Saturday, November 13, 2021

Sydney Hunter and the Caverns of Regret

Ok, so I guess this is me venting about my sob story of "success"

I put the success in quotations because to me it feels like failure.

What really sucks is that I bet there's a bunch of struggling indie devs out there who would love to have this level of exposure.

...and somehow writing this makes me feel so very conflicted.

I am angry, hurt, frustrated, enraged, proud and ashamed all at once.

I barely know what to say. I've held my tongue for years and tried to be a good sport, but I just can't anymore.


I just can't...


But before I start, I don't want anyone to try to "avenge me" or dole out their own retribution against anyone I mention here.  These are just my hard feelings and regrets... and really, I only have myself to blame as I could have spoken up long ago before things got out of hand.


I almost don't know where to start, so I'll just start at the very beginning. Forgive me for misremembering the exact timelines or sequence these events played out, or any oversights on my part. No one is ever 100% right, myself possibly more so than the average.


If you reading this and happen to think that I might be referring to you in this rant, take everything I say with a grain of salt, I'm just venting. It's just my bruised ego talking, the ego of someone who has incredibly high standards, the type that are almost impossible to meet. Though, you might be able to learn something in all this if you can put your own ego aside.

I'll try and do the same for myself.


Anyway, Long before Sydney Hunter was conceived I made a stupid little game called Spunky's Super Car!.

This was way back in 2006 While I was working as an animator on GBA and DS games. I started playing around with graphics in my spare time that felt like they belonged on the Colecovision, a console I loved as a kid, and I ended up using those graphics to make a game with Multimedia Fusion (A game making software now known as Clickteam Fusion).


It was a silly little game where you played as a car in a series of crazy scenarios. I uploaded it to my website and put up a really crappy youtube video of it in action a few years later and then totally forgot about it.


Flash forward a few years to 2010. I found myself out of work and was spending some of my free time finishing up the unreleased 2nd issue of my goofy comic book "Dr. Pineapple: Intergalactic Privateer". During this time, I was contacted through the Atariage forums by a fellow who was in the business of publishing homebrew Colecovision games. Let's refer to him as "X". X somehow ran across Spunky's Supercar and was interested in publishing a Colecovision version of the game. I agreed, as I had nothing to lose other than some of my free time, which I had in spades at that point.

I reworked the graphics to fit the Colecovision's technical specs and re-did the comic book style intro from the original game had with an updated version.

I sent the assets over and forgot about it.


That year, I discovered that the software I used to make Supercar (and a couple of other dumb games) had just released a Flash export module. At that point, I took the gamble and attempted to live my dreams of being an indie game developer. After years of making mediocre licensed games for companies who cared far more about hitting publisher milestones than actually creating games that are good, I was bursting with ideas and enthusiasm - ready to prove myself to the world.


I started a one-man game dev studio known as Studio Piña and made flash games with the intent of getting sponsorships through Flash Game License.  Many of which I just put up on my website for free or with some kind of ad on it to try and generate revenue (which they did not).

I later switched to iOS development and met with the same results... (It didn't help that I was late to the bandwagon for both platforms as they would both soon be saturated by cheap Chinese-made games that were all just quick reskins of one another.)


Anyway, the first game I developed at Studio Piña was a game called Sydney Hunter and the Caverns of Death. For this game, I made sure to adhere as closely as humanly possible to the technical specs of the colecovision/MSX hardware as I was (and still am) quite fond of the TMS9918A video chip and Z80 processor for some reason.

The game was inspired by games like H.E.R.O and Montezuma's Revenge, but with a darkness mechanic and a character who uses a boomerang as a weapon.  I spent a ton of time on the game, building the levels, selecting the music, fixing bugs, etc. It took at least 4 months working 12-18 hour days 7 days a week and I thought it turned out really well for what it was intended to be, but due to a bug in the Flash exporter module for Multimedia Fusion, I held off releasing the game until 2011.


Anyway, some time later, I forget when exactly, I get an email from X, the same guy who wanted to make a Colecovision port of Supercar. It seems he had discovered Sydney Hunter and the Caverns of Death and was SUPER psyched about porting the game to the Colecovision.

I should have been wary, seeing as there was little to no progress on the Supercar game, but this guy.. god bless him, he has the infectious enthusiasm of a 5-year-old. This, I would realize later, might possibly be his only actual talent.

So I'm like "Whatever, there's only been a mild reception online to this or any of the other games I had made at that point anyway, so why not?"


And here's where things begin to go to shit.

It actually takes quite some time for things to really fall apart and for any animosity to appear, but this is where it began.


Some work had begun, and I updated the Sydney hunter assets a little, and made detailed maps, put together data on as many aspects of the gameplay as I could, and made an unlimited lives version of the game for easy reference... but no actual port seemed to be in progress.


A little while later, I see that X is announcing a Sydney Hunter game for the Intellivision. and the graphics look terrible.

I email him and I was like: "Dude, this is MY intellectual property, you didn't even ask!" and he was just like: "Oh, I had to reskin this Intellivision port of Smurf Rescue due to legal issues... you don't mind do you?"


...


Why?


Just why do I let people walk all over me like this?

I need to learn to stand up for myself.


Anyway, long story short: I fix the shitty graphics for X and never even end up getting a free copy of the game or anything.


