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04-24-22 03:37:49 AM
Jul - The Cutting Room Floor - Behind a horrible Game : Fun n Games on the SNES New poll - New thread - New reply
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Torentsu
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Posted on 11-27-11 04:25:09 AM Link | Quote
Incase you've never heard of it . Fun n Games for the SNES and Genesis was a blatantly obvious, yet terrible Mario Paint ripoff. I posted a review of this game way back when, and much to my joy the main programmer from the game saw it, and commented on it, which lead to an interview about his personal experience developing it . Here's my original review

http://www.youtube.com/watch?v=M4imK-Yjq9w&feature=related

And here's the wall of text that our interview led to. I meant to post this as an article on Unseen64 but it seems to be down at the moment. Anyway enjoy



1. Can you tell us a little about who you are and what sorts of games you've

worked on?

2. How did you come to work for Leland Entertainment, and on Fun n Games?

3. What can you tell us about the development cycle of Fun N Games? Who else

was involved ? Were there any sections that were cut from the final game?

4. Who was it that picked the outfits in the mix n match section of the game?

5. Can you tell us a little about the development of the two games in the game

section of Fun N Game ?

6. Can you tell us about those other "Horrible Games" you recommended.?

7. Where are you currently working and do you have any current projects?

Thanks for looking at those. Its really neat to talk to someone behind the game

. It'll make a great 100th video . I'll also track down some of those other bad

games you mentioned and give them a try.

-Torentsu



I'll try to keep these answers brief and then give you 'the story' of how it

was developed after the Q&A. Since Leland became Midway and they are completely

dead I won't hold back.

(If there is a way to do this as a verbal conversation it would probably come

out much better so let me know if you want to do some sort of podcast.)

1. My name is Don and before Leland Interactive Media I worked as a Jr.

Programmer in 1992 on Gunship 2000, F-15 Strike Eagle III and prototyped stuff

for Across the Rhine at MicroProse. After Leland was sold to Midway in 1994 I

would reject their new contract and go to Sega Technical Institute to work on

Sonic X-treme. I've worked on a bunch of other titles and was most recently a

Tech Director for a number of years at a 'serious games' company. Now I have my

own gig and get to make much cooler stuff!

2. I happened to get a call from a recruiter after I was at MicroProse for a

year. MicroProse was having major financial difficulties and I was curious what

other companies may be interested in me and wanted to be a mid-level or lead

programmer. A recruiter shopped me around and came back with 'Leland

Interactive Media' (previously Cinemaware which was famous for some great

arcade coin-op games) who wanted console and assembly coders both of which I

really wanted to do.
I interviewed and was offered the position at a 50% higher salary than what I

was making at MicroProse! Unfortunately, I had no experience on a Super NES and

very little Assembly language experience especially with the bastardized 65816

SNES Motorola chip. I didn't care what game I worked on first for this

opportunity and Fun 'N Games sounded very straightforward and would give me a

great chance to learn.

3. Fun 'N Games was exactly what people thought it was... a total rip-off of

MarioPaint! Why be creative and do original and quality titles when you can

just pilfer other successful content (well, this was the mentality of many of

the game companies at the time; especially LIM)? LIM also felt they were so

bright that they didn't NEED designers which was a bit of a shock to me since

MicroProse had some of the best designers ever. Having no actual assigned

designer was VERY common and at least half of the companies just had anyone

design stuff on the fly.

Most of the game was designed from a producer Mike Abbot (known for designing

Hard Hat Mack and being one of the guys in the famous EA pic showing the top

most talented future game developers) and a couple of artists who just wanted

to target the young kid market (under 12) as best they could. The primary idea

was to just mimic MarioPaint and sell it with a dirt cheap mouse and parents

would eat it up.

There may have been one game cut but I can't recall offhand but, believe me, it

would have been as bad or worse than the shooting game! Other than that

everything that was planned for actually made it in.

How the project actually got developed is another story (see the section after

the questions)!

