A Full Circle Reaction

One of the highlights of my year is Play Expo – a weekend away in Blackpool that has a bunch of retro and modern video games. It’s pretty much the same every year: arcade machines as you walk in, trading hall to the left, pinball machines to the right, home consoles towards the back along with the main stage. Play Expo has a familiarity to it, which makes it a must attend every year for me. If only to see the same faces every year.

The traders hall is often a place I go for a wander. Not straight away, as it’s hectic, but towards the middle afternoon on Saturday it dies down a bit and you get to check out the trading hall, have a bit of a chat and just generally have a better buying experience. You feel less pressured as you check through the boxes on the floor (which – as somebody who has dropped 3 stone in the past year – is a lot more easier experience on the knees).

One such place is The Gaming Newsagent – a long time attendee that started as SegaMags, but branched out into all such other magazines. It was in one of these boxes and a bit of time for exploring I found this magazine. St Format issue 70, from May 1995. An immediate buy. When I said immediate, I meant immediate. I never bothered looking through the rest.

So what was so special? This small PD Game on the cover disk, Chain Reaction. A simple addictive game I played so much and stuck with me for a while. Here whas what was written about it.

If you followed me online for a while, you’d know that this sounds a lot like a game I made. Gone Fission! was inspired by Chain Reaction (and a thousand other PD games, I’ve got an article in my drafts where I talk about all different versions of the game and everything cool that has happened post launch. This is another of those things to add to that post, in a fun coincidence.

Anyway, weird kind of full circle on a side project that dominated this year.

Roottrees, Consent and the & Poochiefication of AI

Fuck’s sake I’m talking about AI again.

Last night I’ve just finished a game that will feature very highly in my “Game of the Year” blog post – The Roottrees Are Dead. It’s a wonderfully charming romp to map a family tree to see who stands to gain a large inheritance. It’s a classic detective game in the style of The Return of the Obra Dinn (my game of the decade) and, whilst it doesn’t quite stick the landing – it suffers the same fate as most of these games do in that once you get close to the end it becomes guessable – it’s well worth your time.

As with all of these games, once completed (there’s a nice little twist towards the end), I dived into the read more about the game. Whilst The Roottrees are Dead was released earlier this year, it is a “remaster” of a game released a few years back, and the previous version did use generative AI. Only when the original game was released completed and got a bit of traction did the original developer switch to use proper assets – which saw the game become a success.

Good AI in Gaming? Maybe?

It gave me a bit of an uneasy feeling when I read that, and I think I wanted to try and justify it. The game right now that is on Steam is guilt free – beautifully drawn images, great soundtracks, voice acting, it’s a wonderful game. The AI version? Well, it’s still in essence the same game (deciphering photography is a key part of the game), but I doubt I would have played it.

I then thought about would the game have seen the light of day with the AI version? Sadly, doubtful. But once the proof of concept was there, the author did the right thing by seeing it’s potential and investing in artists to see their vision cross the line. So I think I’m happy about it.

Rubbish AI in Content Creation

I awoke this morning to find a video on my feed from YouTuber icklenellierose, that helped crystalise my thoughts on Generative AI and why it’s bad. You should watch it all below. Grab a brew, it’s good.

The basic gist of some of the elements was the fact she was tricked (from an “Inspiration” tab) to get a few video ideas. Generative AI – particularly for artists and creators – can be a touchy subject. Some folks really don’t want to use it for their well optimised creation process, and I must say I can’t blame them. I was a relative late comer to AI within my code, and even then I use it sparingly, and I curse Copilot for auto”correcting” code I write at times. Just stop it.

I’m reminded of a quote from Homer Simpson where he talks about the obnoxious character – Poochie – being added to the Itchy and Scratchy Show:-

One, Poochie needs to be louder, angrier, and have access to a time machine. Two, whenever Poochie’s not on screen, all the other characters should be asking “Where’s Poochie”?

Homer Simpson – “The Itchy & Scracthy & Poochie Show”

I feel AI is being Poochiefied. There are some genuinely cool things out there, I use it in my job at times (I used it yesterday to come up with a small idea to extend a blog post as I was under a word count and was struggling). In fields such as medicine it could be genuinely useful.

I don’t think it’s the be-all and end all mind. Keeping up with developments is both tiring and nothing makes me want to switch off a podcast than saying “We’re going to talk about AI”. Nobody as of yet has come up with a cool reason why I should use it, beyond asking it for sorting arrays, working out where I’ve gone wrong with my code or finding a hook I can use within a plugin with code everywhere. As such, I’m not convinced yet it is the deserving of the amount of column inches it serves.

