Tom’s Games
A lot of people write me, wanting to know how to get into the games industry. Many of them have never made a game. That’s why I advise making a bunch of little games yourself, so you can screw up in private, until you really get the idea, then show other people your stuff. The director Robert Rodriguez says in his book, Rebel Without A Crew, that everyone has about ten bad films in them. He suggests making those, then with all that experience, you can show people stuff that shows more maturity and understanding. This goes for games, too. Look all this junk I did from June 9th, 1980, when I got my Apple II+, to September 1987, when I went to work for Softdisk. These aren’t all the games, but a lot of them. And it doesn’t include utilities and applications and stuff. (I reprogrammed a few of them for Softdisk later, you’ll notice.)
| GAME | TYPE | COMMENTS |
| Tank | Arcade/sim | BASIC. Sad little type in the angle, it draw the dots of the arc for the cannonball, and you try to hit the other tank. |
| Murderer | Adventure | BASIC. Walk around a town grid looking for the murderer. If you find his square, you see a horrible stick figure with meanie eyebrows. |
| Gold Quest | Adventure | BASIC. Actual locations to find items and dig for gold! |
| Xenon I – IV Adventures | Adventure | BASIC. After writing real adventures, it was fun to write a huge adventure made up of leading descriptions that got you to type the next obvious thing to do or look at, which led to the next IF statement. They were all in a big loop, so if you typed GO STARSHIP, you’d jump forward to that part of the game. Silly but fun to make because they were so incredibly epic with no effort. |
| Deserted Island | Adventure | Fun little adventure that I don’t remember at all. |
| Monkey Adventure | Adventure | Not quite the spectacle of fun that Monkey Island was, but it was fun to get him to do stuff by taunting him with banana goodies. |
| Ed’s Superspy Course | Adventure | BASIC. He’s Ed. He’s got a superspy course! Collect all the treasures on the spy testing grounds… Published on Softdisk as my first assembly language adventure. |
| Aztec Temple | Adventure | My mom’s favorite, published later on Softdisk. It was pretty good. Some rather clever puzzles. |
| Box Canyon | Adventure | Fun little adventure. No great shakes. |
| Rescue on Alka | Adventure | Rescue the princess from the Castle Selzer. Get it? |
| Starcruiser | Adventure | On a bet, I wrote this in two hours. It was pretty cool for two hours. Escape the doomed starship! |
| Submarine | Adventure | Some cool puzzles in this baby. Sliding down a pipe on a belt and junk. |
| Cyclo | Adventure | First of a set of nine adventures: The Ultimate Adventure. Never made the other eight. Hee. |
| The Last Hope | Adventure | Sci-fantasy game with you trying to save the life-source of a planet from dying…. |
| Shipwreck | Adventure | Pretty dang tough adventure. |
| Lighthouse | Adventure | Cool puzzles with timed tides and stuff. |
| Secret Evil Petrified Desert | Adventure | Huge and epic, about alien ships hidden inside petrified trees, which you find after, you know, crossing a desert. Really cool, and so big that when I tried to compile it with a BASIC compiler, it wouldn’t fit in memory! |
| Monolith | Adventure | Really tough adventure that was pretty spooky too. |
| Amusement Park | Adventure | Funny, cool adventure that I later redid for Softdisk. Some rather hilarious parts. |
| Primero Dinero | Simulation | FINALLY, I get off the adventure kick with… a sim that plays like an adventure. History class simulation of managing your supplies when stranded on an island. |
| Dungeon | Role-playing | Sort of a text adventure with fights in the middle of it. Eamonish, I guess. Why no graphics since Murderer? |
| Gunner | Shoot-’em-up | Shape tables Shooter. Basically, you’re a tail gunner. One of the creatures was “Space Mite”. Followed by a bunch of too-slow, flashy, awful arcade games that shouldn’t have ever been done in BASIC by a rational person. But this one was okay. |