4. Hahaha, the outfits were all designed by the artists and one was a girl and

the other was a guy who was definitely not straight. The art for games at that

time was also spread out between four and eight artists at any one time so they

would just pump out a bunch of stuff without much consistency. This was a

common problem with several games and the artists just went off and drew a lot

of stuff in a hole. This is why there is so much inconsistent art in the

'Paint' section because it's all random stuff different artists pumped out.

5. Yea, the games were the cheapest possible games that could be made. Now

these are all old school 8-bit pure assembly games and Flash wouldn't exist for

several years but they were the equivalent of 'mini-games' as we would know

them today. I came in after the design was laid down and there was NO

documentation! It was just a producer telling me some things and artists

telling me other things. The 'Mouse-Maze' was almost certainly chosen because

Mike Abbott had some old Z80 assembly code for ghost AI behavior and pac-man

was one of few games that all kids, male or female, would play. It became quite

extensive with a number of levels and background. The shooter was like a really

simple (and bad) Star Raiders, or more like a cheap shooting gallery. The idea

was to keep the game as simple as possible so shooting crap in space was very

easy to set up, create art for and program. The Mouse Maze actually took a lot

more effort so I think a third game may have been cut.

6. There are LEGENDARY horrible games out there such at E.T. for the Atari 2600

but some that are less known because they never had such a big license. Some

are 'ESPN 2Night' basketball for the Dreamcast and 'Hooters Racing' both of

which I know the guys who created these games!

7. I currently have my own studio and I'm consulting on a very cool educational

project for schools. I also do iPhone/iPad projects. Most of these I cannot

talk about as they are not public yet and if they are good then you will hear

about them and if not, hmmm, well maybe I can buy the Leland name and put it

under that company! hahaha.



How 'Fun 'N Games' was anything but fun to make for six months:

Coming straight off of some amazing titles at MicroProse a head-hunter finds me

(most likely hearing that MicroProse is most likely going to have some big

layoffs due to a bad number of sales at Christmas). He tells me about some no-

name company in San Diego that wants me doing console games in Assembly

language which is where I really wanted to be because the SNES and Sega Genesis

were the hottest game systems on the planet. I wasn't thinking about what

projects I would work on as I was a pretty naive Jr. Programmer at the time.

I interview there and get offered a fat pay increase. I hear later that Mike

Abbott was amazingly impressed by how I could drink straight vodka so fast

(that should have been a warning sign!). They want me working on this new title

yesterday and I tell them I don't know assembly and have never worked on a SNES

before. They are so desperate to get things moving they ship me this huge set

of manuals for the SNES before I can even begin to pack to move. I ask them

when this is supposed to be done and they say something like four months!

So I ask who else is on this project and they name artists and I say, well yea,

but what about other programmers and a designer? They tell me that I can do it

all, there's plenty of time and they don't use designers because they don't

need them! I reiterate I've never worked on a console or seriously in Assembly

code and I can't do everything, especially a per pixel paint package on a tile

based game system (only MarioPaint had ever done this for a console).

Well, I get over there and they tell me they've contracted a programmer to do

the Paint package so I can work on the other stuff. So I go to work on other

stuff and there is no art, much less plans as to what will be shown or how it

will all work. The artists go to work making art from what they can guess the

producer wants and get whatever artists are available to help out as most of

them are too busy on other projects. So I start working on The fashion and mix

n match stuff and they scramble together what they've got and toss me a bunch

of stuff to cram in. Thinking that I'm pacing myself well I ask every week

about the guy programming the Paint stuff and keep hearing, oh it's coming

along and he's going to submit a milestone very soon.

I get to moving on to the Music package and I'm told to just do everything

MarioPaint does and the sound guy will help give any direction on creating the

Music design. We're also told that they are having a hardware company design a

mouse that will cost less than five bucks and we'll have it in the final

package or available as an accessory. We'll have to make the joypad work as

well in case we don't get the mouse built into the package. All still seems

well and I'm getting the hang of this game system that is really half 8-bit and

half 16-bit and has a bastardized Assembly language. But still I'm just

cramming away trying to get things done fast since we want to get this out in

four months (only later to realize this was a ridiculously short time to do a

whole title which would normally be 9 months or more!)