This should have been a HUGE red flag.

Stupid good-hearted trusting nature of mine, Damn you!


From there, I foolishly agreed to work on a SNES port of Sydney Hunter.

I redid all the graphics, added new animations, created new bosses, new story/intro artwork...

And every single WIP build of the game they showed me just felt so shit.

I don't know how many times I tried to explain to the programmer (whom X had convinced to make this game for him) that Sydney's run cycle had 1 frame where he was completely off the ground, and if he didn't fix this, it would look wrong, but it was never fixed.

The new bosses in the game feel totally broken, and the frog "shoots" a chunk of his tongue at you. What the heck?

Not only that, but when Sydney dies, he flies all over the screen like crazy.

FUCK!

These lazy, incompetent assholes made a glitchy mess of a game...

And don't get me started on the glitchy boomerang physics.

...amateurs, they couldn't even manage to put in the awesome final boss I made for the game. (who was 100% doable on the SNES, mind you.)

What a joke.

It could have been awesome but ended up so very mediocre.


Around this time, X found a Youtuber with a marketing degree or something to help him shill the broken mess of a game.

You'd see this guy's videos all over the place showing broken WIP gameplay and saying how awesome it was.

They even convinced some other Youtubers to praise this and later games by giving them free copies.

Ugh.


So.. anyway, this story is leading somewhere.

I swear.


Somewhere in all of this, the port for Supercar FINALLY gets finished after maybe a year or 2.

The original game I made wasn't all that great, and the game this guy released was somehow worse. 

INCOMPETENCE!

My version of Supercar heavily relied on music, but the Colecovision version has NONE! There was no space in the ROM for music because the programmer added a ROM wasting splash screen that was totally unnecessary and kind of broke the illusion that this was the actual "haunted" game mentioned in the comic intro from the game manual.

Very disappointing.


Anyway, at some point, X wants to make an NES Sydney Hunter game that is similar to Montezuma's Revenge.

At this point, I had already given up on being an indy dev, and this gave me something to do in my spare time to distract myself from feeling like a failure.

The project seemed simple, and I had hopes that maybe it would turn out decent.

So I agreed and worked on the sprites and backgrounds for the game.

I'm not sure exactly when it was decided to be a Mayan themed game, but I think it was somewhat early in development.

Somehow development stalled on the NES game and the project slowly evolved into a PC game that was to have the NES aesthetic.


During this time X decided to make his own separate Sydney hunter sequel using the same assets.

Of course, I only found out about this AFTER he publicly announced it.

You know, this was still MY IP. I felt disrespected but just kept on being a team player.

And to make it worse, the box art sucked donkey balls on every version of the game.


During the production of Curse of the Mayans, I felt that my input was constantly ignored. Whatever X wanted went into the game no matter what, and it didn't matter what I thought, because I was just the graphics guy... unless he wanted to copy-paste some stupid graphic he ripped from some other source and drop it into the game himself.

The programmer couldn't even keep the pixel aspect ratio consistent, big pixels next to small pixels constantly, WTF?!

On top of that, the programmer of the game would just add in whatever he wanted, just because he could.

It seemed that everyone could have creative control over the design of the game except me. Hell, even X's Youtuber pal had more influence on the design of the game than I did.

I was the ONLY one on the team with any actual game design experience or real-world games industry experience, and I was the designer of the original game. This was MY IP, but my opinion mattered for nothing.


The thing that still drives me up the wall is the whip.

Sydney hunter doesn't use a FUCKING whip! It's out of character. I don't know who's idea this was. 

it was either X or his Youtuber friend. Possibly the Youtuber because he's a Castlevania fanboy, but also likely X because he's an NES fanboy and doesn't give a fuck about my opinion because "he's the bigshot publisher".

Listen, Sydney might be a little like Indiana Jones, but he is NOT Indiana Jones, he is an Aussie with a BOOMERANG! A boomerang is a totally different game mechanic. it gives you a long-distance attack but leaves you vulnerable for a few seconds once you throw it.

Any reasonable game designer would have made the boomerang the default weapon to create continuity between this and the first game and would have had the whip be an optional alternate weapon to be found and used later in the game.

I was never consulted on the whip. One day he's like "Oh yeah, Sydney uses a whip now. If you don't like how it looks, you can reanimate it for me."

Fuck you!

Fuck your stupid whip!

Fuck your dumb-shit out of place Zelda 2 references!

Fuck your attempts at turning this game into both Mega Man and Castlevania!

Stop ruining what I created!!!


Oh, how I wish I could have screamed that out at the top of my lungs over and over at them.

How I wish I could have killed my own beloved creation before this went any further... but it was too late.


Do you know how that feels?

To love something, and yet want to destroy it? It's like wanting to cut off your own fucking arm.

It tears you up inside!


The game was taking FOREVER to be finished. It seemed like every time I checked there was a new stupid, pointless feature or addition that was stretching the development out into infinity. I signed on for a simple NES game and it ended up wasting my time for over 4 years before I finally had enough and told X that I was done with this shit. Sydney Hunter was dead to me.


My experience with X was a long, drawn-out exercise in frustration, incompetence, and all the worst aspects of fanboy-ism.

No one ever responded to my criticism, which was as constructive as I could have possibly made it.

No one respected my Intellectual property.

No one gave a shit about what I thought.

