Moore-Tech 2000: a look at my 1996-99 game design folder

thesycophant's picture

Cross-posted at JDM, my personal blog.

...

Some time next month, I'm going to release Caverns of Khron, my biggest game project to date.  A few months ago, I found a folder in my filing cabinet titled "Miscellaneous Game Development," containing dozens of pages I wrote and drew between 1996 and 1999.  Until I'd found this, I'd basically forgotten about all the games I'd made and planned before I started making ZZT games in 1997.  I'd actually been designing games on paper since about 1990, though I didn't have any kind of computer till 1994.  I never learned C++ or any other "real" programming languages save for a very rudimentary knowledge of QBASIC that only equipped me for the simplest text adventures.  So, if you're interested, you're welcome to join me on a nostalgic, navel-gazing trip through what I thought about making video games before I even knew how.

My cousin Steven introduced me to QBASIC in the mid-nineties, and it was simple enough that I thought I could write a couple small programs.  I never actually spent much time with text adventures like Zork (I loved Return to Zork, but couldn't get my hands on an actual copy of the Zork trilogy until like 1998), but I was in love with the idea, and had played around with a couple MOOs and MUDs, more interested in the promise than any execution of the idea I'd actually seen.  Before long, I'd programmed a virtual room-by-room tour of my house--called "My House"--which forever cemented in my mind the cardinal directional layout of Pocatello, Idaho.  This and other games would be "published" under a "label" called "Moore-Tech 2000," and I'd hang this sign on my door:

Please note that this sign only ever hung on my bedroom door.  The prices listed were the fees I wanted to charge my two younger sisters to give them copies of these games on their own floppy disks.  It was an evolution of when I tried to sell my sisters and cousins the Nintendo fanfiction I'd write and illustrate, bound in construction paper when I was about nine-years-old.  I also offered customized games for the low price of only 75 cents to $1.75.  I don't believe I ever made a cent from any of my games, and rightly so.  Eventually, I just tried to get my sisters to play them.

Of the games listed, very few without the checkboxes ever were finished.  "Text Color" simply changed the color of the MS-DOS text interface.  "Pilgrim Hunter" was a text game where the player searched a square field square by square for a turkey to shoot, like a festive, unchallenging "Hunt the Wumpus." I also apparently finished something called "J.C.," but I have no idea what that might have been.  I seem to have been planning something called "Aquaria," and considering my then-interests, it surely involved mermaids.

Sadly, I finally disposed of my 486 PC last year, which had what I'm sure were the only remaining copies of all the games I worked on, including the first game I ever published, "UFO Invasion," a QBASIC text adventure uploaded to AOL and co-written with my friend Caleb.  I also once had extensive pages of planning for the sequel, which I intended to be a Wolfenstein-like FPS.  Also there was another collaboration with Caleb, a Christmas-themed game called "The Reindeer Riots," though I can't remember for the life of me what actually happened in it.

"Magic Learner" is the one for which I have the most documents still and was the first game I intended to be released in the world of "Khron," a text adventure with a magic casting system and a fair amount of open exploration, to be later paired with a game called "Power Quest" which would be a text adventure with an action and strength orientation.  I'd written some amount of lore for the games' story world, and even drew maps.  Below is a map of the game world and a modified one broken up into a navigable grid for use in the game.

 

Of course, these papers are what inspired me to name my current game "Caverns of Khron" (before that, it was called "Ruins of Bufannei," a contraction of "Bullshit Fantasy Name").  If you're worried about Khron canon, understand that the game actually takes place in Greschden Caverns, but the game doesn't bear that name because it sounds stupid.

Note the copyright date on the map.  The world of Khron existed contemporarily with our own, but with a 1,960 year date offset.  P.D., I assume, once meant something.

I'd begun a Halloween-themed horror adventure game called "Mansion," where the player explores a large mansion during a Halloween party to discover dark secrets.

This game eventually evolved into "Jack O'Lantern," which began life as a text adventure, and I distinctly remember drawing this map for it in my ninth grade speech class:

In 1997, I learned about ZZT, and found it a more attractive design platform.  I actually adapted this design pretty faithfully into a ZZT game that I published.

In those days, all my ZZT designs happened on paper before they happened onscreen. I have pages and pages of ZZT-OOP code for games like the unfinished "Bob 3: The Amazon Adventure" and "Zem! X" which I began work on in 1998 and didn't finish until 2002.