Then the bombs start dropping! The guy doing the Paint package comes back with

a bunch of broken code and is crying that he can't do it and we don't have to

give him any money for the work he's done so far. So their solution is to just

make me do it! I'm going, WTF?!, I've got a music package and these games and

I'm still learning all this shit!? Abbott says I've got to do it as nobody else

is available.

Now doing a pixel based painting package with a tile based renderer is a bitch

and a half! The guy gave up because he couldn't get floodfill to work. So I'm

staring at his code saying that there is too much to just throw away and start

from scratch so I start trying to decipher his code. Floodfill is the hardest

feature to implement so I try that and actually fix his code after a few days.

And then I get the stamping feature working and things are on their way. But

with all the time I have to burn on Paint and Music the deadlines are slipping.

Another programmer comes on to do the space game and I start on the Mouse Maze

because they are all panicking that the games have to be in there immediately.

I start doing the mouse game and I get mazes and the mouse moving around with

nice steering and sliding off of walls. But I'm thinking, how the hell do I get

all of the cats (aka ghosts from pac-man) to do their AI?! I don't have code or

anything for that?! So, again, Mike Abbott pops up and says he has some Z80

Assembly code and I'm trying to just UNDERSTAND it and it's like a friggin

puzzle! He says he knows it works and wrote it himself so he sits down with me

and after trying to figure it out for a day or two he says what he thinks it

should be doing but he cant figure it out and knows it works so just tells me I

have to figure it out and put it in somehow. Damn! WTF?! Well, it takes me a

week or so to decipher and code it and I pray there will be no bugs or bad

behavior but eventually I get it in.

Well, now I'm cramming on getting all of these disparate pieces of this mutant

MarioPaint ripoff together and I'm just glad I'm not working on Troy Aikman

Football because that project is over a year late and is really f'd up! We all

keep joking about the sucker who's going to have to do the Genesis version if

the SNES one ever finishes. I finally start getting in all of the final

features and find that some of the features are so annoying to put together

that no one will use them and trying to use the control pad is just an exercise

in punishment. All the while I was using the MarioPaint mouse which was a great

experience.

Then they bring buy the hardware manufacturer who has a prototype mouse that

supposedly costs only $5 to $8 (this is when mice where commonly around $40 to

$60). We're pretty amazed this super cheap gizmo even works but it actually

does and this will be perfect if boxed in with the game. Even with the mouse, I

go to use the Music piece and it's lame, in that you really can't compose squat

so the only fun is hearing the original compositions which took a pro musician

several weeks to put together with professional music software on a Mac. So to

not make it totally useless I come up with a substitute feature so you can

replace a set of notes with any other note, most of which were animal sounds.

At least doing that makes playing the compositions fun (for all of five

seconds) by hearing dogs bark a Christmas song or whatever.

The schedule is pushed back as we experience delays but we have to get this

game out for Christmas as that is the killer selling season. Well, they are

bringing around guests from various companies, like Midway, Blockbuster and

other ones they don't tell us about and we're thinking they have to be trying

to sell this crappy little company. Little did we know how true that would be

the following year. As I finally start wrapping up all the details Mike and

others tell me how hard it is to pass the Nintendo submission for a game and

that the game will probably be rejected at least twice especially since it's

such a direct copy of MarioPaint. I'm sweating trying to get all of these

details in and they drop a bomb... oh, we're not going to include any mouse

with the package now (err cost too high, um hardware guys didn't work out, blah

blah blah) so the kids will have to buy the MarioPaint mouse or use the control

pad.

They tell me the game will still sell really well and for each copy I get

royalties (supposedly a quarter for every copy sold). Again, being naive, I

believe them and squash every bug I can to make this really solid and get out

to market fast. FINALLY, they convince me it's solid enough and they are going

to submit it to Nintendo. I sweat it out while trying to find bugs that would

get the game kicked back (being that Nintendo is so picky). We wait a couple of

weeks and finally hear back from them surprisingly soon and thought there must

be some obvious bugs for them to kick it back to us so quickly. Nope, they

passed it! On the first submission!

