • Reading time:1 mins read

The worst thing a game can do is assume the player has nothing better to do than play a game.

If you’re not enriching the player’s life, you are stealing the player’s time and replacing it with emptiness. This is not only socially irresponsible; it has the side effect of burn-out. Eventually the player will notice how little he is getting from the medium, and will cease to participate.

Just assume that the player has a life that does not revolve around jumping through your hoops, and they won’t necessarily do everything you tell them to just because they’re holding a controller. If you’ve got something to say, figure out how brief and rich you can make it.

The Principles of Game Design, #5

  • Reading time:2 mins read

A valuable item doesn’t make things possible; it makes them easier.

Locks and keys are the clumsiest of obstacles, and they take many forms. If it is impossible to enter a dungeon without a wand that can burn the surrounding bushes, and the wand serves little purpose other than to permit the player access, then it is little but a key. A key holds no practical value; its value is symbolic of a current lack of hindrance — and in its subtext, it speaks to the player of helplessness in the face of an arbitrary and contrived world, built to impede the player rather than to provide opportunities to explore and learn.

The items that become treasures are those that expand the player’s horizons by allowing the player to transcend the routine and inhabit the world on a higher level. They don’t unlock basic functions so much as they provide a better way of doing things. Much as a good home appliance relieves a person from the burdens of daily maintenance, Link’s recorder relieves the player from having to continually walk familiar terrain. His magic key means no more worrying about keys. His wand means no more worrying about sword beams. Add the magic book, and no more fussing with candles either.

Perhaps the greatest treasure in a recent game, Gordon Freeman’s gravity gun makes everything in the world both tactile and potentially useful.

Unlike previous Gradius games, in Gradius V losing your power-ups is a setback rather than a death sentence. All it means is that you have to be more careful. Likewise gaining power-ups means that you can relax and better appreciate the game’s nuances, but beyond that insight the player misses nothing crucial by failing or refusing to upgrade.

There is a place for locked doors, both literal and functional — but think about why you’re using them.

The Principles of Game Design, #4

  • Reading time:1 mins read

Every piece of a game’s method must reflect the game’s object, unless that contrast is part of the game’s object.

A game’s method is defined as the manner in which a game conducts itself — the rules, actions, and objects that comprise play, and the way that they interact. A game’s object is the overall idea that the game serves to communicate. Whether or not the designer has considered the game’s message, by the act of playing the player will receive one.

Every action is a verb, and every object is a noun. The game tells a story by the manner in which every action happens to every object. Therefore everything that you ask the player to do, however minor, is a part of the message that you are communicating to the player. Taken as a whole, the most common behaviors over the course of play define the perspective that the game communicates to the player.

The Principles of Game Design, #3

  • Reading time:1 mins read

A videogame must communicate through game design alone, unless the information is incidental to the game’s object or method.

Avoid all exposition. If you can’t explain an idea through pure game design, then you need to rethink what you’re saying and why.

The Principles of Game Design, #2

  • Reading time:1 mins read

Every environmental cycle must introduce a new point of interest, unless the absence of that interest is part of the game’s object.

An environmental cycle is defined as a complete refresh of the player’s surroundings, be it one screen (in a 2D side-scroller) or the area between here and the middle distance (in a 3D game). The specific measurement differs from game to game according to its pacing, format, and spatial sense.

A point of interest is defined as a new concept, or a significant elaboration on a known concept. The concepts need not all be profound; they need only expand the player’s perspective on the game’s object or method.

The Principles of Game Design, #1

  • Reading time:1 mins read

A game must assume no prior knowledge, unless that act of knowing is part of the game’s object.

This principle extends to knowledge of prior game design, as well as to knowledge and experience beyond the medium. Of the two, the former is more of a fundamental problem.

