I was very happy to have gotten this far. I had the Kid, the Prince of Persia, running and jumping on my screen. I was able to control it and perform all the normal actions. And it felt right. Timing, speed, animations. Of course it was spot on, it was using the original code written by Jordan Mechner, lifted from its Apple II grave and brought back to life, with a new purpose.

At this point I was sure I could do this. It would only be a matter of months. Oh boy, was I wrong.

From the Prince of Persia C64 Development Blog, in which the author writes with excellent detail about his recent hobby attempt to reverse engineer and port the classic computer game to the Commodore64 (warning: lots of posts about pixels, sprites and assembly language debugging – your entertainment value may vary). The original Apple ][ source code for PoP had long ago been lost, but the game’s creator coincidentally posted a handy excerpt of the game’s design documentation as a PDF on his blog, and many other ports existed, so…why not try recreate the original code?

Bonus: Prince of Persia creator Jordan Mechner has collated his original design notes and journals into a nice 300-page ebook. Neat! I’d love to have a whole series of these for classic games.

(Via O’Reilly Radar)

"Grape Nuts are the Neo Geo of cereals: everyone knows one guy who likes them, usually an eccentric distant relative, but most people have never seen or tried them."

Marco Arment on Grape Nuts vs Grape Nuts Flakes. (this is the only videogame-related line from the piece, but I like the analogy)

(h/t to @fizzboy)

If GLaDOS is running your treadmill, I suggest finding a new gym.

(Via GameSetWatch)

The Mansion - Technical Aspects 
If you love the old Lucasfilm games and want a peek into  how their venerable game engine worked from a very technical  perspective, you should read this article that walks through a  disassembled Maniac Mansion. Extra bonus: Ron Gilbert, the  creator of the SCUMM scripting language, drops a lengthy note in the  comments section with insider info:

One of the goals I had for the SCUMM system was that non-programers   could use it.  I wanted SCUMM scripts to look more like movies scripts,   so the language got a little too wordy.  This goal was never really   reached, you always needed to be a programmer.  :-(
Some examples:
actor sandy walk-to 67,8
This is the command that walked an actor to a spot.
actor sandy face-right actor sandy do-animation reach walk-actor razor to-object microwave-oven start-script watch-edna stop-script stop-script watch-edna say-line dave “Don’t be a tuna head.” say-line selected-kid “I don’t want to use that right now.”

I think it’s amazing that they managed to build a script interpreter with preemptive multitasking (game events could happen simultaneously, allowing for multiple ‘actors’ to occupy the same room, the clock in the hallway to function correctly, etc.), clever sprite and scrolling screen management, and fairly non-linear set of puzzles into software originally written for the 8-bit C64 and Apple II era of computers.
(Via the International House of Mojo)

The Mansion - Technical Aspects

If you love the old Lucasfilm games and want a peek into how their venerable game engine worked from a very technical perspective, you should read this article that walks through a disassembled Maniac Mansion. Extra bonus: Ron Gilbert, the creator of the SCUMM scripting language, drops a lengthy note in the comments section with insider info:

One of the goals I had for the SCUMM system was that non-programers could use it. I wanted SCUMM scripts to look more like movies scripts, so the language got a little too wordy. This goal was never really reached, you always needed to be a programmer. :-(

Some examples:

actor sandy walk-to 67,8

This is the command that walked an actor to a spot.

actor sandy face-right
actor sandy do-animation reach
walk-actor razor to-object microwave-oven
start-script watch-edna
stop-script
stop-script watch-edna
say-line dave “Don’t be a tuna head.”
say-line selected-kid “I don’t want to use that right now.”

I think it’s amazing that they managed to build a script interpreter with preemptive multitasking (game events could happen simultaneously, allowing for multiple ‘actors’ to occupy the same room, the clock in the hallway to function correctly, etc.), clever sprite and scrolling screen management, and fairly non-linear set of puzzles into software originally written for the 8-bit C64 and Apple II era of computers.

(Via the International House of Mojo)

Mechanical engineering student Terry Garret plays through a few levels of Bit.Trip.Runner, one of my favorite games of the past year. It’s a very challenging game, with simple actions but difficult timings that are set to fun 8-music and sound effects.

Oh, by the way, Terry is completely blind.

(Source: gamesetwatch.com)

"If architecture is frozen music, then a videogame is liquid architecture."

— Journalist and critic Steven Poole, author of Trigger Happy, quoted in an counter-point article by Michael Mirasol posted on Roger Ebert’s blog, Why video games are indeed Art.

I was really trying to ignore this whole business, but now someone’s gone and mashed up the Charlie Sheen rant with Animal Crossing. Damn.

I was really trying to ignore this whole business, but now someone’s gone and mashed up the Charlie Sheen rant with Animal Crossing. Damn.

The handsome logo for Segagaga, one of my absolute favorite video game concepts: you run a fantasy RPG version of Sega, the ailing game console company, fending off rival electronics behemoth SonyDOGMA (at the time, the Sega Dreamcast was facing its untimely demise). A surrealist, sarcastic, postmodern metafiction of the Japanese game industry from the inside, satire on a shoestring budget with a bit of loving apology for what was about to happen with Sega and the business in general.
From Edge magazine’s nice interview with SGGG’s developer, Tez Okano:

“The Japanese bubble burst in 1993 – that was the start of the recession and the economic downturn. At the very same time, the gaming industry was keeping going just as if it was the boom time. In 1999, it was becoming clear that the boom was fading fast for the industry. Coincidentally, we were making SGGG at this very turning point. Near the end of the game, the hero is fired because his company closes, and he finds refuge in a game store near Sega that actually existed! The store manager is Alex Kidd – he was also fired from Sega, when Sonic arrived. The message to the hero is that no matter how bad things look, there is no point in crying over the industry. You have to carry on – just like Alex Kidd, who is working hard.”