I'm elated as this thing will get out well before Christmas and hopefully

someone will have a mouse to play this with and might find some enjoyment in it

and make me some of my first royalties. Then they tell me not to worry about

Christmas. I ask about royalties and when I might see some and good ole Mike

Abbott tells me that it takes at least six months before they get money but it

doesn't matter anyways because I won't be getting any... they sold it as an

exclusive title to BlockBuster so it's not a commercial product that will earn

royalties! I'm thinking.. Fuck!... well I don't have anything on paper and I'm

just some lowly programmer so I have no leverage... but at least I'll get to

work on a real game next and hopefully on the Genesis which has a much better

processor and is really fun to program on. Boy there are a thousand great ideas

we have and we're ready to really make something kick ass!

So Abbott invites me into his office and says congratulations on finishing Fun

'N Games!... now we really need someone to do Troy Aikman Football for the

Genesis and no one else is available... (Fuuuuuuuuuucckk!)


Don



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Posted on 11-27-11 04:39:31 AM Link | Quote


now that was a really great story.

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Posted on 11-27-11 05:54:45 AM Link | Quote
Man, I wish we had more conversations like these available. It's all really interesting and really true.

Stigandr
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Posted on 11-27-11 06:22:30 AM Link | Quote
Cool, but kind of hard to read since the questions and answers are seperated.. I'm gonna reformat it to be a little easier. Did a bit of basic proofreading too, nothing too detailed though.




Can you tell us a little about who you are and what sorts of games you've worked on?

My name is Don and before Leland Interactive Media I worked as a Jr. Programmer in 1992 on Gunship 2000, F-15 Strike Eagle III and prototyped stuff for Across the Rhine at MicroProse. After Leland was sold to Midway in 1994 I would reject their new contract and go to Sega Technical Institute to work on Sonic X-treme. I've worked on a bunch of other titles and was most recently a Tech Director for a number of years at a 'serious games' company. Now I have my own gig and get to make much cooler stuff!


How did you come to work for Leland Entertainment, and on Fun n Games?

I happened to get a call from a recruiter after I was at MicroProse for a year. MicroProse was having major financial difficulties and I was curious what other companies may be interested in me and wanted to be a mid-level or lead programmer. A recruiter shopped me around and came back with 'Leland Interactive Media' (previously Cinemaware which was famous for some great arcade coin-op games) who wanted console and assembly coders both of which I really wanted to do.

I interviewed and was offered the position at a 50% higher salary than what I was making at MicroProse! Unfortunately, I had no experience on a Super NES and very little Assembly language experience especially with the bastardized 65816 SNES Motorola chip. I didn't care what game I worked on first for this opportunity and Fun 'N Games sounded very straightforward and would give me a great chance to learn.


What can you tell us about the development cycle of Fun N Games? Who else was involved ? Were there any sections that were cut from the final game?

Fun 'N Games was exactly what people thought it was... a total rip-off of Mario Paint! Why be creative and do original and quality titles when you can just pilfer other successful content (well, this was the mentality of many of the game companies at the time; especially LIM)? LIM also felt they were so bright that they didn't NEED designers which was a bit of a shock to me since MicroProse had some of the best designers ever. Having no actual assigned designer was VERY common and at least half of the companies just had anyone design stuff on the fly.

Most of the game was designed from a producer Mike Abbot (known for designing Hard Hat Mack and being one of the guys in the famous EA pic showing the top most talented future game developers) and a couple of artists who just wanted to target the young kid market (under 12) as best they could. The primary idea was to just mimic Mario Paint and sell it with a dirt cheap mouse and parents would eat it up.

There may have been one game cut but I can't recall offhand but, believe me, it would have been as bad or worse than the shooting game! Other than that everything that was planned for actually made it in.

