Seal Boarders

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Seal Boarders
SealTitle.gif

Release type: Freeware
Release date: 1998
Levels: 33
Author: John Brandon, Robert Brandon
Related games: Seal Boarders 2, Penguin War, Penguin Pete, Peach the Lobster

Seal Boarders is a nearly complete game, unusually for John and Robert Brandon. It also is one of their standout projects.

In the abstract, the game plays like Chris Pirih's 1991 Windows game SkiFree. In that, it also shares DNA with Alan Caudel's Ski, a more experimental and less developed take on the same themes and basic design.

The design here leads to an interesting discussion. Whereas Game-Maker is conceived with a specific kind of goal-oriented design, Seal Boarders spreads its hands and roundly presents itself as an experience. Perhaps the player can strive for a higher score, but really the object is just to keep going; to explore the game's world such as one may do, and to see all that there is to see.

There are obstacles, to slow or injure the player's character; these are easily avoided, and serve less a punitive than an obstructive role. The game isn't out to get you; if you stumble, the delay in your journey and your own frustration at the mistake tend to be enough consequence to lend one's performance weight.

The game emphasizes the subjective over the strictly functional. It presents a choice of four characters, but does nothing really to differentiate them; the choice is less about strategy than about psychology. Who do you want to accompany you: the penguin, the lobster, the bunny, or the seal? It's like a Monopoly piece: how do you see yourself, in the context of this journey?

Hitting the slopes in Seal Boarders
Seal1Sprites.png

There are secret paths, secret levels. There are bonus items that don't do all that much, because really what is there to do? Every character has several trick moves, only a few of which serve a practical purpose (racing forward, climbing back). Mostly again it's about style.

To that end, the art here is simple yet studiously clean. Every sprite, every landscape feature is distinct -- iconic, even. The penguin and lobster characters seem to originate from the Brandons' earlier Penguin War; this helps Seal Boarders both by lending the game some strong pre-defined material to support its original content and by suggesting a larger world to which the game may belong.

On the strength of its own design and its links to other projects, Seal Boarders feels like the start of a minor franchise with life that exists off the screen, irrespective of the player's involvement. The essentially tourist role that the player inhabits in this game furthers the impression -- we're just visiting here. For all we know, in another game we'll be allowed to hang around and do more. And it seems like a nice place to be.

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(Overview) Seal Boarders Seal Boarders 2
Seal Boarders series

Story[edit]

N/A

Instructions[edit]

On numerical keypad:

  • 2: Slide forward
  • 1, 3: Slide left, right
  • 4, 6: Slide hard left, right
  • 8: Shimmy up

[SPACE]: Do a trick

Other keys may trigger bonus moves, depending on the selected character.

Credits[edit]

Designed by

Engine and Tools by

Compiled by

Background[edit]

John Brandon:

One of my favorite games as a kid was the original Cool Boarders game for PSX. I was also an avid snowboarder, so of course I had to make a snowboarding game.
I used some old stuffed animals I had as inspiration for the characters. The game is simultaneously basic, but possibly represents one of the best GM games my brother and I collaborated on. I was pretty proud of the way I created levels, by literally carving them out of a background of one block tall trees, and how this was semi-realistic to how a real ski mountain would create trails through a wooded mountain. Captain Mel the Pelican (advertised on the title screen) was never created. This game was worked on by both me and my brother.

Availability[edit]

Prior to this archive's online presence, this game is not known to be publicly available.

Archive history[edit]

On January 21st 2010, Rob Brandon pseudonymously responded to a Reddit thread with a passing comment about Game-Maker. When pressed about his history with the software, he replied that all of his games were stored on a couple of defunct computers, either inaccessible or destroyed.

Over 31 months later on August 23th 2012, John Brandon commented on a YouTube clip that he had found an archive of his and his brother's old games. The next day he composed a long e-mail describing the contents of a jumbled collection of gameware files, adding up to an ostensible sixteen games. All of the games were in pieces, many of them incomplete.

Over the next five months, through regular consultation, the games were all reassembled as well as the materials would permit. The games were reconstructed or otherwise recovered on the following dates:

Links[edit]

Downloads[edit]