The handsome logo for Segagaga, one of my absolute favorite video game concepts: you run a fantasy RPG version of Sega, the ailing game console company, fending off rival electronics behemoth SonyDOGMA (at the time, the Sega Dreamcast was facing its untimely demise). A surrealist, sarcastic, postmodern metafiction of the Japanese game industry from the inside, satire on a shoestring budget with a bit of loving apology for what was about to happen with Sega and the business in general.

From Edge magazine’s nice interview with SGGG’s developer, Tez Okano:

“The Japanese bubble burst in 1993 – that was the start of the recession and the economic downturn. At the very same time, the gaming industry was keeping going just as if it was the boom time. In 1999, it was becoming clear that the boom was fading fast for the industry. Coincidentally, we were making SGGG at this very turning point. Near the end of the game, the hero is fired because his company closes, and he finds refuge in a game store near Sega that actually existed! The store manager is Alex Kidd – he was also fired from Sega, when Sonic arrived. The message to the hero is that no matter how bad things look, there is no point in crying over the industry. You have to carry on – just like Alex Kidd, who is working hard.”

Anyone else remember Cannon Fodder? An early sorta-RTS game, it was both cartoonishly über-violent yet sardonically anti-war. A rare example of social commentary from the Amiga / DOS shareware era. I hadn’t read about the box art poppy controversy until just now, which places the game in the context of the misinformed public panic over video game violence circa 1993.
abobobo:

Cannon Fodder (Amiga). Sensible Software, 1993.

Anyone else remember Cannon Fodder? An early sorta-RTS game, it was both cartoonishly über-violent yet sardonically anti-war. A rare example of social commentary from the Amiga / DOS shareware era. I hadn’t read about the box art poppy controversy until just now, which places the game in the context of the misinformed public panic over video game violence circa 1993.

abobobo:

Cannon Fodder (Amiga). Sensible Software, 1993.

"In the same way a painting allows us to gaze upon the faces and souls of people from another age, or a book permits us to linger on the thoughts of great figures from history and fiction, videogames can expand our awareness of the world as it is, was, or might be."

Prescient words from Adam West (yes, that Adam West), in Videogaming and Computergaming Illustrated, July, 1983.

(Via 1Up’s Retro Gaming)

Nice-looking little HTML5 <canvas> 2D game engine and toolkit written in JavaScript. More and more the apps are moving to the browser and out of the land of plugins and standalone RIA clients.

Phantasmagoria

It’s interesting to look back at the hype and spectacle of the early CD-ROM games (with novelties like Myst flying off the shelf the medium was hailed as the savior of declining video game sales) as a parallel to the hype and spectacle of the real 18th Century phantasmagoria and magic lantern parlor theater. From classic gaming site GOG.com’s short editorial piece commemorating their recent addition of Roberta William’s popular 1995 FMV horror game Phantasmagoria:

In the mid-1700s, long before horror pioneers like Alfred Hitchcock, films such as Dracula and Frankenstein, and even cinema itself, the predecessor to horror cinema was born in a tiny coffee shop in Leipzig, Germany. The proprietor of the shop, Johann Schropfer, welcomed patrons with a warm beverage and an invitation to shoot the breeze and some stick in his adjoining billiards room. But the extra attraction of running a table after a long workday didn’t do much to boost Schropfer’s steadily declining patronage. In an effort to drum up business, Schropfer cast out pool tables and converted the billiards parlor into a séance chamber. […]

By the late 1760s, Schropfer’s once-deserted shop had evolved into a hotspot where patrons gasped in awe at ghostly images projected onto smoke, chilling music, ambient sounds, and burning incenses whose aromas were evocative of malevolent forces. The masterful performance put on by Schropfer proved so lucrative that the coffee-shop-owner-turned-showman took his show on the road throughout Europe until 1774, at which time Schropfer, perhaps haunted by the specters he alleged to call forth from the afterlife, took his own life.

A small dose of arcade game humor from Giant Robot&#8217;s newest Game Over art show, by painter Jeremy Tinder.
(Via GameSetWatch)

A small dose of arcade game humor from Giant Robot’s newest Game Over art show, by painter Jeremy Tinder.

(Via GameSetWatch)

Mechner and Chahi on Inspiration

From a recent interview with legendary game designers Jordan Mechner (the original Prince of Persia) and Eric Chahi (Another World) on being an auteur in the modern game development environment. Jordan Mechner’s advice to the young designer:

A good friend in another field gave me this piece of advice recently. He said that most people approach things “1-2-3.”

One is the first inspiration, the vision, the excitement. One is gold. One is touched with magic; everyone wants a piece of it.

Two is all the reasons it won’t work, or won’t sell, or could get screwed up; all the difficulties — technical, financial, logistical — that need to be solved.

Three is doing it.

Most people get stuck on two. My friend’s advice was to go in a different order: “1-3-2”. Skip two and go straight to three. I’d never heard it phrased quite this way before, but looking back, the things I’ve done in my life that I’m most glad of, I did them 1-3-2. So that’s my advice too.

Distúrbio de Déficit de Atenção, by Ryotiras.