I especially don’t like it when AI is either front and centre (I had an “AI Summary” present itself in Slack yesterday without asking) or when people are tricked into using it with dark UX. I imagine situations like Ellen describes and experienced by us all during our days is used in board room presentations on how the adoption of AI has been a complete success and it’s what customers want. Using words like “uptake has been stellar”.

That then leads to situations like what was on before Google did put up their prices of business accounts that’s sold on “greater AI integration”.

Cheers for asking, dicks.

I think that’s the point I’m trying to make. I don’t necessarily mind AI if it is presented in such a way that it is an option to use, and there has been education on it and also it doesn’t lurch to “Yay Nazi’s are great!”.

However, I don’t want to work where my processes are having to change due to having AI forced on me.

That should be my decision.

The exact moment I got invested in Life Is Strange

In which I wax lyrical on the opening scene.

I picked up Life is Strange earlier on this year to play it on streaming in conjunction with The Playthrough Podcast with the full intention to play it on stream. Alas, I never got around to playing it on stream, but opened it offline for a new game to play in the evening.

The problem with narrative games is me getting invested into the story. I try to set up my system to minimise distractions as I play, to stop my mind wandering when playing. I did the same with Life is Strange.

The game begins with a tutorial teach you basic controls of movement, framed as walking to a lighthouse in a thunderstorm to find shelter. After lightning destroys the tower causing it to collapse on you, the scene changes to a classroom: the protagonist – Max – wakes up. It was all a dream.

Another brief tutorial introduces you to Max’s camera and journal, and you’re thrusted into a chaotic sequence where you have to answer questions and you weren’t paying attention. Discussions and arguments take place, and then – the school bell rings. Max is free for a break, and walks out of the classroom, into an equally chaotic corridor where you’re asked to complete the first mission: go to the bathroom and freshen up.

At this point, the game really hit me, as the sound design is excellent.

As Max puts on her headphones, the outside world dies out, and Max – takes a deep breath – and walks to the bathroom. You can interact with everybody outside, or you can go straight to the bathroom. At this point the game hooked me. Here’s the scene in full.

I don’t know why. It’s something about the music that plays, to go from the chaotic school hall, to a calming introspective. It feels a bit Dawson’s Creek or The OC. I think the tune that plays – “To All of You (American Girls)” by Syd Matters – is from one of them. It just made me sit up and take notice, and had me hooked. Also the framing on the title screen and introducing the title and the development house is done in a non obtrusive way. It was wonderful, and – now on episode 2 at the time of writing – it made me want to see this game through to the end. (UPDATE: I’m now on episode three and I love it). Although the voice acting can be a bit janky at times and the way in which people speak can seem a bit disjointed, the ambient sound effects/music and the way it interacts with the dialogue is perfect.

I often think about the openings of games that stuck with me. I have the nostalgia of watching Super Mario World, Sonic the Hedgehog and Street Fighter 2 on demo mode in Tandy. The first notes of “Baba Yetu” (Civilization 4) and “Vigil” (Mass Effect) make my heart skips a beat. But I struggle to think of a better opening segment of a game. Batman: Arkham Ayslum is decent (but only becomes important later in the game). The best I can think is Final Fantasy 7. The close up shot of Aeris’ face, zooming out to Midgar, only to zoom back into AVALANCHE’s exploits as they smash into the reactor is the only thing that comes close.

Although that came out 18 years prior, it shares the same publisher: Square Enix. I wonder if somewhere in Dotnod they were aware of Final Fantasy 7 and wanted to create a similar opening. If so, they nailed it.

What is your favourite opening to a video game ever?

Gone Fission! Released

My latest game – Gone Fission! – has been released and is available to play on itch.io.

How To Play

  • ⬅️⬆️⬇️➡️ – move cursor
  • ❎ (mapped to X/C on browser) – place atom
  • 🅾️ (mapped to Z/V on browser) – next player (2+ human players only).

The goal is to eliminate all other players from the game by causing chain reactions of 4 or more atoms. Probably the game is best explained in animated gif form.

You can play up to 4 players local multiplayer, or you can play with up to 3 computer opponents with 3 different difficulties.

Why I Made It

Been a real labour of love this game, working away on it – as it was the first game I largely developed in public. Working on it publicly when for many years a lot of my work has been behind NDA’s has been equal parts refreshing and terrifying: I’ve had a bit of an inferiority complex when it comes to showing off my work, but learning things like particle engines and programming my own difficulty curves has been rewarding. In the world where AI slop seems to be king, humanly crafting something with love for other people’s enjoyment does feel great.