 

With my early ZZT games, I employed a "star" system like Tezuka Osamu's, featuring recurring characters playing different parts in each story.  It was silly, but I was in love with the idea.  In the "Zem! X" paper, I love where I drew a picture explaining to myself what I saw in my mind and how I had to express it with ASCII characters.

My ambition was not limited to what I could conceivably produce at the time, of course.  What I wanted to make followed my interests, which in the mid-nineties became largely focused on real-time strategy games.  I have about a dozen pages of notes for "Medieval" and its expansion "Medieval Quests," featuring a total of five factions, with unique units and campaigns.

I also possessed a strange, obsessed fascination with LCD games, and went as far as to plan the screens for half a dozen games on paper. One of these, "Mythical Commander" (left) was an intended LCD real-time strategy game. "Blif the Blot" (right) was a mascot platformer that had a secret versus mode.

 

Beginning in my later teenage years, I fell in love with the link cable racing game included in Super Mario Bros. DX for the Game Boy Color, and plotted an intricate expansion of the game called Super Mario Arena, featuring a character roster with different abilities, power-ups, and a greater focus on competitive combat. I possessed some vain hope that Nintendo would somehow find out about my plans and accept my pencil drawings as the design document for a million-seller Game Boy Color game and a long career in making video games.

I continued to make ZZT games and began playing around with Megazeux.  Eventually, I became more interested in filmmaking than my once-intended career of glamorous, professional video game development and programming.  I kept my toes wet, working on a graphic adventure game and an online RPG fighter with my cousin, though neither project came to full fruition, and I only advised design and worked on graphics.  I wonder what would've happened if instead of ZZT, someone had handed me a copy of Klik N' Play (I saw it in software catalogs, and after it I lusted), or if Game Maker had come into my life a decade before it did.

I'm going up to my mother's house in a couple weekends.  I'm hoping to dig up some more of these kinds of papers.  I have a vague dream about picking up one of the other game concepts I know I had once upon a time and seeing if I can't bring it to life with what I know now, just to fulfill my 13-year-old self's dreams on some level.  It's been somewhat inspiring to examine what I used to think about games, see where I'm similar, and see where I'm the same.

And at the very least, the 16-years-in-the-making Khron world of games will finally see the light of day.

Caverns of Khron (2012)

Comments

Healy's picture

The anecdote about trying to

The anecdote about trying to sell your little sisters your homebrewed games is absolutely adorable.

SpindleyQ's picture

awwwwesoooome

Oh man I CANNOT WAIT to play Caverns of Khron. Thank you for posting this.

kirkjerk's picture

Yeah Great Post! Was that

Yeah Great Post!
Was that racing game tied in with Boo Races? (that's what I found video of it) It looks fun!

I loved sketching out LCD games too! I remember trying ports of Battlezone (influenced by the 2600 version) and Punchout.
For Mythical Commander... is "enlarged square" what, like, "1/20" of the screen would display?

thesycophant's picture

That was totally the game!

That was totally the game! There was a two-player version I played with my sister a handful of times where you raced Mario vs. Luigi, and that was a blast and I wanted to expand it.

I'm kinda glad I'm not the only one who had a fascination with LCD games and how they were layed out! I was always fascinated by the way a mostly coherent game could be, I was especially taken with a Game & Watch Super Mario Bros. game a friend had that really functioned as a platformer.

Yeah, my thought had been that that was 1/15th of the screen (a field of 5x3 would be visible). It'd be so tiny! No one would ever want to play that! But I wanted to play Warcraft II in the car.

kirkjerk's picture

This thread reminded me of

This thread reminded me of the awesome LCD functional recreations at Pica-Pic, and when I went there I saw they even had one I was just thinking of, Search Light:
http://pica-pic.com/#/search_light/

It's almost a little on the easy side (at least game A) but still, a good example of the "time management" games that were so popular in the format.

Your game reminds me a little bit of the Dungeons and Dragons LCD, though I think that was just a Hunt the Wumpus...

thesycophant's picture

I've got a deep and abiding

I've got a deep and abiding love for LCD games. I recently acquired Game & Watch Gallery 4 for the Game Boy Advance. Something about truly repetitive actions involving ever more frantic actions and obstacles is really appealing to me. I've been thinking about trying to play with that format in my more typical design modes. Actually, I guess I did that for a recent TZLKJ.

Pica-Pic is doing the Lord's work. I'd never seen Search Light before. It's pretty great. I'm surprisingly awful at it.