The History of A-J Games: Part Seven

  • Reading time:18 mins read

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

Did I say that things got better? Maybe eventually, but first we need to backtrack a bit. So far we’ve been looking at character games. Some of the characters are fictional; others are based on people I knew or who I didn’t know were fictional. Whatever the origin, these games are based more on objects than subjects. They didn’t start out as theories or experiments, or attempts to express a thought or feeling though the psychology of game design. Maybe in dropping these objects into the pond I drew some subjective ripples, but in principle my methods would have fit right in at THQ.

What we’re going to talk about now is another level of objective. You will have noticed my constant references to other people’s games — mostly professional, mostly derived from the Miyamoto-fed Japanese school.

It’s normal enough for one artist to look to another for inspiration; art is a form of communication, and nothing speaks to an artist like art. It’s also normal for a novice to model his or her work on something familiar. You can’t begin to speak your mind until you know the language, and you have some idea how to fit the pieces together to express ideas. An illustrator traces to get a sense of form; a musician may spend a lifetime interpreting other people’s music before he feels comfortable writing his own.

I guess what I’m doing is justifying creative laziness. I applaud the growth of new forms, and there will be a period of grasping before a form takes shape, but I always wonder why people will take an existing recording, loop it, and add a few riffs on top. If you drew inspiration from Abba or some Motown artist, great. Build on that. Then, erase your tracks.

There can only be so many Andy Warhols, making a statement about our perceptions and expectations of art. There is a place for collage and documentary, and cultural commentary. Generally, if someone is claiming a recognizable hunk of someone else’s work as his own, to me that speaks of a character flaw. It says that the derivative artist doesn’t give a shit about the original artist, about his or her own reputation, about the integrity of either the original or the derivative art, or about the intelligence of the intended audience.

Unless it is very well signaled I don’t really buy the tribute angle, and I have little patience for pastiche. I hate it when people quote from presumed authorities to make their own points in an argument. I cannot abide organized systems of belief or thought. If you can’t find your own thing to say, in your own words, I don’t want to hear from you.

So this chapter is about my own hypocrisy. I don’t know what parts to damn and what to excuse, so I’m laying out the whole problem now. I also have problems with absolute perspectives; as strict as I may sound, I know that nothing is ever that simple. There’s the principle, then there’s pragmatism. And sometimes to embrace the principle one has to spend a while fighting it.

Take piracy, in the modern lawyered-up creative sense. Is it wrong to copy someone’s work? Maybe; why are you copying it? And what’s the result? Did it do more harm, or more good? I think that copyright should expire after fifteen years, as you can’t control an idea once it gets into the DNA of public thought — but I also think that the original author should be able to enforce attribution. Organized chaos, if you will. Evolution with footnotes.

That doesn’t stop my own guilt when I indulge (as with the borrowed images in these posts), or temper my annoyance when someone builds on my work. I guess I should just get over it.

My least shameful tributes are those where I feel I built something original out of the borrowed material, however wholly I may have borrowed it. That isn’t to say that my divergence was deliberate. How much if art is really deliberate anyway? Anything that matters is usually an accident of technique or circumstance, and anything you try to do tends to end up obvious and meaningless. Why is that? Well, think about it. If you can’t even surprise yourself, how interesting do you think your ideas really are?

Nejillian Flux was supposed to be a carbon copy of Gradius, maybe with a bit of Life Force for variety. As it happens, RSD’s Game-Maker is a poor platform for scrolling shooters. They knew it, and improvements were on the radar, but they never quite happened. So I found some workarounds. Not good workarounds, but distinctive ones.

This was an early project. I can tell you how early because of an even earlier pastiche. When I was finishing up Linear Volume, I asked my client for a title. Linear Volume, he said; I went with it. I also mentioned my next project, a scrolling shooter based on Gradius. He told me to call it Nejillian Flux. It sounded good, so again I went with it.

To this point I had designed, I think, six games — three platformers, and three adventure-RPGs. Although I completed most of them, only one of those games — A-J’s Quest — had been very successful. I figured maybe it was time to try something new.