How the project actually got developed is another story (see the section after the questions)!


Who was it that picked the outfits in the mix n match section of the game?

Hahaha, the outfits were all designed by the artists and one was a girl and the other was a guy who was definitely not straight. The art for games at that time was also spread out between four and eight artists at any one time so they would just pump out a bunch of stuff without much consistency. This was a common problem with several games and the artists just went off and drew a lot of stuff in a hole. This is why there is so much inconsistent art in the 'Paint' section because it's all random stuff different artists pumped out.


Can you tell us a little about the development of the two games in the game section of Fun N Games?

Yea, the games were the cheapest possible games that could be made. Now these are all old school 8-bit pure assembly games and Flash wouldn't exist for several years but they were the equivalent of 'mini-games' as we would know them today. I came in after the design was laid down and there was NO documentation! It was just a producer telling me some things and artists telling me other things. The 'Mouse-Maze' was almost certainly chosen because Mike Abbott had some old Z80 assembly code for ghost AI behavior and pac-man was one of few games that all kids, male or female, would play. It became quite extensive with a number of levels and background. The shooter was like a really simple (and bad) Star Raiders, or more like a cheap shooting gallery. The idea was to keep the game as simple as possible so shooting crap in space was very easy to set up, create art for and program. The Mouse Maze actually took a lot more effort so I think a third game may have been cut.



Can you tell us about those other "Horrible Games" you recommended?

There are LEGENDARY horrible games out there such at E.T. for the Atari 2600 but some that are less known because they never had such a big license. Some are 'ESPN 2Night' basketball for the Dreamcast and 'Hooters Racing' both of which I know the guys who created these games!


Where are you currently working and do you have any current projects?

I currently have my own studio and I'm consulting on a very cool educational project for schools. I also do iPhone/iPad projects. Most of these I cannot talk about as they are not public yet and if they are good then you will hear about them and if not, hmmm, well maybe I can buy the Leland name and put it under that company! hahaha.



Thanks for looking at those. Its really neat to talk to someone behind the game. It'll make a great 100th video. I'll also track down some of those other bad games you mentioned and give them a try.


How 'Fun 'N Games' was anything but fun to make for six months:

Coming straight off of some amazing titles at MicroProse a head-hunter finds me (most likely hearing that MicroProse is most likely going to have some big layoffs due to a bad number of sales at Christmas). He tells me about some no-name company in San Diego that wants me doing console games in Assembly language which is where I really wanted to be because the SNES and Sega Genesis were the hottest game systems on the planet. I wasn't thinking about what projects I would work on as I was a pretty naive Jr. Programmer at the time.

I interview there and get offered a fat pay increase. I hear later that Mike Abbott was amazingly impressed by how I could drink straight vodka so fast (that should have been a warning sign!) They want me working on this new title yesterday and I tell them I don't know assembly and have never worked on a SNES before. They are so desperate to get things moving they ship me this huge set of manuals for the SNES before I can even begin to pack to move. I ask them when this is supposed to be done and they say something like four months!

So I ask who else is on this project and they name artists and I say, well yea, but what about other programmers and a designer? They tell me that I can do it all, there's plenty of time and they don't use designers because they don't need them! I reiterate I've never worked on a console or seriously in Assembly code and I can't do everything, especially a per pixel paint package on a tile based game system (only MarioPaint had ever done this for a console.)

Well, I get over there and they tell me they've contracted a programmer to do the Paint package so I can work on the other stuff. So I go to work on other stuff and there is no art, much less plans as to what will be shown or how it will all work. The artists go to work making art from what they can guess the producer wants and get whatever artists are available to help out as most of them are too busy on other projects. So I start working on The fashion and mix n match stuff and they scramble together what they've got and toss me a bunch of stuff to cram in. Thinking that I'm pacing myself well I ask every week about the guy programming the Paint stuff and keep hearing, oh it's coming along and he's going to submit a milestone very soon.