X took Sydney and did whatever he wanted with him with no concern for anyone else but his own enthusiasm to make games that tickled his retro nostalgia fancy.

And I was too afraid to piss everyone off by telling them just how much I hated virtually every aspect of Curse of the Mayans.


This was not the Sydney Hunter I created, or at least not the one I wanted to create. This was a sloppy mess.

I had some ideas for a true sequel of my own - One where Sydney finds himself in mysterious underground caverns once again, this time trying to rescue his lost puppy. There would have been elemental gems that he could attach to his boomerang to attain special abilities and the gameplay would have had a strong emphasis on a fire/ice mechanic.

But you know why I never made it?

Because I didn't want to waste massive amounts of time and energy on a game that would probably have had very little return on investment.

Curse of the Mayans ended up being 2 to 3 times as much time and energy as my sequel would have been, and there was even less return on investment for me.


I was so tired of this mess that I sold the character of Sydney Hunter to X so I wouldn't have to carry the burden anymore.

They made frustratingly broken ports and remixes of a game that I think is only OK at best.

The Colecovison version of Caverns of Death is the only one that looks like any care was put into it... until you realize that the darkness mechanic is missing entirely.


There were just so many issues I had working with X and his team.

Every project just seemed to balloon out of control and linger in some kind of unending development hell. Don't believe me? Check out Justice Beaver for the SNES. That too started as a small project, and has been in production now for OVER 6 YEARS!

I provided X with all kinds of graphics and detailed game design documents for a variety of other projects as well which he would just chop to bits and repurpose for his own needs or desires.

X will just take any IP he sees as "up for grabs" and announce project after project and rarely produce anything. He has no concept of graphical limitations and will add extra colors to a console's video chip if he thinks he needs more. THAT'S NOT HOW IT WORKS!

Hell, I've even seen him rip graphics out of first-party Nintendo games to use in his projects, and once floated out the idea of releasing an unlicensed port of one of Konami's IPs!

After I sold X the rights to Sydney Hunter, I started seeing really shitty character art for Sydney being used in adverts.

I am by no means a great artist, but the art they were now making for Sydney looked (and still looks) like shit to me. Some of it isn't actually all that bad, but Sydney is always totally off-model.

The intro animation in the final version of COTM is the mockup .gif I made for the NES version of the game. It was not supposed to have been so choppy, but they were lazy and just said "Fuck it, I don't want to recreate this simple animation in the game engine, I'll just drag and drop the .gif file into the game and call it a day".


I loved the Sydney hunter that I created, the simple Australian geologist who accidentally gets himself trapped in a haunted lava cavern... but I loathe the shitty generic Indiana Jones wannabe that he became.

Sydney was at both the explosive birth and the lingering death of my indy game dev studio.

I feel like I lost part of myself in all this, a good part, a well-meaning innocent part.

I will never truly be the same because of this experience.


And every time there is a Steam sale, Nintendo Switch physical version, or a HIDEOUS new iiRcade cabinet gets released with Sydney's name and second-rate artwork plastered all over it, I will feel like my creation's mutilated corpse is being dragged through the streets once again.


Yeah, maybe I'm a bit egotistic about my creations, but when someone takes something you made, makes it worse, and then proceeds to make their living off of it, it hurts.


I don't hold a lot of animosity towards X and associates. They are decent people in general, but they are amateurs pretending to be professionals.


Always work with and learn from people who are more skilled than you are, not less.

Thank you.


Wednesday, March 11, 2015

Face, an interesting and overlooked Japanese game publisher



Back in the 16-bit era there was a Japanese game publisher by the name of Face Co., Ltd.
There's very little information online about Face, and what information is out there tends to be buried under search results for a myriad of facially-related subjects.

What we do know about Face is that they were around from about 1988 to 2000, published games for an almost exclusively Japanese market, and tried their best to stand out from the crowd while simultaneously blending in.

So, why am I talking about Face?  Did they make an outstanding game?  Did they have a huge influence on the games industry?  Do they have an amazing back-story with ties to influential developers?

Well... no.

Face was merely a small Japanese game publisher who had a marginal-at-best impact on the games industry back in the day.  Generally speaking though, they made good games; a couple of which were only a few steps away from greatness... but they never did anything that was truly noteworthy.

What I like about Face is that even though they never made a really great game, they did make some pretty darn good games that were full of unique ideas and creativity.


According to my information, Face started publishing games in 1988.
Their first game was an arcade golf game, but after that they focussed on the home console market; mostly for the PC-Engine console, where they produced 10 games for the system over the course of 3 years, all in the Hu-Card format.
After their glory days on the PC-Engine, Face returned to the arcades where they struggled for a number of years before eventually fading away into obscurity.

During their existence, Face worked with several software houses, a few of which are still around to this day and have gone on to become successful companies. (I.T.L. & Arc System Works)

One of the things I really liked about Face was that they seemed to be willing to take some creative risks here and there, and in-turn produced a number of games that had a lot of quirky Japanese charm.

Of course, like many Japanese companies, Face's business model was focussed solely on the Japanese market, and due to this, only 3 of Face's games ever reached in the west:
  • Solitaire Poker (Gamegear)
  • Time Cruise (Turbografx 16)
  • Money Puzzle Exchanger (Neo Geo MVS)
As I mentioned, the majority of Face's games and the height of their business was on the PC-Engine. (Aka the Turbografx-16 in the west)
This is how I discovered Face - through their PC-Engine games, which range from decent to really good.



