skip to content


PIXEL PROVOCATEUR, DOT-MATRIX DOMINATRIX, "ARTDYKE," MISCHIEF MAKER

caverns of minos

like i said when goatup made its appearance, what i like about jeff minter’s games is, first, that they’re definitely JEFF MINTER games, and second, that each encapsulates the history of a single idea in game design. caverns of minos is based foremost on caverns of mars, a simple game about guiding a spaceship through a tunnel, first up and then down. but he’s connected other, related games by including their spaceships in caverns of minos as increasingly tricky alternate ships – lunar lander, space taxi (which i had not, until playing minos, realize was just lunar lander with sillier landscapes and irritable passengers). the game culminates with the ship from thrust, caverns of mars’ most technically complicated descendant, which the player has to actually rotate to steer, unlike the other ships, which, in following cavers of mars’ lead, simply glide left or right. just as goatup drew together donkey kong-inspired jumping games from uk home computers, minos is a snapshot of a moment in game history when a bunch of people were exploring similar ideas. a llamasoft game is a kind of history lesson.

your electronic arms

your electronic arms is a game maker game i made in 2008, before i made mighty jill off. it was made, in fact, as one last weekend game project before i moved to texas to attend the guildhall – and if you don’t know how that turned out, either search my site for “guildhall” or wait to read about it in my book. (short answer: badly.)  leon has been doggedly converting my windows-only game maker games to mac using mac game maker. he made an html5 version of the game, and playing it, i realized both that i still really like the game and that there were a bunch of improvements i could make to it, specifically for a web version.

since i was (still am) in the middle of using game maker to put together a game for the OAK-U-TRON arcade cabinet (hopefully debuting this weekend), i figured i was in the right mindset to open the game up and make some five-minute changes. i’d underestimated how disorganized and clumsy my approach to game scripting had been. it ended up taking a few hours. and then i had ryan make a mock-up handheld frame to put around it, in fitting with my original vision for the game.

play your electronic arms!

the game was originally inspired by a picture of an LCD version of space invaders that i saw – you know, one of the games where all the characters are burnt into specific positions and move by hopping from one image to another. it was long and narrow, having only three columns for the invaders to occupy. i wondered what the game would play like – i wondered how a three-column game of space invaders could be interested. i hit on the idea of having the player’s tank be fixed at the bottom of having the whole world rotate around her – the game being a continuous sphere with invaders going off the left side wrapping around to the right.

looking at the game four years later, what made me feel like i NEEDED to update it was the realization that if i made the player’s shots into twin bullets, i could fit them inside the invaders’ eyes on the grid. and that really appealed to me, because what i always liked about lcd games was the economy of design: if you want to things to occupy the same space, you have to find a clever way to nest them or make them share overlapping parts. i also increased the difficulty by making more invaders appear and only allowing one bullet on-screen at a time. and i put the score on the screen instead of in the title bar, because webpages don’t have the same kind of title bars.

perks of the job

i could give a fuck about the fallout games – they have more character than most games of the same style, and the post-apocalypse has its appeal. but when madamluna made me aware of the cherchez la femme “character perk” in fallout: new vegas i was EXCITED. plenty of this kind of tabletop-role-playing-inspired videogame have optional “seductiveness” character traits available for the player character – that only work on characters of different genders. cherchez la femme makes a woman player character more predatory, both martially and maritally, toward other women characters in the game. confirmed bachelor does the same for male characters towards other men. now, there are equivalent perks for heterosexual characters – “black window” convers the same attack bonus against male characters as confirmed bachelor, and “lady killer” convers the same bonus against women characters. but while the perks are the same as far as rolling the combat dice is concerned, the effect of the perks on identity is different: cherchez la femme unlocks new possibilities for flirtation and romance with queer women characters in the game world.

i’d be lying if i said the icon, above, wasn’t my favorite thing about the concept, though. when i told madamluna i was thinking about writing fanfiction about the icon, she volunteered to write a story about the confirmed bachelor illustration. we didn’t peek at each others’ work until we were both finished. you can read the results HERE. as a warning, both stories are pornographic, and if the knives in the pictures aren’t enough of a clue, VIOLENT.

YYYYYY

YYYYYY is a text-mode game inspired by terry cavanagh’s vvvvvv. now i think terry is a great designer and turns out a lot of marvelous things, but i don’t think vvvvvv is his best work. it feels arbitrarily hard to me: a lot of the difficulty comes from the fact that the protagonist is slippery by design, and trying to direct a lightning-fast bar of soap through a maze of spikes over and over again stops being a compelling experience for me pretty fast.

tile-based reflex games don’t usually work well, because the block movement constrains the player’s ability to make subtle movements and often causes her to overshoot her destination. in YYYYYY, though, the added slowness and precision makes the game feel much more thoughtful and less haphazard than the game that inspired it. i also like that any letter can function as an obstacle in the game, which the level authors use to add a poetic flourish to many screens.

everyone, part 5

everyone else! well, not everyone: there’s two hundred faces on my poster, but these are the last based on my friends’ beautiful mugs. pictured here: dongle, past and present collaborator, sid, jetta, myself and my ridiculous lifemate.

are you ready for ACTION SHOTTZ?? here’s hubol demonstrating how ecstatic this poster makes you, kirk demonstrating how reptilian this poster makes you, and danielle and edmund demonstration how impatient this poster makes you.

