8bitrocket Diatribe June 20, 2008
The World of 8bitrocket
Things have been busy here at 8bitrocket towers. Steve is moving to a new house and I am preparing for a new baby to arrive into my old one. These little life experiences have left little time for brand new games and tutorials, but we do have some new content in the works. Between watching my LA Galaxy lose to DC United 4-1 and my Spanish brothers (my mom's side of the family) beat my German brothers (my dad's side of the family) 1-0 in Euro '08, I worked on a new tutorial explaining the basics of blitting from a tile sheet. I want this one to be a fun read, but also informative and useful for the beginner. That leads to a lot of diagrams, copy editing and the like. Diagrams take extra time to prepare, as does fact checking on the history of bit block transfer and other ancient subjects (the fun part for me).
I have finally been able to get a basic particle system going into my new game, Boids of Death. It has been difficult to find time recently to sit down and be creative, but I really want to get another game out there before the baby comes. That means I need to hit the keys pretty hard over the next month. Steve's new game seems to be coming on well also, but he has been out of commission lately too. One of the sites he works on was hit with a nasty virus last week, so most of his time was spent cleaning that up and fixing all of the holes he could find.
The world of Flash games - a quick survey of some sites and portals.
nGfx has a a couple new posts on the Gamingyourway.com site. I especially like this one...
Somehow I missed this awesome 2d racing game on Mochi - Speed Warrior
There is a new high quality Bowja The Ninja game ready for you to play on Kongregate.
Addicting Games has more Bloons fun with the Players Pack 4.
Play a Physics Based Twist on Missile Command with Mirc on New Grounds.
Play a nice version of Arkanoid with Xenocrate 2 on Hall Pass.
Finally, an older, but pretty fun Missile Command-like game from Game Jacket, called Last Defense.
The World of Classic Games and Retro
I recently purchased SNK arcade classics for the PS2. It is quite a nice collection of really fun games. Metal Slug is my current favorite. I was digging around the bargain bins at Best Buy Friday afternoon and two new releases for the DS caught my eye: Arkanoid DS is getting some good reviews and will probably find it's way to my video game cabinet soon. As well, Space Invaders Extreme DS looks promising also. The great documentary, King of Kong, might be getting a sequel. I'd love to get one of these (Classic NES Controller for the PC) babies, and one of these new portal NES systems might be a blast also.
In the USA, July 4th is a Holiday.
July 4th marks our yearly celebration of the time in 1776 when the British Government gave up occupying the USA in favor of fighting the French. We took that opportunity to create a country that would one day save both their asses in multiple world conflicts. (I'm not a history major, so some facts might be a little whack). They, in turn have been our tenuous single good friend in the EU for many years, even though we might not have been the best friend back. It's been quite a ride for the last 200+ years and I figure to spend at least some the 4th celebrating by lighting things on fire. Back in the 70's. before Star Wars or Atari, the first controllable multimedia experience Steve and I had as kids was buying, organizing and then setting ablaze our own "Safe and Sane" fire works extravaganza. I am sure there are psychologists that will stand up and say that it was some sort of release of suppressed aggression from being in the womb together for 9 months, but in reality, we just loved FIRE! Safe and Sane fireworks are basically just a line of relatively innocuous spark and sound emitters. Nothing explodes unless you have my dad manipulating them with his bitchen set of 70's tools. We loved what we had though, especially as explosives did and continue to scare the shit out of me. The July 4th celebrations were always our favorite of the year, as much as it signified the real start of summer vacation, as it meant a day at our Granny's house blasting our saved pennies up in smoke. The legal beagles have made this impossible the last 20 or some odd years because of insane in-duh-viduals who accidentally set fire to entire neighborhoods with imported (smuggled) Mexican explosives. So, it has been some time since I have had the opportunity to geek out with minor explosive spark emitters. As it turns out, we have the opportunity to do that once again this year. We will go to the local TnT stand and just buy the legal stuff. It will be the first chance for my young son to watch his uncle and dad relive the days when the 4th meant begging our dad to buy the biggest box affordable, and then supplementing his purchase with our hard earned allowance.