Anyway, would love for you to play it and see what you think. You can play it in browser and made the PICO-8 cartridge free (which means you can play it on retro devices such as the Anbernic). Donations of $2 or more means you get the executable to play on devices such as your Steam Deck. If you do like it, please share my Itch.io page with details on the game on, and leave a review and a comment: it really helps the algorithm.

I’ve already got an idea for the next game(s) to make. In totally unrelated news: I’m still on 2 for my 50 before I’m 50 and not hit any goals yet for the year.

Pico-8, Frosty the Snowman & handheld video games

Another blog post about a video game I made, entitled “Frosty’s Snowed Under!”. Should you wish to just play the game rather than read the story behind it please click here.

Recently, I got into making video games. A little hobby for something I wanted to take a bit seriously especially outside the cricket season. One such element I’ve enjoyed has been that game development, either because I’ve a 16 year development career behind me or there are tools out there that makes life a lot easier to put out games. The struggle I had with Blitz Basic at the turn of the millennium doesn’t seem to exist anymore, and I believe that anybody with some creative idea could put out something in one of these tools.

What you are greeted with when you open Pico-8. Note the 8192 in the bottom corner. That is your limit.

One such tool is the Pico 8. It is a fantasy console that imposes limitations on your coding (you can only have a certain number of “tokens” in each programme. For example: "if x==1 then print("Hello") end" counts as 8 tokens). But it includes a simple music player, graphics and map editor. This allows some pretty nifty games (of course somebody has ported Doom to it) and most games – from racing games to shooters – exist on the little console.

I was drawn to it after putting a few games on my Ambernic retro device, and after completing an excellent Metroidvania – UFO Swamp Odyssey – I wanted to have a go at making a game. I wanted to make a little game to play on my Anbernic – the thought of somebody curling up in the festive season with my game like a good book to while away the winter nights was rather romantic, and I thought that a little retro platformer may be perfect. With the time of the year it was, I began making a game from my childhood.

The original Frosty the Snowman game for the Commodore 64. A game that has had a bigger affect on my life than it had any right to be.

Frosty The Snowman

A game that had a special place for me in the Wynne household has been Frosty the Snowman. A festive game that usually came out of it’s sleeve in the festive season, Frosty the Snowman was on the covertape of the first edition of Commodore Power released in 1991. One of the staff writers – Richard Taylor – was an amateur game developer, and put it on the covertape. With a cracking remix of the Frosty the Snowman tune by Steve Barrett on the soundtrack, the game stuck with me for longer than it had any right to. I also have the original covertape still! There’s a bit more history to the game which you can read on the Retro Garden blog.

The Frosty the Snowman Covertape from Commodore Power. Please note: only Frosty is worth playing. The rest are utter crap.

For my first Pico-8 game, I thought of remixing Frosty. With the tracker, map editor and sprite editor, I felt I could knock something together that looked similar to the 1991 original. After MonoScale, I wanted something relatively easy with the graphics. Thankfully with the 128×128 screen and a 16×16 sprites even I couldn’t mess up something that resembled a snowman!

I was happy with how it turned out. I removed a bunch of the unfair deaths and made it accessible for a modern audience, kept the scoring and introduced a timer and multiplier system. I wanted it to introduce an end game: have a timer and require Frosty to take shelter towards the end of the game, to avoid the ending of the most traumatic Christmas experience (the ending of The Snowman). Time and effort made it not so, but I kept it a high score push.

My basic take on Frosty The Snowman for the C64, but for the Pico-8. Please note, the stopping snow indoors took forever.

So far the feedback has been positive. With folks commenting it has replayability. I’m not sure where I’d go to improve it. It’s by no means the best games, but was built over 6 weeks and I’m happy for how it looked. It also was the first game I live-developed on Twitch.

Pico-8 Advent Calendar

I intended to release Frosty a Friday before Christmas, however I heard about the Pico-8 Advent Calendar Game Jam. I joined it to share my game. No doubt it gets more eyes on the game. It’s also been fun seeing some games being developed and helping out with them in real time, taking on a more supportive and critiquing role.

Anyway, at the time of publication there are a few more games due to be released in the calendar. I’d love you to check out the rest of the advent calendar, but if you just want to check out Frosty’s Snowed Under, then you can do at the link here:-

There is a download link so you can play it on devices like an Anbernic or RetroArch, which I’ve done below. You may need to update the Pico-8 version on your Retroarch to do so mind.

A real sense of pride seeing this run on an Anbernic.

If you do like the game, please do share it or add it to your collection on itch.io.