brogue

michael toy and glenn wichman’s rogue, in the eighties, was an early attempt at a graphical adventure game for the computer. as such, they can be forgiven for not imagining the most efficient way to use a keyboard of a hundred-or-so buttons. but, dudes, making the same mistake a hundred authors before you made isn’t “tradition,” it’s ignorance. the “roguelike” games that trace their ancestry to rogue, in the thirty years since the original, have by and large come no closer to understanding that a game doesn’t need to use every key on the keyboard just because it’s there. get this: in nethack, you use the “r” key to read a magic scroll, the “q” key (for “quaff”) to drink a potion, the “a” key (for “apply”) to light a lamp, and the “z” key (for “zap”) to fire a magic wand. and even taking into account hidden choices – “applying” a wand does something very different than “zapping” it, for example – that’s still a tremendous amount of dead weight.

even one of the leanest rogue-inspired games out there, crawl, has two seperate keys for equipping items: lowercase w for “wielding” weapons and uppercase W for “Wearing” armor. (and if you want to wear a magic ring, that’s “p” for “put on!”) part of the reason newcomers find these games so impossible to get a handle on is the time they have to spend figuring out which of your eighty commands is the right one to drink a bottle of water. the other is that your game has been accumulating shit with very little curating for over twenty years and it won’t occur to most new players that eating an egg might be instant death because there could be a fetal cockatrice inside it.

brogue, i think, addresses both problems pretty elegantly. drinking a potion, reading a scroll, firing a magic wand – that’s all the “a” for “apply” key. equipping anything – a sword, a suit of armor, a ring – that’s “e.” (and i still think these two keys could probably be one key – applying a ring could put it on, for example, and applying a worn ring could take it off.) but the game’s not just concise in terms of its verb set: the cast of characters, and conditions, is also elegant. every creature in the game – the floating gas sac who releases poison when killed, the psychedelic toad that causes hallucination on contact, the ogre that misses most of the time, but hits hard when it connects – justifies its existence, and they work together well.

i’m also pleased with how much stuff isn’t cribbed from other roguelike games. that’s “tradition,” too. brogue has clouds of poison gas, spreading and slowly dispersing, fires that catch and spread across fields of cave flora, glistening underwater pools, rope bridges over chasms, glowing lakes of lava. a lot of it is mostly for flavor, but i like how much flavor there is, how strong a sense of place the game has. most roguelike games are trapped in the same sixteen-color palette as dos rogue – tradition? brogue has a magnificent sense of color, cool blue-greens and muted colors with sparse hot highlights. when a magical flying sword is conjured, you know something unnatural has been summoned to the cavern because of the bright, weird light it throws on everything around it. this kind of game is almost never made with an eye for color, and what it adds is almost staggering. it makes me wonder why visual beauty is so often an afterthought in these games, or never a thought at all.

a pack of twine

after all the game-making tools i’ve played with, twine is still my favorite. it’s simple: writing passages in twine is just typing text, and linking passages is just putting brackets around the text; it’s easily-distributed: a game is compiled as a single html file, which can then be posted to a website, hosted for download, etc.; and the “source,” the file full of instructions that produce the finished game, is super easy to look at: it’s just boxes with arrows between them to illustrate possible paths through the game. twine produces choose your own adventure-style branching stories, but that’s a format i happen to really be attracted to.

someone asked for the source to my twine games, and i thought, why not. here it is. included are source files from my smutty text adventures, encyclopedia fuckme and sex cops of tickle city, with annotations and notes, police bear and town, my first twine game, a reimagining of town of zzt. i think this one might be the most visually appealing: my first experiment with twine, i laid the game out in the shape of a town, the passages which represent each individual building clustered together. the source for afternoon in the house of secrets has unfortunately been lost; it has a pretty neat little state machine to track whether the player has entered the secret code correctly.

everyone, part 4

nine more faces from my poster.

this batch includes four of the game creators who have inspired me: my one-time neighbor sparky, amon26, christine love and hulk handsome. i have been pretty lucky to be able to meet all of these people whose work has informed my own.

2012 is gonna be a rad year, dudes. my book is finally coming out in march: we’re having a book release party in san francisco (during gdc), and then i’m planning to do an event with babycastles where i’ll hopefully be able to unveil a new four-player game. i also expect to have a new autobiographical flash game out and about by then. so brace yourselves! i’ll be sure to keep posting about all the exciting things going on so no one has to miss them.

super mario unlimited

a super mario bros. romhack that’s not unplayably hard is a rarity. super mario has been colonized by hackers perhaps more than any other game: those hackers have a detailed mechanical understanding of the game, and are primarily designing for an audience that has the same understanding. how can you impress that audience other than making something super hard?

designing a rom hack that’s not super hard takes both self-confidence and bravery. super mario unlimited is not only playable, but it’s smart enough to reject game overs as something that doesn’t necessarily have a place in a game about just getting all the way from the left to the right. as the author of a mario rom hack that does the same, i appreciate that. in mario unlimited, the reward for a hundred coins is changed to an instant starman – immediate invulnerability. i’m not crazy about the super mario 3 sprites in super mario 1 that so many romhackers go gaga for, but it’s nevertheless a charming experience.

you can get the hack here. it’s distributed as an ips patch, which you’ll need to apply with an ips patching program to a rom of super mario bros.

sex cops of tickle city

another dirty text game.

my earlier SEXT ADVENTURE, encyclopedia fuckme, revolves around a couple of surprise twists – this one, maybe you’ll be relieved to know, doesn’t. it’s straight smut. well, maybe not exactly straight. with fuckme i didn’t know the ending until i was halfway through writing the game; this time, the middle, third scene was the first thing i had, and the game expanded from there in both directions until it filled out its uniform.

this game – and the title has been carefully chosen to reflect this – involves lecherous cops, imprisonment and tickling. i’m looking forward to people cross-referencing this game with the anti-cop tone of my other games and psychoanalyzing me.

madam luna drew the illustration that heads it and helped pin down some of the bugs in my scripting.

play sex cops of tickle city.