The World's most popular sport
No, I'm not talking about trolling message boards and acting like a jackass - although that does seem to be pretty much the worlds most popular past time. I talking about Soccer or Futbol, or footie, or what ever is it called in your neck of the woods. This isn't a site devoted to sports, but since I am a soccer geek, I will add my two cents every now and then. I am a fan of the Galaxy, and not because of Mr. Golden Balls Beckham. I have been a fan since I dragged my wife to the first game with 79K other Los Angeles area footie fans in April of 1996. I have been hooked ever since. The Galaxy lost 4-1 to DC United yesterday in a "warm up" game to the Euro 08 championship. The most surprising thing about the whole day was ABC TV showing 5 hours of soccer in a row. It is interesting to note that many local affiliates saw that day on the schedule and decided that it was a perfect opportunity to do transmitter moves and commercial make-goods rather than show the soccer games (I'm not joking, these things actually happened). In any case, the Galaxy looked pretty woeful in the DC heat and early morning game (9:00 AM on the West Coast). Landon Donovan looked OK, and Edson Buddle scored a pretty decent goal, but the rest of the team looked out of sorts. Beckham, who I am a fan of, seemed missing and not his usual self. Pires is a joke and the defense was constantly let down by the nonexistent stopper in the midfield. I hope the July 4th performance is better than this one.
Designing Arcade Game Graphics – A free book!
I have been researching and writing a few new basic tutorials on using blitting for arcade games. In my search for some simple graphics to use, I once again came across the Ari Feldman sprite libraries. Along with his incredible, free library of sprite sheets, Ari has made something even more valuable available: His Entire Book On Arcade Game Graphics! Mark Overmars, the creator of the wonderful GameMaker tool, has been given permission to distribute Ari's year 2000 book, Designing Arcade Computer Game Graphics as a free PDF download. The subject is a little dated for modern game programmers (PC, XBOX, etc), but the chapters cover such a wide swath of great topics, that all budding Flash game devs should if it a look. It contains a wealth of information that can help turn even the most left-brained code optimization drone (me) into a pretty decent arcade game graphic creator. You won't be a genius over night, but it will sure give you some great pointers.
Management Sucks Finally Finds A Suitable Game!!
Finally, a game about work. I've been looking for a good Flash game to launch the Management Sucks game repository for some time. Idea Killer from Othmar Wicke (http://www.otwic.com/) is just the type of game I have been looking for. In this one you play a jaded customer of an ad agency. Your job is to reject as many proposals as possible. For some reason this one just struck me as so heartbreakingly true to life that it is in the rare "so tragic it is funny" area of comedy. Anyone who has ever tried to come-up with an idea to impress a bone-headed marketing executive should understand this one. On the other hand, any manager who has been through countless proposals from marketing agencies that seemed to have no clue about the problem you were trying to solve will feel guiltless glee at smacking down some of these clueless dolts.
Are there more good work/management related games out there? If know if any, please tell us. We'll bring them to you when we find them.
Atari Movie Report: June 25 2008
Today we start a regular column reporting all the news we can find about the upcoming Atari movie. Today we have a great new interview with Nolan Bushnell from cbsnews.com :
GameCore: During the early video game craze, was it true Hollywood actually pitched the idea of a Kramer vs. Kramer game?
NB: If I can be a little bit blunt for a minute, the Hollywood types kind of screwed up the video game business for a while. They didn't really understand this was a somewhat different medium at that point, because we weren't really able to do the kind of graphics that really amplified the IP. You couldn't put 50 of those engineers in a room and come out with a video game in five days. It was a thing that was a type of art.
You can read the whole interview here: http://www.cbsnews.com/stories/2008/06/20/tech/gamecore/main4198903.shtml
Flash Game Development Inter-web mash up : June 24, 2008
The latest in Blog entries and articles that might interest Flash game developers.
This week we take a look at new Flashgamelicense features, Mochiland articles, GameJacket opportunities, optimization, source control, Color Fill (again), Law Of The West Pinball, as3gaming.com, and PixelWelder's custom event broadcaster class.
What's new in Monetization?:
Flashgamelicense First Impressions. Flashgamelicense has added some really cool features lately. They have been instrumental in some great monetary opportunities for us in the past, and the flow cool features has turned into a recent flood. With message boards, the quick shop, to the FGLopedia, Chris and Adam have been are the forefront of the monetization of Flash games for some time now. They have just added a unique new feature that lets game devs purchase First Impressions credits to use on unique player feedback for their games. It works like this: You buy first impressions via Paypal for $1 each in their new First Impressions shop. Those impressions are spent on feedback from unique players of various backgrounds who must play your game for 5 minutes (at least). After the reviewers play you game, they are required to give you bug reports and feedback on a variety of topics relating to your game. The reviewers are anonymous, and so far it looks like a great way to get good feedback on your games. We haven't used it yet (as we don't have any new games), but we plan to very soon.
