Makes ya wanna think.

personal game career history

The King of Chicago

I scanned some old reviews of my computer games ChipWits and The King in the process of gussying up my bio at channelzilch.com.

In 1985 ChipWits was a hit so when my software agent Bob Jacobs formed Cinemaware he asked me to write a movie-themed game. He wanted his first line-up of cinematically-inspired games to include a knights in armor, a space, and a gangster game. I was a fan of old gangster movies so I dibsed that genre. My buddy Kellyn Beeck chose knights and wrote the smash hit Defender of the Crown.

In 1986 I wrote The King of Chicago – designed, did the artwork (for the Mac version), programmed, and wrote half the game script.

King cover

I came up with a new way of telling interactive stories which I called Dramaton. I hated hardbranching interactive storytelling – pick-a-path plotting – so I devised a way of telling a story probabilistically using a bunch of suitably-labeled animated scenes.

The Mac version got  great reviews (“King of Chicago represents a landmark in computer gaming” MACazine Review ) and so we did an Amiga version. I coded it and Cinemaware artists (led by Rob Landeros) did some amazing gangster graphics.

King of Chicago back

The Amiga version of The King got rave reviews (“The King of Chicago is a brilliantly devised game that far outstrips others of its genre.” – Personal Computer World) and sold 50,000 copies in 1987 – my biggest hit.

I’m still immensely proud of The King of Chicago. It means a lot to me that The King is respected by some of today’s top game designers ( “I don’t think people realize what a landmark achievement in game development it was.” – Casey Muratori, creator of Sushi Bar Samurai). It’s fun to see fans’ enthusiasm on nostalgia gaming forums like Lemon Amiga.

Here’s a walkthrough  of the Amiga version posted by a fan to YouTube:

I’m not finished writing hits!


Moving Forward

I haven’t published a game in 15 years. Haven’t programmed professionally in 9 1/2 years. For most of the past decade I was too disabled by my brainrot to work. I had a part-time aide.

My “brainrot” is a nasty blend of epilepsy, peripheral neuropathy, and quite probably chronic fatigue syndrome. It is an hourly challenge to work around my cognitive limitations to get ChipWits out the door. I am about 30% as productive a programmer as I was 10 years ago.

I have been really beating myself up about missed “deadlines” for dropping a playable build. In the past when I was shipping a game it made sense to make myself feel awful for schedule slips – back when timing for Christmas release was life-or-death for a game’s sales. While working on King of Chicago I can remembering seeing the first orange Autumn leaf and my knuckles going white with stress.

In talking to friends about how ChipWits is going I find myself saying We made progress today, or We got something done, or It keeps moving forward.

I have a great deal of hope that releasing ChipWits as an ongoing beta will be the ideal way for me to get back into the game industry. I will post known bugs and features to be added and knock them off at the pace I can accomplish.

Stressing about deadlines was keeping me from enjoying rebuilding ChipWit. I am getting better at feeling good about moving forward.


Archeological expedition into the Ancient Maps of ChipWits

Mike and I wrote ChipWits in 1984 in a blaze of inspiration and insanely hard work. After launching the Mac version in Fall 84 we produced the Commodore 64 version and the Apple II version in less than 6 months.

I didn’t keep the best notes. I’ve got a box of disks and printouts and sketches of IBOL ops and even the first drawing of a ChipWit (which I will scan and upload here). Nowhere can I find maps of the original 8 missions.

So I am playing the original game on an online Apple II Emulator (IE only for now, they are working on their Firefox emulator plugin):

Stymied by a impassable pastry

The majesty of Apple II Graphics: ChipWit #7, lacking ZAP or PICKUP, is blocked by PIE.

I wrote a keyboard-driven ChipWit so I could explore at will. IFKEY S->SKATE FORWARD, IFKEY X->SKATE RIGHT45, IFKEY Z->SKATE LEFT45.

Apple II Keyboard-driven ChipWit with a bug

There are 2 Bugs in this ChipWit! Spot ’em! Answer tomorrow.

The Apple II IBOL editor is pretty amazing. We did the Mac version first and were Mac zealots so not only did we port the game to the C-64 and Apple II but the cursor-driven menu interface. as well. Note that instead of a mouse, players had to use a joystick to control the cursor. Clunky but it works. Running in emulation the interface is even clunkier.

I wound up having to kill 2 editing-induced bugs before it ran.

I decided to spelunk in Octopus Garden first – the most challenging mission. The ChipWit always starts on a random square in a central room. There are 8 corridors running from that room, each terminating in a room containing a high-score DISK to PICKUP.

It feels very strange playing one of my own 22-year old games. I know that I spent endless hours working with Mike on the Apple code and all the sound-FX and silly little animations did a real deja vu number on me. It was fun when an electrocrab sidled up to me because my heart-rate did go up and I SKATED my guy out of the room ASAP.

I ran into 2 pies that blocked my path (fiendishly placed there by some devious game designer (me or Mike)). So now IndieBot (the CW’s new name (after I. Jones)) sports a ZAP chip to clear the PIE.

I’ll have all 8 missions mapped by tomorrow. If I survive the PIE.

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Yesterday’s bug – The arrows from both bottom chips should point right:

IndieBot debugged