In the beginning...

Hany in the Sky 3/1/89
Face's first PC-Engine game was Hany in the Sky, which is where their company mascot Hany, aka Hani, Hanii, Haney, or Honey (depending on who's romanizing his name) comes from.

Hany is a haniwa figure, and as such, his name should probably be romanized as "Hani" or "Hanii", but the in-game romanization in Hany on the Road is "Hany", so we'll call him that.

Hany's name uses the same katakana as honey in Japanese, and in Hany on the Road, player 2 is named Lemon (Honey and Lemon, get it?).

Hany stars in 2 games: Hany in the Sky and Hany on the Road, and makes cameos in Mahjong Academy and in the intro of RYŪKYŪ.

*On 11/1/90, Polydor records released a soundtrack CD for Hany in the Sky and Hany on the Road titled "Hanii² - Sky & Road -".
**On 1/14/2009, SuperSweep Co. Ltd. released a new CD titled "Hanii in the Sky Soundtrack" featuring arranged versions of the music from Hany in the Sky.

So, was the game good or not?
Hany in the Sky is a cute vertically scrolling shooter with great music and a lot of unique ideas behind it.  The game is actually quite fun once you figure out that pausing the game and pressing I brings up the shop menu where you can trade your points for power-ups and extra health.  Hany in the Sky's one major flaw is in the controls, which only allows you to rotate hany's gun clockwise, making aiming a bit of a chore.  Like many of Face's games, with only a few small changes, this game could have been fantastic, but in the end was only few steps above mediocre.


Busō Keiji: Cyber Cross 6/23/89
Translation: Armed Police Cyber Cross
This game is inspired by Japanese Tokusatsu programs like Super Sentaii (Power Rangers).  The game is decent, sort of like Irem's Kung-Fu Master with more platform elements and power-up's.  The game has pretty good music, and the character's power-up/transformation animation is absolutely perfect. (You can practically hear your hero shout "Henshin!")
Overall, Cyber Cross is a decent game, but nothing worth writing home about.
*On 4/1/90, Polygram records released a soundtrack (both tape & cd) for this game that featured vocal, instrumental and karaoke versions of the Cyber Cross theme.



Mahjong Gakuen - Tōma Sōshirō Tōjō 11/23/89
Translation: Mahjong Academy Featuring Soshiro Toma
I can't really comment on this one, as I don't know how to play Mahjong, but it seems like a pretty good Mahjong game with several game modes and a password save system.  This game features a story mode that has girls stripping off layers of clothing as you beat them in Mahjong.  If you win enough rounds, you get to see some boobs.  This game seems to have been popular, as it's one of Face's most common games. 
*Apparantly, this game was available in a deluxe package that included a "mahjong drama" VHS that I can't seem to find much info about.  
**A soundtrack (both tape & cd) for this game was released by Polydor records on 4/1/90


Mahjong Gakuen Mild - Tōma Sōshirō Tōjō 6/29/90
This is basically just a re-release of the previous game, but with bikini's instead of full frontal nudity.



Hany on the Road 9/7/90
Hany on the Road is a really fun game that has a nice theme, original gameplay, cute graphics, catchy music, a simultaneous 2-player mode and a difficulty level that's too high for it's own good.  Had they toned down the difficulty a bit, perhaps by giving Hany's kick/flip attack a little more range or adding more checkpoints, this could have been an outstanding game.
This game had so much potential, but never quite reached the level of greatness.
*Fun Fact: you can sometimes find this game erroneously listed on eBay as "Honey on the Lord"



RYŪKYŪ 10/26/90
RYŪKYŪ was originally developed by the Ascii Corporation in 1989 for the MSX2, then ported to the arcades by Sega/Success in 1990, and was ported again to the PC-Engine by Face/Sankindo, and finally to the GameGear as RYŪKYŪ in Japan and as Solitaire Poker in the rest of the world.


RYŪKYŪ is a variation on the solitaire game known as "Poker Squares" or "Poker Solitaire", and get's it's name from the tropical Ryukyu islands off the coast of Japan.


In RYŪKYŪ, Instead of being able to place cards in any space as in Poker Squares, the cards will drop  down and rest atop any other cards below them.  The game also includes a "joker" that acts like a wild-card, which can be placed strategically to increase your score.


RYŪKYŪ contains several game variations that include difficulty settings and time limits, and when you score enough points to win, a drawing of a bikini girl (or parts of it) will be revealed.
If you like games that have you thinking strategically, like Free Cell, you will find yourself addicted to this game.


Fushigi no Yume no Alice 12/7/90
Translation: Alice in Wonderdream
Alice is a really cute game that could have been an all-time classic if it wasn't so damn hard.
There's really not much else to say about this game.  It's good, but far from great.

*This game was previewed in the instruction manual for Cyber Cross, which means that unless they finished the game and delayed it's release, then Alice had at least a year and a half of development time!
**On 12/21/90 Polydor records released a soundtrack cd for this game featuring arranged music.