Mochiland has added yet another deserving weekly winner in The Rings.
They also have a nice case study on monetization by Mochiads member, Badim.
Not to be left out, the guys at GameJacket continue to offer a great guaranteed CPM ($.50), as well as offer $1000.00 up front for deserving games. In some cases this is much better than a license sale, as you keep all of the rights and still can make revenue after the first $1000. I know some very successful people who are using them.
What's new in Game Development Blogs?
visualharmonics.co.uk has great set of optimizations that are useful for Flash games. I especially like that he added some of ours!
GamePoetry has an excellent article on using Subversion for source control.
Emanueleferonato.com has a new tutorial on creating a game Like Color Fill (we reviewed it here a couple weeks back), which itself was a new version of the classic Qix.
The guys are GamingYourWay.com have finally pushed live their sensational Pinball Game, Law Of The West Pinball. This one uses game Jacket. It scrolls both horizontally and vertically to keep the full size table usable in the small window that Flash games usually provide. It works well, and is fun to play.
Check out as3gaming.com as it has proven to be an incredible resource on Game and General Flash development. I still owe them some articles, and I am embarrassed that I have not found time to put them up in the cool wiki.
What's new in general Actionscript Blogs?
PixelWelders has a nice new entry on creating a useful custom Event Broadcaster class (like we did in AS1 and AS2) to overcome some of the limitations of the AS3 model.
Check out Flashgameblogs.com and freelanceflashgames.com for your daily dose.
8bitrocket Diatribe June 23, 2008
Another Two Gone
It seems that corporate America and creative talent just don't seem to mix very well these days. Steve and I work at a rather large American company and we have been fighting all powers that be for 12 years now to ensure that we keep a cutting edge team of web and game developers. It is a fucking tough job as much because of global outsourcing as the general belief that "if it is on the Internet/Web it must be easy to do, right?" Major companies whose product is not digital, mostly don't understand what it is worth to have experienced, creative technical people... because those people cost a too much. On that note, we say good bye (at least during most normal working hours) to Chris and Jenn Cutler, who have gone off to create their own game development company. Chris started working here about 4 years ago. I turned him onto Flash as a development platform, and he took his considerable skills and applied them to Actionscript and games. Ever since, and he and I have constantly been providing the other with engines, rendering solutions, and game ideas. It's tough to lose that everyday contact with such a great programmer and friend. We will be working on things together in the future, but Chris was one of US. Chris leaves with his wife, Jennifer, one of the best graphic designers I have ever had the pleasure of working with. They will be a success at what ever they do. As my day job loses good people left and right, I wonder exactly when I am going to be forced to make that same decision...
The list of great developers we have lost this year is astounding: Alan Donnelly moved an East Coast agency, Scott Jeppesen now works for Electrotank, Lian Liu now works for the Government, and Chris Cutler now works for himself. Add all of those 2008 departures to the incredible loss of Scott Delamater a few years back. We were IT for a while there. We were firing on all cylinders and the incredible creative ideas and games we were making for some of the most popular sites on the internet (one site alone had 28 Million visitors a month at its height) were second to none. Our games routinely had over 1 million plays a month, some 10x that number. The complete list of lost engineers, designers and producers is far too long to list here, but you get the idea. In 2005-2006 we had one of the greatest in-house teams in the industry ... now we are only a shadow of our former team.
Some Cool Flash Dev sites to check out
http://www.flashbynight.com - A collection of entertaining games made by a fellow Flash gave dev enthusiast - with a bend toward retro style games.
http://www.xiotexstudios.com/you-are-a-resource-nothing-more/ - A funny, but too true diatribe on that it is like working for someone else: "They don't really want what comes with it they simply want me to sit down and write the code that they dictate. They are not interested in anything else I or you have to offer."
http://www.visualharmonics.co.uk/actionscript-optimizations-resource-management/ - A very nice collection of AS3 optimizations that are great for game developers.
