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Xferplay

You may have noticed a large number of articles over the past few months devoted to Recreational Software Designs’ Game-Maker. I’m not sure why, after all this time, I hit on the topic, but with this one-track mind of mine it’s a thread I’m compelled to follow as far as it will go. First we’ve got the individual articles on DIYGamer, which tend to take a few games or a sub-topic and spin a message out of them. Then, for the sake of organization, I crack apart the articles and distribute the elements around my wiki (usually rewritten a bit). The wiki began as a way for me to keep track of what I’ve written about what, and has begun to develop some substance of its own.

As part of the process, I’ve also begun a bit of detective work. I have tracked down and contacted about half of the Game-Maker users that I’m aware of, and have leads on a few more. Sometimes the trail has led me to previews of new Wii games; sometimes to complex worlds of fiction. Mostly, it has led me to a wall of bewilderment. And the odd new game to add to the list.

Although I’ve still a bunch of authors to find, I think my shortlist consists of The Descent author David Barras, Shanna author Angelo Felix, Paper Airplane author Matt Bell (with whom I did exchange some letters in the mid-1990s), Firefall author Firefall Softwarez (whoever that may be), Woman Warrior author Sheldon Chase, and Flying Guts author Marty Valenti. I don’t know how wide or deep these posts go, but if anyone knows how to get in touch with one or more of these people, drop me a line.

Likewise, if anyone has, or knows where to find, a copy of any of these games, I’m sure that their authors would be as appreciative as I.

And hey, maybe future generations will appreciate the conservation. Or maybe not. Darned kids.



Roland Ludlam on Liight and the Hurdles of Game-Making

Following our interview with Orb author Joshua Turcotte, we turn our information thresher to another isolated game, the closest that Game-Maker ever got to a respectable scrolling shooter, Hurdles. The game is short on presentation and deep in ingenuity; it does what it sets out to, and then moves on. To contrast with that focus, its author Roland Ludlam is something of a polymath: hacker, musician, illustrator, photographer, poet.

Most recently, Ludlam has co-founded a small game design company, Studio Walljump, with the aim of producing a new puzzle-music game for WiiWare. We caught him with a dual-edged interview; come for the moldy game, and get a preview for the bargain.

( Continue reading at DIYGamer )



The Game-Maker Archive: The Brussels Spout (Book 1)

I had known for a while of Sylvain “Pypein” Martin’s blog. It muses in depth on Game-Maker’s file formats, and tracks a project to port one or more Game-Maker games to the Nintendo DS. My problem was that the site is mostly in French, and seems to presuppose some understanding of its topics. I bookmarked the site and filed it away, and turned to more immediate problems. It turns out that all this time I had been overlooking a cornucopia of Game-Maker games and utilities.

Martin, his brother Pierre, and associate Pierrick Hansen form the core of a mid-’90s Belgian demogroup called PPP Team. Later on they would release some tracker music and projects coded in assembler. It seems, though, that they got their start with RSD’s Game-Maker.

I’m not sure how many games they worked on; many are unfinished, and some appear lost to time and computer failure. Depending on how you count, maybe 17 or 18 games still survive in some form. The games touch several genres, but mostly focus on and toy with the side-scrolling platformer mold. They include a few long-running or frequently referenced series, several one-off games, and a fair number of tributes or pastiches.

Though the earliest games freely borrow sprites and backgrounds from existing sources, the group soon graduates to completely original elements. Even within a series the sprites are rarely duplicated from one game to the next. By the time they start to import graphics from Deluxe Paint, PPP Team seems to have total control over its resource pipeline.

At this point it’s the areas without that control — for instance the music — which glare the most.

( Continue reading at DIYGamer )



Planet of Fire

Planet of Fire kind of reminds me of the 2007 episode “Utopia” in that it wraps an unremarkable plot around a laundry list of practical concerns. It has to write out the Doctor’s shifty companion Turlough, write in new companion Peri, get rid of the Doctor’s flaky shape-shifting android passenger Kamelion, and kill off Anthony Ainley’s Master — all while finally giving Turlough a backstory and a first name.