Cross Wiber - Cyber Combat Police 12/21/90
This is the sequel to Cyber Cross.
This game was made by a different developer, and it shows.  Overall, Cross Wiber looks and plays similarly to Cyber Cross, but with a few changes:
  1. The graphics are nicer
  2. Your character has more attack moves (crouch kick, jump kick, and a roundhouse kick that uses up one of your health points)
  3. There are a few side-scrolling shooter stages.
  4. The game is entirely in English
  5. You can only transform when your health bar is nearly full (blue) by pressing Select.
  6. The transformation sequence isn't as good as in Cyber Cross, and your hero looks more like a mech than a "Power Ranger".
  7. The game is slightly easier (except for the stages where you're constantly getting knocked into bottomless pits), and gives you continues.
Overall, the game is of a higher quality than Cyber Cross, but lacks much of it's charm.


Metal Stoker - Neo Hardboiled Shooting 7/12/91
Metal Stoker is an overhead shooter that has you controlling a tank that can acquire a variety of weapons and shoot in any direction.  This game is pretty fun and has a good deal of variety, but I wish the controls would have let you hold button 2 to lock your firing direction and release it to unlock your firing direction, instead of the awkward "Press button 2 to lock your firing direction, and press button 2 again to unlock the firing direction".
This is another example of Face coming close to creating a hit game, but somehow narrowly missing the mark.



Time Cruise II 11/8/91
Oddly enough, this is the sequel to a game that was never released.  The original Time Cruise was previewed in Gekkan Pc Engine Magazine in February 1990 and clearly showed a different game.  How come only the sequel came out?  Note: Time Cruise II was released in the US under the name Time Cruise for obvious reasons.


Anyway, Time Cruise II is a pretty good time-travel themed pinball game with some interesting ideas and features.  It may not be the absolute best pinball game on the PC-Engine, but you can pick this game up for a lot less than Devil Crash and have almost as much fun with it.


Famicom:

Chiyonofuji no Ooichou 12/7/90
Translation: Grand Sumo Champion Chiyonofuji
As far as sumo wrestling games go, this one's pretty good.


Game Gear:

RYŪKYŪ 5/31/91
Released in the west as "Solitaire Poker"  This is a slightly watered-down port of the PC-Engine version that lacks the girly pictures.


Arcade:

Albatross 1988
I believe this was a golf game.  If my info is correct, this would have been Face's first game.

Quiz DNA No Hanran 1992
An arcade quiz game.


Quiz Gekiretsu Scramble 1992
An arcade quiz game.


Sand Scorpion - Sasori 1992
Overhead shooter.

Nostradamus 1993
Overhead shooter.

Digger Man 1994 (Neo Geo MVS) 
Unreleased.  Digger Man is a port of Game Room's "Dangerous Dungeons" (1992)

Gururin 5/25/1994 (Neo Geo MVS)
A puzzle game that has you rotating the playfield instead of the falling pieces.

Money Idol Exchanger 1/17/1997 (Neo Geo MVS) Released in the west as Money Puzzle Exchanger and Ported to Gameboy and PS1 in Japan by Athena Co. Ltd. the same year
*There are rumors that Data East sued Face over the similarities between this game and their popular Magical Drop series.  Supposedly, Face lost the law suit, and went bankrupt because of this.


PC:

Hoshi no Furu Sato (stardust memories) 7/28/2000
As far as I can tell, this was Face's last game.  It's described as an adventure game, but there seems to be no other information about it.


In the end, Face managed to survive for just over a decade as a game publisher.  They jumped into the games industry at the height of the Famicom/PC-Engine era expecting to make a fortune, and even though they had little to no experience making/publishing games, they gave it their all.

Their Pc-Engine games may not have been masterpieces, but they were good games, and (for the most part) had great instruction manuals.  The Hany in the Sky, Cyber Cross, Mahjong Gakuen and Mahjong Gakuen Mild manuals were presented in a magazine format called "Face Press" and had lots of hand-drawn artwork, tips and interviews.
Face even had a fan club called "Face Scramble Club" that gave you opportunities to get prizes like Cooler-Bags, Matchbook-Calculators, Stickers and Videos.  You could even become a game tester through the Scramble Club!

Though, once the Hu-Card era wound down and production switched to CD based games, Face bowed out of the PC-Engine market and focussed on the arcades. As time went on, they began releasing fewer and fewer games, then eventually disappeared.

It seems that Face didn't quite have what it takes to be a successful game publisher, but had they run their business a little differently and polished a few of their games a bit more, they might have still been around today.


In conclusion...


Face tried their best to rock the game's industry back in the day, but just couldn't compete with the visionaries behind Nintendo, Taito, Sega, Konami, Capcom, Irem, etc.
Had they more resources at their command, maybe they could have turned Hany into a successful franchise, ported their games to more consoles, and have been more than just a footnote in the PC-Engine's library.

