Atari Compendium Interview with Michael Albaugh

You do a daily blog, you plan a post for a day, and sometimes it doesn’t work out. It happens. Today’s post was going to be a romhack but it turns out it didn’t meet my fairly high standards for romhacks. I’m really picky about them. It was a Super Mario World hack with a strong and interesting theme, I was excited about writing about it, then there was a long jump that required bouncing off a flying turtle right in the first level, and that was right after a couple of tight jumps out from beneath two Thwomps with Podoboos jumping all around, then when I finally got by it, there was a room where water was unexpectedly instantly lethal, as if it were spikes. I don’t have time for that.

I play these things to write about them, but I played for fun too, and that kind of business I don’t consider fun, and I don’t think you’d enjoy it either. Games are meant to be fun, not excruciating tests.

I won’t give you the name of the hack because it’s one of hundreds that are like that. I have nothing against its creator, artistically it didn’t look bad. It just was a pain to play.

So instead, have a 2017 interview on Atari Compendium, with long-time Atari Games programmer Michael Albaugh. It’s all text, but I’ve been meaning to ease up on the number of Youtube videos I link. Don’t worry, I’m still going to bring you tons of them, because for worse or even worse, there’s a lot of gaming content there, and Google certainly likes pointing me to it, may them and their “AI Summaries” boil in oil.

Michael Albaugh (image from Atari Compendium)

Albaugh played the original commercial arcade game Computer Space in a Sears department store in 1974, soon after joined with Atari Inc. while Nolan Bushnell was still at the helm, and stuck with them through to 2000, just a few years before WMS shut them down. The first game he wrote code for was Pool Shark, a black-and-white machine released soon after Tank 8. His last (according to MobyGames) was Gauntlet: Dark Legacy, and support on San Francisco Rush: 2049! He worked on Atari Football, Marble Madness and Rampart. In games, there are very few careers longer than that, and I’m glad that he is telling his story.

I’d like especially to point out his concluding statement:

Cliche, but it went from a craft with small, tight groups, like a local theater company, to more like Hollywood, with giant teams and management structure that would make the Pentagon swoon.  And of course a real hit-driven, cautious agenda.  In short, no thanks.  There are still interesting things going in the demo scene, indie games, and interactive fiction, though.

Interview with Michael Albaugh (www.ataricompendium.com)

Kimimi the Game-Eating She Monster: Brandish

I still have to figure out some consistent way to differentiate things we’re linking to, in titles, from our own content. It’s making me uncomfortable how things we link to on other sites are generally not distinguishable from things we make ourselves. The site: title construction is the best I’ve come up with for that, although I also use it for our own subseries, like Sundry Sunday. Please, except this rambly prologue as an introduction!

Kimimi the Game-Eating She Monster writes lots of interesting stuff, and we’ve linked to her several times before. In fact I have a whole Firefox window devoted to pieces she’s made. This one is about the Super Famicom (and others) game Brandish, one of Nihon Falcom’s many interesting RPG experiments.

Brandish is played in a dungeon where each level is a map, and monsters appear on it, and you attack them in real-time, without going to a separate screen. That is to say, combat isn’t “modal.” When switches change the state of the dungeon, you see their results happen immediately. Areas blocked to you are shown as just plain wall until you reveal them.

These things all make Brandish seem almost like (here’s that word again) a roguelike. But Brandish’s dungeon isn’t random, but set; the game isn’t a generalized system like roguelikes often are, but has set scenario. That makes it seem like a lot of other early RPGs. And one weird thing about it that’ll definitely require some adjustment is, Brandish is programmed so that your character always faces up; if you rotate to face a direction, the dungeon rotates around you. But the game doesn’t use the Super Nintendo’s “Mode 7” rotation feature: the dungeon turns immediately, which is disorientating until you get used to it, and even, it’s still a little disorientating. Brandish probably works that way because it was originally a Japanese PC game, and to implement Mode 7 rotation would mean having to rework some graphics to reflect the different perspectives.

Here’s a Youtube video of a playthrough. Skip past the intro, and what I’m talking about should become clear:

And now you’re ready for Kimimi’s own piece on Brandish. She likes it! And I agree, it’s a very interesting system. Brandish was popular enough to get multiple sequels. If you want to learn more about the series generally, Kurt Kalata’s Hardcore Gaming 101 has a good introduction to them.

Kimimi the Game-Eating She Monster Covers Brandish

Pangur

Pangur is a text processing system that works entirely through visual code. People familiar with systems such as Scratch or Nintendo’s Game Builder Garage should be at home with it. Its workings are adjusted by creating and connecting a number of nodes, with both input and output connections. You can try it out directly in your browser (Firefox and Chrome are known to be supported), or read the guide to learn how to use it.