I get to moving on to the Music package and I'm told to just do everything Mario Paint does and the sound guy will help give any direction on creating the Music design. We're also told that they are having a hardware company design a mouse that will cost less than five bucks and we'll have it in the final package or available as an accessory. We'll have to make the joypad work as well in case we don't get the mouse built into the package. All still seems well and I'm getting the hang of this game system that is really half 8-bit and half 16-bit and has a bastardized Assembly language. But still I'm just cramming away trying to get things done fast since we want to get this out in four months (only later to realize this was a ridiculously short time to do a whole title which would normally be 9 months or more!)

Then the bombs start dropping! The guy doing the Paint package comes back with a bunch of broken code and is crying that he can't do it and we don't have to give him any money for the work he's done so far. So their solution is to just make me do it! I'm going, WTF?!, I've got a music package and these games and I'm still learning all this shit!? Abbott says I've got to do it as nobody else is available.

Now doing a pixel based painting package with a tile based renderer is a bitch and a half! The guy gave up because he couldn't get floodfill to work. So I'm staring at his code saying that there is too much to just throw away and start from scratch so I start trying to decipher his code. Floodfill is the hardest feature to implement so I try that and actually fix his code after a few days. And then I get the stamping feature working and things are on their way. But with all the time I have to burn on Paint and Music the deadlines are slipping.

Another programmer comes on to do the space game and I start on the Mouse Maze because they are all panicking that the games have to be in there immediately. I start doing the mouse game and I get mazes and the mouse moving around with nice steering and sliding off of walls. But I'm thinking, how the hell do I get all of the cats (aka ghosts from pac-man) to do their AI?! I don't have code or anything for that! So, again, Mike Abbott pops up and says he has some Z80 Assembly code and I'm trying to just UNDERSTAND it and it's like a friggin puzzle! He says he knows it works and wrote it himself so he sits down with me and after trying to figure it out for a day or two he says what he thinks it should be doing but he cant figure it out and knows it works so just tells me I have to figure it out and put it in somehow. Damn! WTF?! Well, it takes me a week or so to decipher and code it and I pray there will be no bugs or bad behavior but eventually I get it in.

Well, now I'm cramming on getting all of these disparate pieces of this mutant Mario Paint ripoff together and I'm just glad I'm not working on Troy Aikman Football because that project is over a year late and is really f'd up! We all keep joking about the sucker who's going to have to do the Genesis version if the SNES one ever finishes. I finally start getting in all of the final features and find that some of the features are so annoying to put together that no one will use them and trying to use the control pad is just an exercise in punishment. All the while I was using the Mario Paint mouse which was a great experience.

Then they bring buy the hardware manufacturer who has a prototype mouse that supposedly costs only $5 to $8 (this is when mice where commonly around $40 to $60). We're pretty amazed this super cheap gizmo even works but it actually does and this will be perfect if boxed in with the game. Even with the mouse, I go to use the Music piece and it's lame, in that you really can't compose squat so the only fun is hearing the original compositions which took a pro musician several weeks to put together with professional music software on a Mac. So to not make it totally useless I come up with a substitute feature so you can replace a set of notes with any other note, most of which were animal sounds. At least doing that makes playing the compositions fun (for all of five seconds) by hearing dogs bark a Christmas song or whatever.

The schedule is pushed back as we experience delays but we have to get this game out for Christmas as that is the killer selling season. Well, they are bringing around guests from various companies, like Midway, Blockbuster and other ones they don't tell us about and we're thinking they have to be trying to sell this crappy little company. Little did we know how true that would be the following year. As I finally start wrapping up all the details Mike and others tell me how hard it is to pass the Nintendo submission for a game and that the game will probably be rejected at least twice especially since it's such a direct copy of Mario Paint. I'm sweating trying to get all of these details in and they drop a bomb... oh, we're not going to include any mouse with the package now (err cost too high, um hardware guys didn't work out, blah blah blah) so the kids will have to buy the MarioPaint mouse or use the control pad.