I hit three technical problems: scrolling, map size, and power-ups. The most fundamental of those is the scrolling, or rather the lack thereof. Game-Maker only supports a strange shifting-focus scrolling, where the camera always tries to place the character sprite 1/3 of the way from the opposite edge of the direction of the character’s motion. If the character is running right, the game wants to put 1/3 of the screen to the left of the sprite and 2/3 to the right. The same principle goes for all four cardinal directions, which in a game with free movement can cause the camera to lose all reason.

There are ways to work with this trait, but for a scrolling shooter it is fatal. The two common workarounds are to point the background gravity sideways, or to adjust the character motion so that it must always move in one direction. Neither really works, but if done well the player gets the general idea.

A related problem is in the engine’s strict map dimensions: exactly 100 pixels, square. That’s 6-1/4 by 10 screens, which may be fine for an overworld map. If you’re scrolling exclusively to the right, that means in less than 7 screens you will loop back to the start. Think of Eugene Jarvis’ Defender.

My solution was to double-decker the levels, and to hide a tunnel between the two stories. The player would keep looping until he or she found the passage, from which point the level became linear until the end. An eccentric choice, but it was the best I could think of at that time.

I also ran into problems with the weapon upgrades. The engine does not allow for arbitrary character or control states, so you can’t simply pick up a weapon and use it. The only solution is to give any weapon pickups a hierarchy, and to limit their ammunition. So if you pick up a very powerful weapon, you may only have 20 shots. When you have expended those, you default to the next most powerful weapon for which you have ammo. If you want to use one of the lesser weapons, then first you have to blow through the greater ones.

Then there is the question as to what makes a tougher power-up, as Game-Maker is very black and white about power levels. If your weapon has a level of 150 and the monster is at level 100, then the weapon kills the monster. If the monster has a power of 151, then the weapon does nothing. So weak weapons are pointless, and powerful weapons are perfect. If you’re creative you can find some lateral solutions; in 1993, I was not that creative.

Game-Maker’s engine was always a point of contention and curiosity. With a little lateral thought, it was capable of many things. Its odd and often simplistic arrangement resulted in dozens of unlisted features, and encouraged creative problem solving. Its comfort zone, though, lay in top-down action adventure games. It had the inventory and the four-way scrolling of a Zelda or Crystalis, and it was much happier when one avoided things like gravity or nuanced control schemes.

There are three ways of approaching a set of limitations. You can fight them, you can work within and around them, or you can subvert them. If you fight them, generally you will lose and your work will suffer. If you subvert them, you can produce very clever tricks to wow your peers who know what you’re up against — but chances are the tricks will be glitchy, and will fail to impress anyone else. If you work within the limits, maybe the walls won’t be so obvious and your work will be able to stand on its own merits.

Link vs. Gannon was my first go at working with the engine. This was maybe two or three games before Nejillian Flux. It was clear to me that neither platformers nor RPGs worked to Game-Maker’s strengths, so I relented. If the engine was geared toward Zelda, as it appeared to be, I figured I might as well see how close it could get.

The NES Zelda games are amongst my favorite things ever; the first for the actual moment-to-moment design, and the second for its weird atmosphere and its bold deviation from the original. I loved the claustrophobic focus, but I also loved that sweeping adventure too large to record in every detail — so I combined the design and dungeons from the first game and the free-roaming world of the second. Points of interest were scattered around a huge area, broken up by fields, rivers, hills, and bridges.

I doubt I meant to finish the game, and indeed Link vs. Gannon is the first that I left incomplete. I just wanted to figure out what the engine would handle well. The frustration came early on, when I realized that I was fighting far more than I had planned.

I often think of Game-Maker, if it just had X feature then it would be complete enough and I could work with all of the other problems. When I was in high school, I really needed a better music format. At other times I needed text boxes, or more detailed control mapping, or more complex enemy logic. On reflection, I think the sorest omission is the ability to make pervasive changes to the gameworld.