Pictures
I have no freaking clue where Steve got those pictures to put next to the blog by lines. Can you say serial killer any better than mine? Time to break out iPhoto...
Home Computer Wars Alpha Mission: Post Mortem for a Failed Viral Flash Game
For many years I've wanted to make a game set in the 80's that literally had Atari fighting against it's competitors for world domination. Ever since I tried to program my first game in STOS on the Atari ST, the idea of a shooter of this type was firmly embedded in my mind. However, it was not until last year that I had the opportunity to try to make one. I'm not sure why I waited so long. There certainly have been other times when I could have started a game of this type. However it simply never happened. However, last year Mochimedia asked me to write a series of tutorials on how to make a simple Flash game, and I decided it would be a perfect chance to try out the "Atari " idea. I devised a game named Home Computer Wars: Alpha Mission. In the game you would play a trusty Atari 800 computer. You would battle the likes of TI99, Apple II, Commodore 64 and the IBM PC through 4 years split into 2 levels each (plus a bonus level) and 4 bosses. I hoped this would be both a great tutorial plus a funny and fun game based on Atari's history. I was wrong. As you will soon find out, the idea was a failure on many levels.
1. Complicated Code Structure
When I decided to make this game as part of a tutorial, it also meant that I wanted to code to be as clean as possible. I've always felt that many tutorials on making games are created with "quick" code that leaves out much of the needed structure to make a complete game. My idea was to rectify this situation by making both efficient, and well structured code. This was a my first mistake. In the time and space allotted for a tutorial, I simply could not pull this off. I became much more concerned about the structure of the code than about the game being efficient. It was much easier to explain object oriented design than it was to explain complicated code structure for making efficient games (i.e. Bitmap collision detection). This is not to say that I did not add efficiencies to the code, just that I left out many things that would have made the game better for the sake of getting the tutorials completed.
However, this idea turned on me very early. The object oriented code was not very easy for many first-time F;ash coders to follow. I managed to lose the audience for the tutorials almost out of the gate by relying too much on state machines, design patterns, etc. instead of focusing on the game mechanics. In the end I managed to make some great code for myself, but completely failed in creating an accessible set of tutorials.
2. Holding Back Features
Since I was making the code for a tutorial, I was worried about giving away too many of my ideas and class objects. At the time I was writing the second and third tutorials, I noticed tat many of the games on Mochiads were simple re-skins of engines that already existed on the internet. In some cases the "developers" has not even changes the graphics. They just put their own name on game and re-published it. Because of this, I stripped out some early features because they included code I did not want to give away. Those features included particle explosions, inertia and floating physics for the player's ship, and a unique bezier curve algorithm for the enemy flight paths. I replaced those things with mundane animated explosions, simple movement, and hard-coded movement patterns. As it turned out, those original features would have added greatly to the final game. I decided instead, to make a sequel that would include these features.
3. Old Technology
Since I'm better at coding in AS2, and I'm more confident talking about it, I chose AS2 for the tutorials. However, this game would have benefited from the speed increases of AS3. The code structure is not far from what would be required for an AS3 game, but I kept it at AS2 to make the lessons easier to understand and easier for me to write confidently. Since I've already acknowledged that the lessons were still too complicated, I should have just gone with AS3 to gain benefits for the game, even if it would have taken longer to develop.
4. Not enough Game Balancing
This is a big one. The game is not balanced in a way to make it flow from beginning to end. There are two problems that I needed to address before launch that I left in the final game. The first has to do with the bosses. Since I created a generalized "Enemy" class that included bosses, the bosses adhered to the same rules as other enemies. To simplify the code, when the player died I removed all enemies from the screen to restart the level. When that happened, all the enemies health was restored. This doesn't work for the bosses, which should retain their damage when the player is restored to the screens. This hurts the game on later levels because it becomes nearly impossible to kill the final bosses. Related to this, I made it so you get an extra ship at every 10,000 points. This works at lower levels, but not higher ones where the points are multiplied and extra ships pile-on. A simple progressive bonus-score would have fixed this where the first extra in 10,000, the next is 11,000 and so on. There are other balance issues as well, but these are the major ones that stand-out.
5. Wrong Idea
I have to admit, at this point, that the "home computer wars" idea was fairly lame for a shooting game. I came up with the idea almost 20 years ago, and I'm not sure that it would have held-water than either. I was too stubborn about my own idea to see that maybe I should have thought of something else.