Here's a timeline of Face's games, and the developers involved in making those games:

Albatross (Arcade) 1988 - Developer: ?
Hany in the Sky (PC-Engine) 3/1/1989 - Developer(s): Sankindo, Arc System Works
Cyber Cross (PC-Engine) 6/23/1989 - Developer(s): I.T.L. (Imaginative Technology Land)
Mahjong Gakuen (PC-Engine) 11/23/1989 - Developer(s): Sankindo, Arc System Works
Mahjong Gakuen Mild (PC-Engine) 6/29/1990 - Developer(s): Sankindo, Arc System Works
Hany on the Road (PC-Engine) 9/7/1990 - Developer(s): Arc System Works
RYŪKYŪ (PC-Engine) 10/26/1990 - Developer(s): Sankindo
Alice in Wonderdream (PC-Engine) 12/7/1990 - Developer(s): Sankindo, Arc System Works
Chiyonofuji no Ooichou (Famicom) 12/7/1990 - Developer(s): Arc System Works
Cross Wiber (PC-Engine) 12/21/1990 - Developer(s): Sankindo, Arc System Works
RYŪKYŪ (Game Gear) 5/31/1991 - Developer(s): Sankindo
Metal Stoker (PC-Engine) 7/12/91 - Developer(s): Sankindo
Time Cruise II (PC-Engine) 11/8/91 - Developer(s): Sankindo
Quiz DNA No Hanran (Arcade) 1992 - Developer(s): Sankindo
Quiz Gekiretsu Scramble (Arcade) 1992 - Developer(s): Sankindo
Sand Scorpion - Sasori (Arcade) 1992 - Developer(s): Sankindo
Nostradamus (Arcade) 1993 - Developer(s): Sankindo
Digger Man (Arcade) 1994 - Developer(s): Minato Giken
Gururin (Arcade) 5/25/1994 - Developer(s): Minato Giken
Money Idol Exchanger (Arcade) 1/17/1997 - Developer(s): Minato Giken
Hoshi no Furu Sato (PC) 7/28/2000 - Developer(s): ?

If this blog has you interested in Face's games or PC Engine games in general, here's a few tips to help you find what you're looking for:
  • eBay and Amazon are good places to find PC Engine games, and if you're lucky, you can find a game lot on eBay with pictures but none of the titles listed.  You can always check pcengine.co.uk to figure out what the games are, and you may end up getting a good deal due to fewer bidders finding that auction.
  • Another good place to find PC-Engine games is JapanGameStock.com.  You need to be willing to buy multiple games to make the shipping cost effective, but their prices and selection are quite good.
  • When hunting for PC Engine games online, you should try searching for "pc-engine", "hu-card" or "PCエンジン".  Though, the latter will give you a lot of results in Japanese.
  • You can often find better prices if you buy in bulk from Japanese auction sites like Yahoo Auctions, but you will need to use a bidding proxy service such as Rinkya or Celga to do so.
Thanks go out to the following websites for helping me to research the Face company:

Pcengine.co.uk
Gdri.smspower.org
Gamesdbase.com
Arcade-museum.com
Gamefaqs.com

Saturday, October 18, 2014

Dig Dug Vs. Mr. Do! - Which is a better game?


Among classic gamers, there are few subjects more controversial than Dig Dug Vs. Mr. Do!.
Online polls show that gamers are strongly divided over which of these two is the better game, with Dig Dug fans saying that theirs is the better of the two and that Mr. Do! is just a rip-off, where as Mr. Do! fans praise their game's extra depth and variety.

Today I'm going to try to settle this debate once and for all from the perspective of both a classic gamer and game designer.


For those of you who are unfamiliar with one or both of these games, Dug Dug and Mr. Do! are both vertically oriented arcade games from 1982 that have a similar game mechanic of digging through the play field and making tunnels. Dig Dug was developed by Namco, famous for previous successes like Pac-Man and Galaga, where as Mr. Do! was developed by Universal, who had some moderate successes with previous games like Space Panic and LadyBug.

Dig Dug is a game about a man in a protective suit who digs through the earth in an attempt to rid screen after screen of Pooka and Fygar monsters.
The player is armed with an air pump who's hose can shoot out several feet and stick into the enemies.  Using this pump, you can inflate your enemies until they explode.  There are also rocks which you can dig underneath of and drop on your enemies (or yourself), and after dropping 2 rocks, an item appears in the center of the screen which you can collect for bonus points.
Occasionally, the enemies will go into "ghost mode" and float towards the player until they intersect a tunnel.
When only one enemy remains, it will try to run away, which forces the player to give chase, or else lose out on the chance for some extra points.
Each round is basically the same, except for some slight changes to the color of the earth, increased number of enemies and increased speed.
The game also includes a continue feature that lets you start the game at the last stage you were on, but with your score reset to zero.

As for Mr. Do!: in this game, you play as a clown who digs through the playfield in the exact same fashion as Dig Dug, but you can finish the round in one of 4 different ways: collect all the cherries, kill all the enemies, Kill all the "Alpha Monsters" to spell EXTRA, or collect the rare diamond that awards a free game.  Instead of an air pump, Mr. Do! is armed with a ball that can be thrown and will bounce through the tunnels until it hits and destroys an enemy.  When a ball destroys an enemy, it disappears for a few seconds before reappearing back in Mr. Do!'s hands.
There are apples in the playfield that can be dropped just like the rocks in Dig Dug, but unlike those rocks, Mr. Do!'s apples can also be pushed.  On rare occasions, a diamond will appear after dropping an apple.
The enemies in this game are Dinosaurs, who appear one by one from the center of the screen. Once all the dinosaurs have entered the screen, the bonus item will appear.  Collecting this item will freeze all dinosaurs in their tracks, and 4 Munchers will appear followed by an Alpha Monster (Alpha monsters also appear every 5000 points).  Destroying the Alpha monster will net you a letter, and all remaining Munchers will turn into apples.
Dinosaurs will occasionally transform temporarily into a "digger" who will tunnel through the earth in an attempt to reach Mr. Do!
Each stage of Mr. Do! is shaped like a number, except for stage 1 which is shaped like a D, and as the stages progress, the enemies become faster and faster.