Here’s what I mean by that. In Game-Maker’s engine, the character can interact with the background — change blocks, pick up objects, kill monsters, and increase abstract counters linked with things like keys and locks. If the player dies or leaves a level, all changes to that level are reset — yet all counters remain as they were. So if you have a level that contains a precious item, you can pick up the item, leave, return, and pick it up again. If you kill a boss then return, the boss is back. And so on.

For a game like Zelda, that is all about exploring, discovering precious tools, and making slow significant changes to the world, it is disconcerting when nothing the player does can stick.

There is a way around this issue, but it involves a bunch of busywork and a tangle of logical wires that are very easy to lose track of. I also didn’t hit on the solution for a very long time. If I did, then evidently I never felt it was worth the effort. And that was my ultimate decision with Link vs. Gannon; it wasn’t worth the energy to figure out how to make it work, or to draw custom background tiles, or to put real work into the level design. I filed the game away, and for a while I continued with my own projects.

Over the years, the counter-and-flag issue kept raising its head. If I tried to do something complex, it was the lack of flags. If I tried to do something simple, it was the counters that wouldn’t reset. One of my more successful games, curiously enough, was a very hard Pac-Man clone. I asked that anyone who enjoyed the game simply send me a postcard, saying “I like Pac!” I got maybe half a dozen cards over the years. Nejillian Flux also traveled a bit. For a while it seemed I couldn’t browse a shovelware CD or Russian shareware site without stumbling over the game.

The problems with Pac were twofold. First, there was no way to contrive it so that power pellets made the character immune to the enemies’ touch. I got around that by turning the pellets into projectiles that the character could spit out. More worrisome is that if the player died before eating all the dots, the counter would carry over but the background would not. In retrospect I’m sure I could have contrived a way to drain the counter at the start of a new life, but the solution I found was to give the player only a single life. One life, one hit point. To reach the end, you have to play a perfect game. Not the most elegant solution.

If it wasn’t the flags and counters, it was a lack of arbitrary character logic. Pac can’t eat ghosts, and Mario can’t stomp enemies. For kicks, one of my later projects involved transcribing the background tiles from Super Mario Bros. and the sprites from Super Mario 3, almost pixel for pixel out of a magazine, in attempt to find some way around the stomping issue.

Even more so than Link vs. Gannon, Jario! is barely a game. I didn’t bother to animate the sprites or design a real level; my whole concern was with trying to force an issue on which the engine wouldn’t bend. It was just as well; I never much liked Mario anyway.

So most of my tributes were a bust. That can be a problem when you have a fixed idea of what you want to do. When you follow the tides of intuition, things tend to just work. You take what comes and you look for something unusual to build on. When you’ve a specific goal and method in mind, anything can trip you up — and since that’s not where your head is you won’t be prepared to roll with the problems and compromise. As time went on I softened in my preconceptions as to what I wanted from a game, as to what a game was, and as to how to achieve that.

About thirteen years after my last Game-Maker project, I unearthed the software as part of a series for an indie game blog. I was surprised how good the design tools still were. If anything, they were more fun to use than most of the games they produced — clear, intuitive, instantly rewarding. I knew the engine’s limits, and I was curious how well it would serve to make a contemporary indie game. In my articles I had mentioned the engine’s strengths; as a test, I chose to replicate The Legend of Zelda as exactly as possible.

I ripped the original sprites and background tiles, then enlarged them by 25% in Photoshop to fit Game-Maker’s standard. It turned out that despite the difference in scale one Game-Maker screen had the same number of tiles as an NES screen — so I recreated the maps as closely as I could, block by block. I found tricks to allow Link to burn bushes and touch an Armos to bring it to life (and maybe find a secret passage). I gave the Octorocks complex behaviors and allowed the Leevers to burrow, immune to the player’s protests.