6. Wrong Audience
I'm not sure what audience I was aiming this game at, but whatever it was, it missed it. I suppose I believed that Atari fans from sites like AtariAge.com and AtariMania.com would find it interesting. However, all of my emails to those sites announcing the game elicited no response. In hind sight, the reason is obvious. People who frequent those sites want to play actual Atari games. They like emulation and new home brew games. They are not interested in a new Flash game that, in some ways, might be seen as making fun of their hobby (even though I was not doing that)..
At the same time, the lions share of the audience for viral Flash games is much too young to even remember Atari. How could I expect them to understand the nuances of the game that basically had old computers shooting at each other? Most of the comments that the game received were along those lines. Either players did not understand it, or they took the game at face value and said it played slowly and was not a great shooter.
7. I.P. Issues
When I tried to get the game out virally, there was a lot of resistance from portals to even displaying it. Some of that was obviously because the game was not "amazing", but some portals would not feature it because the enemies and player were taken from photos of machines cut from brochures. I had avoided using company logos on purpose, but I did not realize that using these old photos, even though they were originally intended for promotion purposes, would pose a problem. This worried some portals into inaction. In reality, the use of those things probably falls under "fair use", mostly because they were used to create "parody", but I was not going to push it. The game itself was not good enough to warrant the effort.
8. Launched Timing
Finally, many of the above problems could have been eliminated if I had just taken my time to finish the game properly. Instead, I based my launch date on the Mochiads contest they were running last March. I raced to finish to have the game included, but in the end it was simply not the right fit for that either. The contest was judged by Gaia Online which is simply not the right audience for the game (see above). I should have saved the game for some sort of "Retro" or "Humor" contest.
Final Tally
In the final tally, the came was accepted by only 10 or so portals on mostly foreign shores. While I love that people in South America, Asia and Europe understand the humor in game where you fight as Atari against the competition better than people in my home country, this did not help that much. The games was only played 16,000 times, which is about 1/50th of nearly all of our other viral games.
In the end, there were some positives that came out of Home Computer Wars Alpha Mission. First of, I have a decent code structure to base further games upon. Even if I don't make another shooter or the promised sequel using this engine, I can salvage the basic state machine, code organization, and Mochi integration features to use in any new AS2 based game I make in the future. However, the best positive, by far, is that I now have cycled this idea out of my system. I made it, it was not a huge success , but I can now move on to my next idea.
Final Game:
Here is the final game in all it's cut-down glory.
Related links:
Home Computers Wars : Tutorial #1
Flash Retro Game Showcase #6: June 19, 2008
A depressing week as far as "new" retro inspired games go. It is getting more and more difficult each week to sift through the wealth of "new" "super click", "dress-up" and other "copy-and-paste-grammer " (coined by Chris Cutler) developed game engine re-skins to find legitimate contenders for this list. I dove far back into the Mochi archive this time to bring you 5 games that I think you will really enjoy.
A Scrolling shooter/ rescue game inspired by Gravitar, Choplifter and...cattle from matts/Gimme5. The game is completely mouse controlled for flying, shooting, and bovine rescues. When you collect cows, they follow your ship in a snake-like pattern. Your job is to save as many cows as possible and get to the nest level. The game has beautiful graphics, nice sounds, and is a joy to play.
Free World Group's first game on the list this week. This one is a first-person scrolling shooter in the vein of Space Harrier, but with an added twist. You aim and fire with the mouse, but move independently with the keyboard. This gives the player a nice sense of freedom that is not present any many games of this type. Also, it looks and plays very cool.
An Asteroids/Geometry Wars inspired game from BlastOne (the same guys who made Partical Pong). Smooth playing, with crisp graphics, fast action and addictive game play. Your ship fires automatically, and each geometric enemy has a life-bar that must be depleted before it is destroyed. These guys at BlastOne have some neat ideas on how to take retro games and add their own spin. I look forward to their future efforts.
Free World Group's second game for the week. It is an innovative cross between pinball and breakout with progressive tables. The graphics are simple, but effective with very nice animations. The tables are large, but scroll, which can be distracting for a pinball game. The physics are nicely done, and while not 100% accurate, they sort of match the style of the game and don't really distract the player at all. The action with the "breakout" style paddle is a very nice touch, and I suppose it is a much needed update to the classic game for allow for 21st century web user consumption. I personally like the classic game of pinball, but I very much appreciate what the developers were trying to accomplish with this game.