So, which of these two games came first, and was one of them a rip-off of the other?

Well, according to the Japanese release dates, Dig Dug came first in April 1982 followed 6 months later by Mr. Do! in October 1982.
With 6 months between the two games, it's quite possible that Mr. Do! was inspired by Dig Dug.  Adding to this theory is an unconfirmed report that Dig Dug was shown to the public at trade expos some time in 1981, which if seen by Universal at that time, would have certainly allowed them plenty of time for them to "rip-off" Dig Dug.

For Universal, Cloning other companies games certainly isn't without precedent.  In their earlier days, most of Universal's games were clones of other popular games.  For Example, 1979's Cosmic Monsters was an obvious clone of Space Invaders.
Though, as time went on, Universal's games became more and more original, but still tended to show influence from other games of the time. One example of this would be 1981's Lady Bug, which shows strong design influences from Pac-Man, yet manages to be a completely original game.

In the case of Mr. Do!, the game design shows clear influence from Dig Dig, but changes the game around quite a bit while attempting to improve upon it in several ways.

Regardless of who came first, it's time to decide once and for all, which of these two arcade classics is a better game.

The Battle!

Round 1: Graphics and Presentation (this round is worth 2 points)

The graphics for Dig Dug are quite good: the game has a nice title screen, excellent sprites, and pretty good colors for a game that's mostly dirt and rocks.
Mr. Do! also has a nice title screen, but Dig Dug's title screen wins out with it's large renditions of the in-game characters.
For in-game graphics though, Mr. Do! is definitely the more colorful of the two.  The enemy sprites aren't quite as good as Dig Dug's, but Mr. Do! has more variety: colorful apples, nicer looking bonus items, more enemy types, the dazzling starburst effect when you kill an enemy, and the cutscenes.
It's hard to decide a winner in this category, and I'd like to give the point to Mr. Do! for all it's extras, but the dinosaur sprites barely look like dinosaurs and the cutscene art could have been drawn better.
Round 1 winner - Tie. 1 point for Dig Dug, 1 point for Mr. Do!

Round 2: Sound  (this round is worth 3 points)

In Mr. Do!, you have a pleasant coin-up sound, a short musical intro which is followed by a fun rendition of the can-can that plays throughout the stage.  When the Alpha Monsters and Munchers are chasing after you, the music changes to a cute, but intense loop, and upon finishing the stage, you get a short musical outro.  
The cutscene that plays every 3 stages has a simple little tune, and when you get an extra life, you are treated to a quick rendition of the Astro Boy theme song.  The sound effects in Mr. Do! are great, with an excellent apple falling sound, a magical destroy enemy/ball re-appearing sound, and  the ball bouncing and apples hitting the ground sfx are quite good as well.
Overall, Mr. Do!'s sounds and music are well done and provide an enjoyable atmosphere for the game.
As for Dig Dug, it too has good sound: a cute coin-up sound, a nice musical intro and outro for each stage, and a fun in-game tune.  One major difference is that while Mr. Do! constantly plays it's music, Dug Dug only plays music while you are digging.  This gives the game an original quality of it's own, and although different, seems to work well.
Also, when the last enemy is trying to escape, the music speeds up to add to the tension/excitement.  The game has a nice high-score tune as well, but for sound effects, Dig Dug only seems to have very basic sounds, although they suit the game just fine.
Both games sound good, but Mr. Do! sounds better over all, and when you compare the two side-by-side, Dig Dug's sounds and music are more "tinny", and Mr. Do! has a greater variety of sounds in general.
Round 2 winner - Mr. Do!  1 point for Dig Dug, 2 points for Mr. Do!

Round 3: Gameplay (this round is worth 5 points)
  • Variety.   Dig Dug has little variety to it's gameplay: 2 fairly similar enemies, dirt, rocks, and a bonus item.  Mr. Do! on the other hand has a lot more variety: 4 ways to end the round, cutscenes, Alpha monsters, pushable apples, and a unique design for each stage.  The point goes to Mr. Do!
  • Replayability.  Both Dig Dug and Mr. Do! have a good deal of replayability.  Dig Dug is always challenging you to get a higher score, and taunts you every time you get a game over with it's continue function that makes you want to see what the next round has in store for you. Unfortunately though, all the next round has is more or faster enemies and an extra flower at the top of the screen.  Mr. Do! beats out Dig Dug in this category with it's Alpha monster system of earning extra lives and the lure of winning a free game by finding the diamond.  Both Dig Dug and Mr. Do! are designed so that the player needs to develop a strategy to progress far in the game, but Mr. Do!'s extra gameplay mechanics give a seasoned player more to keep them entertained.  The point goes to Mr. Do!
  • Excitement.  Both games are exciting, but Mr. Do! is just so much more exciting.  Dig Dug's excitement mostly stems from being swarmed by enemies and trying to stay alive.  Dig Dug is almost purely a game of quick reflexes mixed with simple strategies.  Mr. Do! on the other hand, while also a game that requires quick reflexes and simple strategies, ramps up the excitement in many ways.  For example, Mr. Do!'s ball:  The more you attack with your ball, the longer it takes to return.  While the ball is gone, you have to run from the monsters and focus on using the apples to your advantage; this adds an element of fear to the game which increases the excitement.  Also, the dinosaur enemies can push apples and sometimes drop them on you, which also adds to the excitement.  But what really makes the game exciting are the alpha monsters and diamonds.  When the Alpha monsters come out, the munchers come out too, and they're quick, meaning that you need to be alert to get your letter.  On the rare instance when a diamond appears, you have to try to grab it quick while trying not to get killed by the monsters.  all of this makes for very exciting gameplay.  The point goes to Mr. Do!
  • Game feel. These 2 games have a similar feel to them.  For digging through the dirt, both games behave exactly the same.  One plus that Mr. Do! has is the ability to push the apples, and one plus that Dig Dug has is that he's quicker to attack, making it easier to turn around and hit an enemy that's chasing you.  This is essentially a tie.  One point each.