The only real problem remaining with Overworld was the counter/flag issue. I used a web of level nodes to ensure that Link would only find the wooden sword the first time into the cave, but I knew that after just a few choices the game would soon get much too complex to keep track of that way.

I stopped after filling the world map; I figured I made my point. The dimensions are different from the original Zelda overworld — taller, narrower, and a little smaller overall — so I made do, compressing some locations and expanding or moving others. I figured if I ever continued with the game I could split the overworld across two maps; maybe connect them with bridges across a river.

Although the game was never a serious effort, and indeed took no more than a few hours from me, my mind began to swim with the new techniques I found while bending and cajoling RSD’s engine — the screen-by-screen level design; the complex monster behaviors; the constrained color palette; multi-stage attacks; new monster birthing techniques; and in particular, using monster counter-buffers to alter the level geometry. Those techniques, and their very buggy repercussions, would become the basis for Builder, my first new Game-Maker game in half a lifetime.

Builder was a web of secrets, accessible only to a player who surrendered to and explored the engine’s glitches. A big part of the design involved ensuring that the game’s secrets remained secret until the player hit the right triggers, which on the lowest level I controlled with level nodes and paths. Finally a Game-Maker game responded meaningfully to the player’s actions, and in the most profound sense it did it behind the scenes.

Between these new tricks and my success with Builder, I was ripe with enthusiasm. It had been ages since I had worked on any game, never mind this old engine. I had the notion that I would pull out all my old unfinished Game-Maker games (nine, including Overworld) and wrap them up with style. I would put a cap on that whole thread of my life. No one would ever play them or care, but I would feel a sense of closure.

After perusing then discarding the obvious candidates (The Return of A-J, Sign of the Hedgehog 2) I turned to the best of my tributes, one that had lain neglected since 1994. Rōdïp was the unripe fruit of a competition with another Game-Maker user, a fellow whom I had met through a long distance dial-up board. Both he and I set about designing Blaster Master tributes; his was nearly as literal as Overworld, and my game took on a life of its own.

The vehicle looked similar to the one in Blaster Master, and on paper it had similar abilities — and the background tiles in the first level were similar to the tiles in one room of Blaster Master‘s final level. My vehicle controlled very differently, though — indeed better than nearly any pre-Builder character. The moves and attacks all had their own interesting flavor. The monsters were original and memorable. The level design needed work, but it involved some big, brave ideas. The game had spirit. I wondered why I ever put the game aside; it wasn’t much, but it was good.

It was also fully planned. Maybe I’d just had an Alfred Hitchcock moment and grown bored the moment I knew how the game would pan out. I had blocked the whole thing out — all of the levels, all of the bosses, the environments, the upgrade sequence, and the web connecting it all. All the game lacked was content and polish. So, slowly I added content and I polished it. Maybe I’m still doing it. I haven’t touched the game in months. Right now it just needs a final level, a transition level, and five or six bosses. I also need to complete a water level. I’d say it’s 80% done. I think I’ve just had other things on my mind.

The real trick to Rōdïp is its structure. It’s a free-roaming action-adventure; you beat bosses, earn upgrades, and revisit old areas to climb that wall or destroy that barrier with your new powers. This means affecting your environment, which means setting flags, which Game-Maker won’t abide without a headache.

Well, I survived the headache. The game has only a few items to account and maybe 18 unique areas, but it needs 80 nodes to track the changes and who knows how many links to hold it all together. If I weren’t intent on copying someone else’s idea of a game structure, I wouldn’t have bothered — but I did, and it works.

I’m building up to a point here. Hang with me.

Continuity notes:

After Nejillian Flux, The next game I designed was Explorer Jacko — you remember, the insertion game with all of the Star Control and Trek references. The ship that Jacko steals, early on? Why, the Nejillian Flux of course.

Also, some of the elements in Link vs. Gannon would later be incorporated into Linear Volume and Explorer Jacko. This is why in effect you will see Tektites bouncing around the fields of Motavia.

The story continues in Part Eight