Arena from Xiotex Studios is a very satisfyitng arena fighter style game...for lack of a better description.. I can't put my finger on any exact retro games that it reminds me of, but it doesn't matter. It feels like a fun 16-bit Atari ST/Amiga game. The graphics are great, with nice explsions and enemies. The ship movement is near perfect. I found myself playing this much longer than I expected. As a bonus, the Xiotex Studios blog is a fascinating read.
Atari Nerd Chronicles: Kenny Brown and The Atari 400
When Kenny Brown moved to Manhattan Beach in 1980 from Philadelphia PA and started 5th grade in my class with Ms. Nash, I did not like him at all. The Dodgers were playing to win the National League West that year, and Kenny could do nothing but root for the Phillies as they thwarted L.A. every chance they got. The Dodgers failed to win anything, while the Phillies advanced toward and ultimately won the World Series. I was a huge Dodger fan. I knew every name of every dodger player, their place in the line-up , their batting average, their ERA and everything in between. Seeing the Dodgers go down so hard was one thing, but having a guy in class who actively danced on their grave was quite another. For most of the Fall of 1980 I simply could not stand to be around Kenny Brown.
However, one day near the beginning of Winter break, Kenny brought a game to school and asked Mrs. Nash if he could play it with other kids in the class when we had free time. Since Mrs Nash just so happened to be the best teacher ever, she happily agreed, and Kenny went looking for players. Kenny came by my desk and asked if I would like to try the game. Even though I was not fond of Kenny Brown, there was no way I would pass-up playing a game in class. No teacher had ever let us play anything more than Scrabble Jr., and this game looked nothing like that at all. The cover of the box featured and elaborately designed scaly beast breathing fire at a warrior deflecting it with a shield. The title on the box read:
Dungeons And Dragons
A Fantasy Adventure Game
I had never seen anything like it before. Along with myself, Kenny enlisted Barney Hedges and we started a game during recess. The game had no board of any kind, just a couple rule books and a set of 5 oddly shaped dice. Kenny told us that he would be the Dungeon Master, which meant he would not play the game, but rather, guide us through it. Barney and I both created "Fighter" characters, which took most of the free time that day, so we did not get to actually playing the game until the next. As the Dungeon Master, Kenny led Barney and I through a quest in a set of caves. In our first session, we fought rats and mold, discovered copper, silver and gold pieces, and mapped out several rooms in the cave before we were forced to stop playing and get to our school work. That same day we played at recess, and during our free-time in the afternoon. By the end of the day, there was nothing else I wanted to do but play D&D. That night I had trouble sleeping. I spent the entire time trying to figure out ways to play better and discover more in the short time we had at school. I was completely hooked from that day on, and I tried to play with Kenny as much as possible. I forgot all about the Dodgers and the Phillies and our friendship was built on the shoulders of D&D, which led to other common interests like Hitchhiker's Guide To The Galaxy and Steve Martin's Let's Get Small. We continued playing D&D off and on for the better part of the year. When Barney quit playing, we found other players in my brother and Scott Johnson. When summer rolled around we stopped and promised to restart in the fall.
Sometime after 6th grade began, Kenny and his mom moved to an apartment near Foster A. Begg Jr. High. so they could be closer to the new school we all had to attend. While Jeff and I lived right next to Pennekamp Elementary, we were about a mile from the new school, which meant we found ourselves with a long trek home every day after classes ended. One of those days early on, Kenny invited to his house instead of walking home, and thus began a sequence of events that changed my life. Since Kenny lived alone with his mom, we essentially had the place to ourselves. If we weren't such geeks, I'm sure we could have found much more nefarious ways to spent a few unsupervised hours alone in the early 80's, but all we wanted to do was play games. I suppose we could have started to play D&D again, but it never happened. Instead we focused our attention around something that was even more fascinating than Half-Orcs and Magic Missiles: Kenny's Atari 400 computer. I'm not sure how Kenny got his 400, but since he was a latch-key kid who lived with his mom, I always figured the computer was served as a replacement for...something. No matter why he had it, Kenny was fiercely proud of his computer. However, unlike some other kids I knew who had home computers, he was not overly protective of it, so he let Jeff and I use it as much as we wanted. I had been completely wrong about Kenny Brown when he arrived in the 5th grade. At the beginning of Jr. High, not only did I want to associate with him, but he was fast becoming one of our best friends.