Round 3 winner: Mr. Do!  1 point for Dig Dug, 4 points for Mr. Do!

Round 4: Appeal  (this round is worth 3 points)

Mr. Do! is a colorful, fanciful game with an appealing protagonist (unless you don't like clowns) and a great deal of variety.  
Dig Dug on the other hand is a little less colorful, and a bit simpler of a game. This simplicity works well in Dig Dug's favor, as there is virtually no learning curve.  
You have a game screen that you can dig through, enemies to get rid of and a weapon that is both amusing and effective.  You can immediately understand the game mechanics, the characters and the concept of the game by just looking at the marquee or title screen, and that goes a long way when trying to get people to drop a quarter into the machine.
Round 4 winner: Dig Dug.  2 points for Dig Dug, 1 points for Mr. Do!

Final score: Dig Dug: 5 , Mr. Do!: 8

When you carefully dissect these two games, it becomes apparent that Mr. Do! is the better game.  Even so, there is a massive fan base for Dig Dug that will always defend it as the better game.  Why is this?

As far as I can tell, Dig Dug's popularity stems from 2 factors: Simplicity and Name Recognition.  While some players strongly prefer Dig Dig's simplicity, others seem to choose this game because they're more familiar with it.

Consider this:

Dig Dug was developed by Namco, a company who was well known and well respected back in 1982 and is still respected as a great game developer even to this day.

Namco regularly publishes "Namco Museum" collections of their classic arcade games, which typically include Dig Dug.  By continually re-releasing the game, it continues to stay in the public's consciousness.  

Dig Dug was originally published and distributed in the U.S. by Atari; a huge, well known and well respected company who's name was synonymous with video games back in the day.

Atari also secured the rights to port Dig Dug to the majority of game consoles and home computers back in the day.

The game's characters are prominently featured on the title screen, marquee, flyer and side art.  This makes the game instantly recognisable and incredibly memorable.

Because of all this, more people have been exposed to Dig Dug than to Mr. Do!.
Greater exposure leads to more fans, and more fans leads to more people who prefer the inferior game.

So there you have it,  Mr. Do! bests Dig Dug in many ways, but loses a lot of potential fans due to Dig Dug's superior marketing and distribution.

This brings up a good topic:
Marketing and appeal are incredibly important things to consider when making a game.
Often, developers/designers are only concerned with gameplay and deadlines, and it's usually up to the art or marketing department to make sure the game has adequate appeal, but when designing a game, you should keep this in mind as well.

I'm sure you've seen it time and time again, a game comes out that isn't any better than another, but ends up becoming vastly more popular.
For example:
Bejeweled Vs. Candy Crush: candy has a little more appeal than jewels, add in an aggressive marketing campaign, and the game makes a fortune.
Crush the Castle Vs. Angry Birds: Crush the Castle came first, but the character appeal of the birds made the game a global phenomenon.
This is why is Hello Kitty a billion dollar industry: character appeal and marketing go a long way.

I believe that if Mr. Do! had an excellently drawn clown on the marquee, the title screen and the game flyer, it would have been a much more successful game.

So keep that in mind if you are designing a game, it doesn't matter how good your game is; a weak presentation will impact your sales.

Trivia:

Dig Dug wasn't the first arcade game to feature a player who digs through the earth, that honor goes to 1981's The Adventures of Robby Roto by Bally/Midway.

Dig Dug contains a hidden copyright notice that is accessed by entering the service mode, holding down the player 1 fire button and pressing Up 6 times, Right 3 times, Down 4 times and Left 8 times.

Dig Dug's hero was named "Dig Dug" up until it was revealed that his name is Taizo Hori, and he is the father of Susumu Hori AKA Mr. Driller.

In Mr. Do.! , if you dig out the dirt from around all sides of a cherry, it turns into a rose.


In the prototype of Mr. Do!, Mr. Do! was a snowman with a rake.


Also in the prototype, Mr. Do!'s head swells up and bursts when he dies. This might indicate that Mr. Do! initially started out as a Dig Dug clone, seeing as this death sequence makes a lot more sense if it were in a game about inflating your enemies to death.

And finally, the Mr. Do! character is based on the company logo/mascot that Universal used in the 1970's.
Here's a detail from the 1977 arcade flyer for B-29 / Scratch