Let’s see if this makes any sense. While the Doctor and Turlough take a break in Lanzarote, a young American named Peri comes across an enormous metal dildo embossed with the same symbol branded on Turlough’s arm. Turlough saves her from drowning, and takes her aboard the TARDIS. While she sleeps, Kamelion becomes infected with the Master’s influence, who forces the TARDIS to land on a desolate planet filled with extras from Lawrence of Arabia.

On exiting the TARDIS, the Doctor and Turlough get caught up in local politics. Meanwhile Kamelion starts to cycle amongst the forms of Peri’s stepfather, of the Master, and of Peri’s stepfather slathered with silver makeup. When he looks like Peri’s stepfather he’s benevolent enough. When he looks like the Master, he effectively is the Master. He chases Peri around Lanzarote-as-alien-planet until she stumbles into the Master’s TARDIS and finds the real Master inside a shoebox, shrunken down to a few inches in height. Cue lots of greenscreen hijinks with a tiny Anthony Ainley and a huge Nicola Bryant.

After some more tedious local politics, during which it turns out that this random planet houses both Turlough’s long-lost brother and his father’s crashed space ship, the Doctor destroys Kamelion with the Master’s TCE device and then watches blankly as the Master first is restored by some kind of healing plasma then is disintegrated by some kind of super flames. Before he dies, the Master very nearly claims to be the Doctor’s brother.

And that’s about it. Turlough stays behind to reunite with his people, and Davison’s Doctor takes off with Peri for his final adventure. Over the next few seasons Anthony Ainley keeps reappearing as the Master, with no explanation as to how he manages to be not-dead. So his role in this story is both strangely handled and kind of pointless.

I’m not sure what role the dildo plays in the story.

Probably the best part of the serial is Mark Strickson’s performance as Turlough. With little more than body language, he steals just about every scene he’s in — as he tends to. He and Peter Davison’s Doctor have such an interesting dynamic. For all the prickliness of their relationship, you can sense irony and suppressed comic timing thrumming below the surface of every interaction.

The production had plenty of talent on board, and I guess they did the best they could. For all of the scripting problems during the early 1980s, they were probably wise to bring back Turlough’s creator Peter Grimwade to develop the character and get rid of him. Likewise they brought back one of the more artistic directors, Fiona Cumming — I believe the only female director to work on the classic series — who had previously worked on Castrovalva and Enlightenment, among other serials. Combine her talent with unusually extensive location work, and you’ve got one of the most visually striking stories of the 1980s.

Although I wouldn’t go out of my way to suggest this story, it would be a hoot on a quiet evening with a glass of red wine, a comfy sofa, and a bathrobe.



What Lies Beneath

The redesign of the Silurians in the most recent series of Doctor Who was both perplexing and inane. Instead of weird orange reptiles with a third eye and puckered mouths, we got busty women with green bumps on their faces. Oh, the extras wore monstrous battle masks to avoid having to make up a dozen actors. Basically, though, they looked like generic reptile people as seen in every sci-fi show ever. Except less convincing.

As it turns out, the prosthetics team did a sculpt that closely resembled the original 1970 Silurians, except tastefully updated. They were going to go with that until the writer, Chris Chibnall, stepped in and vetoed it. Why he had that power as a mere writer, I don’t know. I can see why he did it; his script presents several distinct Silurians, and the masks would make them all look like the same, all like monsters.

That might help the point of the story, though. They’re alien, and therefore very difficult to empathize with — yet for the humans, and for the audience, it’s worth a try anyway. Despite the difficulty, they’re not necessarily all bad and it may be possible to work with them. Or not. It’s all about stretching the imagination to accept that one’s self is not the center of the universe.

I think making them more human essentially takes out the barrier. All we have to hold against them then is their behavior, rather than our preconceptions. Good thing then that they’ve got irrational zealots as emissaries, or the story would have gone nowhere.

I realize this is the opposite of what I was saying around and before the broadcast of the episodes, as I could understand the mentality of wanting to make the Silurians more like characters than creatures. In retrospect I’m not sure that the method was constructive. If anything it undermines the intended message.