The first game Kenny showed us on the 400 was Star Raiders. I could not believe that this amazing game could be played on a home computer. It was a tactical, yet action-oriented space battle against the Zylon invaders. The first person 3D space battles were like playing the movie Star Wars on a TV screen. Star Raiders was one of the first games for the Atari 8-bit computer line, and it was so amazing in it's time that Atari sold 10's of 1000's of 8-bit computers on the strength of it alone. Another great game Kenny let us play was Caverns Of Mars, a a smooth scrolling, vertical space shooter. Mars was another mind-blowing game unlike any I had ever seen on a computer or home video game system. It even rivaled anything in the arcades at the time. The graphics were so crisp and the explosions so satisfying that the game was difficult to stop playing.
The two hours of our first visit to Kenny's went very quickly, and Jeff and I could not wait to return. The chance came a couple weeks later when Kenny told us that he had bought a brand-new game that was like Donkey Kong and Pac-Man combined. Since those games were the kings of the arcade at the time, Jeff and I were anxious to see what this game might be. It was difficult to imagine just what a cross between Donkey Kong and Pac-Man might look like, but the day at school move very slowly as we waited for 3:00 and our chance to play Kenny Brown's Atari 400 again.
When we got to Kenny's house after school, he pulled out the new game, a Wico joystick, and started playing. It was named Miner 2049er by Big Five Software and it became our obsession for months to come.
In the game you played the "miner" who had to run, jump, and transport his way through each level. The game looked like Donkey Kong, in that it was a platformer, but the added element was the need to walk over every platform to pick-up the "mine ore", which gave it the added Pac-Man element. The most amazing thing about the game was that it had 10 very different, very difficult, full-color levels, each with different elements and features (ladders, transformers, elevators, cannons, etc.). At a time when even the best arcade games had just one level (Pac-Man) or maybe four (Donkey Kong), 10 levels made Miner 2049er seem like the best, most elaborate arcade game ever made. Kenny had already mastered most of the game, but it took Jeff and I much longer to get through much of it, simply because we had to wait for stolen minutes at Kenny's house to play. Jeff and I obsessed over this game for months, trading ideas on how to defeat each level and try to match Kenny's prowess. There was a time with Miner 2049er when I thought it was the best game ever made, and the best game that ever would be made. This did not last very long, as Kenny had another surprise up his sleeve that would change my view of home computers, and specifically the Atari 400, forever. One afternoon At Kenny's house, when Jeff and I expected to play Miner 2049er, Star Raiders or Caverns Of Mars, Kenny instead took out a computer magazine named Antic and started to read it. At first, Jeff and I had no idea what he was doing. However, after a couple minutes, Kenny showed us what he was looking at. Besides ads and news about new products, Antic had a section of the magazine dedicated to program listings. In particular, game program listings. What this meant was that if you spent the time to type-in the program listing, and was able to do it perfectly, at the end of the process you would have new game to play.
Kenny plugged a Basic cartridge into his Atari 400, and sat down to start typing. Even though Jeff and I had some experience programming on the Apple IIe, Kenny was a much better at typing than us and he took full control of the machine. Jeff read out-loud the lines of code to Kenny, and he transcribed them into the 400. It was painstaking process, but after about 2 hours the listing was complete. Kenny typed "run", and we marveled at what was on the screen. The game was not very elaborate, (it was a simple maze/chase game named something like "Money Bags") but the time and energy we put into making it come to life made it worth much more than the end result. At one point one of us thought that the scoring in the game was not quite correct. Kenny stopped the game, and listed the code on the screen. He used the arrow keys to edit the line of code that controlled the score, and doubled the value, then ran the game again and wracked up amazing scores. This was a "light-bulb switching" moment for me. All of a sudden I realized that not only could we use the BASIC language to play other people's games, but if we had ideas about how to make them better, we could easily make them a reality. A whole world opened up to me at that moment and I knew, some day, some way, some how, I would became a computer game programmer. Kenny's friendship and openness to allow Jeff and I into his world for many afternoons from 1981-1983 made this possible. It was something I would never forget.
