Adventure games monologues

Doing a point & click, is the easiest way to take out the ich of making your own game?

From the moment I bought my first computer, well… being honest… since my parents bought my first computer… not quite… the moment my father bought his first programmable calculator in the mid eighties, the need to make a video game (that’s what its was called back then) were massive.

Several decades later, with careers in design and computer not completed, and three kids than for better or worse have not shown any kind of passion for somewhat of coding, here I am writing some lines about how this graphic adventure came to my mind.

My first tries were platform games. Those about jumping, opening doors and avoiding obstacles such as so many memorable examples that the old computers have left for us in the old days The memories that I have about the TI 994A are not that fond, because you had to program all in Basic with a bad interpreter that did not highlighted on its speed (even in human time) or its hideous cartridge to program in assembler that fortunately came too late.

Those were dizzy times and soon even the realm of the multi color Spectrum had succumbed with humiliation under the power of the Commodore 64, all of them finally annihilated by a ruthless horde of lonely but determined Amiga 500.

Speedy Babosa, my first try of game, was a kind of adventurer worm for the C64 and I was very proud of myself, most of all because in order to save memory I programed a routine to switch the way of the pixels in a kind of mirror effect. Something that nowadays even the e-cigarettes should do, but for that time it was pretty ingenious.

Also from those remotes years was something like an arcade that consisted in a handful of ensemble routines, a block of code to move a small ship on the screen and another one to detect the collision with enemy fire. The collisions didn’t work that well but the game honored one of the animated series that impact me the most after Captain Harlock and Speed Racer.

Was the first unlicensed version of Robotech on record and even some hackers from who knows were took the time to hack it and add one of those beautiful animated intros, and to be honest, it was more fun and it was better programed that my own game.

Paradoxically the consoles world didn’t call my attention once the glorious days of those magic cartridges of Atari were no more. With the consoles you could only play and in my point of view it was not fun… I skipped the Nintendo, the Family Game, the NeoGeo and several generations of this kind of hardware. Against my will I open the door to the PS1 and even though I was seduced by the next generations of this machines the romance towards them was drastically diminish. My financial  possibilities and my technical knowledge made it impossible for me to develop software to this consoles, it was a wall difficult to climb.

Developing Sol705 with Blade engine

Developing Sol705 with Blade engine

Luckily my vengeance arrives in the way of smartphones, where little by little the big titles of my teenage years and youth were slowly coming back to life. Is not a surprise that one of the genres that best adapted to this kind of devices (and mostly to my lack of reflects) were the graphic adventures. To play Monkey Island again (God Bless the person that thought of leaving the original gameplay  graphics option in that awful remake) or with Beneath a Steel Sky made my adventurous programmer heart beat and blaze with sacred fire, that was imprisoned dring so many years in the fortress of Mr. Bandai.

But, is creating from scratch my own graphic adventure the wise decision to get back on the ring? This is exactly the point of this series of notes and I trust that we will figure this out together!