I just looked into D&D LCD, too. Looks kind of amazing.

I wish real LCD homebrew was a thing I could actually do.

SpindleyQ's picture

My game was The Terminator.

My game was The Terminator. You've got four kinds of enemies, and three kinds of guns, and each different enemy type can only be hurt by a particular kind of gun. By the time you've got all four types up on screen, it's basically Space Giraffe; you constantly have to take in the entirety of what's on screen and evaluate what you can do to A) stay alive, and B) clean up some of the constant onslaught. The giant screen-filling terminator is actually the least of your worries; I'm not sure he can even hurt you.

Re: LCD homebrew, I once got close: Kenta Cho released a crazy-ass game-maker for the Palm Pilot called HenyaG that I messed around with quite a bit. Basically, you had a limited number of objects, which you would draw one at a time, in place. You could then wire them up with simple cellular automata-ish rules, IIRC. (I spent hours trying to decipher it, since all of the instructions are in Japanese.) It would have been completely amazing, except that when an object needed to be turned "off", it would erase its bounding rectangle, instead of just the pixels that were part of it, so you couldn't even come close to overlapping anything. But check out these fucking screen shots.

sergiocornaga's picture

Amazing post! I love this

Amazing post! I love this kinda stuff. I started a thread on TIGSource with a similar theme, but looking back on it I didn't include many of my really early drawn games, which is where the real charm probably lies. For some reason I continued making these things even after I'd started developing actual games... I must have enjoyed doing it a lot?

If anyone's interested, I could probably take some more photos, I have literally thousands of undocumented pages. If anyone's really interested, I might be able to scan one and convert it into a game with roughly Lands of Dream level interactivity.

P.S. I think you've got enough evidence here to sue Bit Blot for IP theft. Go for it!

thesycophant's picture

Thanks for linking that

Thanks for linking that thread. I love to see what games others doodled in their childhood sketchbooks, especially when it's a game designer I admire. If you can post some more of your early, early stuff, I'd really love to see it. The marker work in your second and third images are really incredible to me.

I think that's actually super-cool that you continued to make games on paper after you were making them in real life. There's some serious appeal to designing a game in theory rather than wrestling with code and engines and actual design issues. I once made extensive plans to make a sequel to my OHRRPGCE Darkwing Duck fangame (the original I jammed out in about six evenings over two weeks), planning out most of the game on paper with a dozen locations and a complicated storyline and battle system, but I think I got about as far as drawing one tile set and mapping my hand-drawn map to the gameworld when I realized I might not have anything near the stamina to finish it.

Sadly, I don't currently have any access to any of the giant platformers I designed between like 1992 and 1996. I'd design them by making Nintendo Power-style atlases that gave you complete maps, item locations, door connections, secrets, and cutscene summaries (I adored cutscenes so much back in the day, when the longest, most intricate cinematics I'd been exposed to were the openings of games like TMNT2). I hope I can scan and share some pages of those soon. I had one series of games for which I made like six installments (or maybe it was five, and I hit designer's block with the sixth game--I know number five was my then-magnum opus).

I designed probably dozens of top-down switch-based puzzles games on pieces of paper while sitting in church in my mid-teen years. They followed a pretty consistent rule set, and I liked making them and leaving them tucked inside my scriptures, then finding even I'd have difficulty getting through them when I rediscovered them some weeks or months later.

And thanks for the tip! Derek Yu's sexy Spelunky money will be mine!

i LOVE this. caverns of

i LOVE this. caverns of khron looks like it would have blown little thesycophant's mind

thesycophant's picture

It really would've. I could

It really would've. I could hardly imagine I'd have ever been able to make something that looked and felt like the games I played.

thesycophant's picture

Allow me to encourage

Allow me to encourage everyone to post stuff like this. I'd love to read what my fellow trainwreckers doodled after school before they learned to make games. It'd be pretty nifty if this became a thing 'round here.

sergiocornaga's picture

Would you prefer to

Would you prefer to repurpose this thread for general game doodles, or should I make my own blog entry?

thesycophant's picture

It would probably be best

It would probably be best for people to make their own entries, I think. Give them their proper due! Hope to see something from you!

Subject or Skate

Wow, that's in depth note-taking... Much more polished than the ol notepad gibberish I usually happen to create.... giant rememberthis text files. I guess it's important to have a paper trail once in a while

I like elk