As we continued through Foster A. Begg we met other a few other kids with similar interests. Kenny told us all about "Hell Night" in Philadelphia, which was the day before Halloween when all the kids played nasty pranks on each other. We tried to start the same tradition in our town by holding a scavenger hunt every Halloween that included, among other things, traffic cones, barricades and street signs. By 8th grade there was a whole group of us that played role playing games, watched weird movies, played video games and loved computers. We were all pretty much big geeks, even though we didn't realize it at the time. Back then there was just all this new cool stuff, and we really liked it. For Christmas 1983, Jeff and I received our own Atari 800 computer. It was amazing to finally have one of our own, but it is also meant that we spent a lot less time at Kenny's apartment with his Atari 400. As well, Kenny had started hanging out with a couple of our other friends, both of whose parents were either divorced, or were getting divorced. As Kenny grew older he must have needed support from people going through the same stuff he was going through, and the two-parent home life of the Fulton's (no matter how explosive it might have been in reality) was simply not compatible. We were still friendly, but by 8th grade graduation we hardly saw each other outside of school.
After Jr. high School, in 1984 Kenny Brown made a sudden change. I'm not sure if it was always in him, or something he suddenly just decided to do. Within the first year of High School, he tried to forge a brand new persona for himself. He shed most of his geek friends like Jeff and I, and went out for the football team. Since Kenny was about 6'2" and weighed about 150, he was built for football. He made the team, and within a year had completely re-invented himself. Kenny left most of his geek stuff behind (at least in public), started hanging out with a new group of people and never looked back. I recall he even caught the winning touch-down pass in one of the rare games in which our team was victorious. Even though we never hung-out any longer, I still secretly rooted for my old friend on the football field and within the halls of Mira Costa High School. Sure, anyone who was once one of "us" but was able to re-imagine himself as one of "them" should have been suspect. However, Kenny was never mean or cruel, and never tried to prove himself by being an ass to his old friends to impress his new ones. He was just a good guy who made good for himself. Still, it was not easy to lose another friend in much the same way it had happened for many years prior. The good news was that Jeff and I, being twins, always had each other to fall-back upon. In time, we forged our own in-roads in the social fabric of high-school. However, I always wished we could have found a way to remain friends with Kenny Brown. In time, I'm embarrassed to admit that I sort forgot he had ever existed, or at the very least, put him out of my mind. I suppose,as far I was concerned, Kenny Brown had forgotten us, and we had, in-turn, returned the service. The D&D and the Atari 400 became merely shadows of time in the past when kids were friends with each other for no better reason than just because we could be.
Years later, long after we had left high school and were much of our way through college, I came home back to my parents house to find a note on the kitchen table attached to a package. I opened the package first, and found a couple Atari ST games from Epyx inside, including their version of Battleship. I was baffled about where they had come from. I picked up the note, written by my sister. It said that Kenny Brown had stopped by and left the games for Jeff and I. I was astounded. I had not even thought about Kenny Brown for years, yet he had managed to not only stop by our house, but leave some gifts as well. I called a couple people to see if they knew about Kenny being in-town, or what he was doing, but my inquiries went no where. As it turned out, it was the last I ever heard from Kenny Brown. I'm still not sure what Kenny meant by leaving us the games, or if he really meant anything at all. However, it's not the act that is important, it is the way it is received. In my mind, the gesture was Kenny Brown telling us that indeed, he had not forgotten that we were once friends and once shared the wonder of the home computer age together. In turn since that day, I have never forgotten Kenny Brown, my introduction to D&D, or the time we spent at his apartment exploring the wonders of the Atari 400.
John Harris Asks: Where Are The Atari Fan boys?
John Harris over at Gamasutra.com has a fantastic new artical named "Game Design Essentials: 20 Atari Games" in which he spends a massive amount of time (23 pages!) discussing the brillant game designs that came out of Atari's coin-op division from 1972-1998.
At the beginning of the article, John asks a very ligitimate question: "Where Are The Atari Fan boys?" He's not referring to the console fanatic at places like Atari Age, Atari Protos or Atari Mania, but rather the people who played and loved Atari coin-op games.
I'm not sure I have an answer for John because, frankly, I have the same question. I'm stunned about how little information there is about Atari coin-ops and their designers. Check out John's article, as it goes a long to rectifying the situation.