They tell me the game will still sell really well and for each copy I get royalties (supposedly a quarter for every copy sold). Again, being naive, I believe them and squash every bug I can to make this really solid and get out to market fast. FINALLY, they convince me it's solid enough and they are going to submit it to Nintendo. I sweat it out while trying to find bugs that would get the game kicked back (being that Nintendo is so picky). We wait a couple of weeks and finally hear back from them surprisingly soon and thought there must be some obvious bugs for them to kick it back to us so quickly. Nope, they passed it! On the first submission!

I'm elated as this thing will get out well before Christmas and hopefully someone will have a mouse to play this with and might find some enjoyment in it and make me some of my first royalties. Then they tell me not to worry about Christmas. I ask about royalties and when I might see some and good ole Mike Abbott tells me that it takes at least six months before they get money but it doesn't matter anyways because I won't be getting any... they sold it as an exclusive title to BlockBuster so it's not a commercial product that will earn royalties! I'm thinking.. Fuck!... well I don't have anything on paper and I'm just some lowly programmer so I have no leverage... but at least I'll get to work on a real game next and hopefully on the Genesis which has a much better processor and is really fun to program on. Boy there are a thousand great ideas we have and we're ready to really make something kick ass!

So Abbott invites me into his office and says congratulations on finishing Fun 'N Games!... now we really need someone to do Troy Aikman Football for the Genesis and no one else is available... (Fuuuuuuuuuucckk!)

Don





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Posted on 11-27-11 02:53:11 PM Link | Quote
Wow, talk about a chaotic development story. I can't believe the guy had to go through such difficult times, and how I would like to add. It seems like Don is none other than Don Goddard, judging by the fact that he worked on Sonic X-Treme.
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Posted on 11-27-11 03:33:20 PM Link | Quote
Stigandr thanks for the reformatting. This was all done via messages on youtube originally, so there wasn't really any space for formatting or proofreading.

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KungFuFurby
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Posted on 11-27-11 09:10:28 PM (last edited by KungFuFurby at 11-27-11 06:19 PM) Link | Quote
I know what game it is that was cut from the SNES version. It was Whack a Clown. The music and sound effects still exist, and can be accessed via this code:

808094xx (bank)
80809Axx (play command)
80809Bxx (sub-tune)

Set the bank to 05. The play command should be set to 03 for the music, or 05 for the SFX.

This doesn't access all of the music in the entire game, but it does access whatever's left of Whack a Clown for the SNES. There are no references for bank 05 anywhere, meaning the game itself may have been wiped out, just like the ending for B l a z e o n for the SNES (either that... or never programmed).

By the way, the instruction manual is found at NintendoAge.com, and it does have credits on page 3. It is Don Goddard. There were two other programmers in addition to Don.
Stigandr
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Posted on 11-28-11 02:26:34 AM Link | Quote
Originally posted by Torentsu
Stigandr thanks for the reformatting. This was all done via messages on youtube originally, so there wasn't really any space for formatting or proofreading.

No problem, I figured it was something like that.

But, man. I'm glad I never got into making video games. Getting stuck on a project like this would make me snap.

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Posted on 11-28-11 06:16:45 AM Link | Quote
Post #4405 · 11-28-11 01:16:45 AM
By the sound of that story, I doubt they ever got very far on actually programming that minigame. They tried to cram all this development into too little time and had to strip things like that.

Sadly not an uncommon situation at all.

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zerojay
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Posted on 11-29-11 05:56:22 PM Link | Quote
Originally posted by Stigandr

But, man. I'm glad I never got into making video games. Getting stuck on a project like this would make me snap.


It's not always that bad, even on the shit projects that you don't care about.
Next newer thread | Next older thread
Jul - The Cutting Room Floor - Behind a horrible Game : Fun n Games on the SNES New poll - New thread - New reply


Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al.

33 database queries, 2 query cache hits.
Query execution time:  0.082298 seconds
Script execution time:  0.033686 seconds
Total render time:  0.115984 seconds


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Info: Document content looks like HTML5
Info: No system identifier in emitted doctype
Tidy found 213 warnings and 0 errors!


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