| Zapper | Shoot-’em-up | Shouldn’t have been done in BASIC by a rational person. |
| Superzot | Shoot-’em-up | Shouldn’t have been done in BASIC by a rational person. |
| Dexicon | Shoot-’em-up | Shouldn’t have been done in BASIC by a rational person. |
| Space Peepers | Shoot-’em-up | Cool idea where little Kilroys pop out of moon craters. Saw the game game later on a console system. Ah well. Good intro anim for flash. |
| Madvoober | Shoot-’em-up | Basically this is Mad Bomber, but with non-page flipped shapes that flashed (voobed) really annoyingly. |
| Mass Poopage | Shoot-’em-up | You shoot a bird that is pooping massively above you. Of course, the poop is utterly lethal. |
| Monkey | Platform | Imagine Donkey Kong Junior on two poles, with stuff coming down the screen that he’s got to avoid. Get to the top of the screen! Yes! |
| Musical Snowbound | Maze | A version of Pacman I wrote quickly for my sister, because she was bad at games–this one had no ghosts, which made it considerable easier. |
| Walk Into the Dot | Action/Puzzle | Kind of a cool simple game idea that actually got published on Softdisk later as a joke. First level: one bad dot, one good dot. Walk into the good dot. Second level: two bad dots. And on. After the thirty-sixth level, it is almost impossible. If you run into a bad dot, you go back one level. The dots are random, so you can get screwed. Strangely fun, though. Well, to me, anyway. |
| Zap | Shoot-’em-up | Such a forgettable game, I forgot it. |
| Jumpy | Platform | I’m sure this had to do with jumping… |
| Horse Race | Race | Bet on one of four horses and they race! Kept track of historical scores. |
| Slot Machine | Casino | Pull the lever. Wow! |
| LGADV Adventure | Adventure | Sad lo-res graphics for rooms, but at least they were graphics! |
| LGADV2: Cheese Factory Adventure | Adventure | Not quite so sad, as there’s cheese in it. And duct-crawling-through! |
| The Silver Cow | Adventure | Hi-res tiles Ultima-style game with no Ultima style depth. An amusing voice-digitized “MOO!” at the start, on an Apple ][! |
| Alphabetics | Educational | Bring the two matching letters to the momma rabbit. The controls (four arrows and space bar) we way above the heads of the super-young kids it was designed for. A lesson I learned from my teacher friend Mr. K. |
| Death Ships From the Ninth Galaxy | Shoot-’em-up | Joke game: three HUGE ships at the top of the screen don’t fire, so you can just blow them up. But avoid the falling pilot’s corpse! |
| Korp | Shoot-’em-up | More dang disposable shooters. |
| Spire City | Shoot-’em-up | Disposable shooter with enemies on a spiral path. Wow. |
| Here Comes the Grunge | Educational | Character generator (later published at Word Castle) Cool hangman game without the gruesome corpse thingy. |
| Changemaker | Educational | Helped kids learn to make change with Eddie and his piggy bank! Used by learning-disabled kids. |
Then I went to work at Softdisk. I improved submitted programs for a long time, as well as making my own. Here are most of them (these are just the games, not the apps like What A Poster! and so on):
| GAME | YEAR | COMMENTS |
| Aztec Temple | 1988 | They bought it from me… for a hundred dollars! |
| Ed’s Superspy Course | 1988 | |
| Changemaker | 1988 | |
| Walk Into the Dot | 1988 | |
| The Silver Cow | 1988 | |
| Amusement Park | 1989 | |
| Word Castle | 1989 | Formerly Here Comes the Grunge |
| In Search of the Golden Cheese | 1989 | The stunning sequel to The Silver Cow. Basically a maze. |
| Duck Boop | 1989 | First true event-driven shooter I made. A demo of the block-shape routines we provided on the disk. |
| Alfredo’s Stupendous Surprise | 1989 | Romero and I adding a choose-your-path version of the constantly mutilated, stick-figure mascot of Softdisk. We worked hard to fit this in 128K. We finished with EIGHT BYTES of memory left! |
| Recollect Trek | 1989 | Trivia game, as well as the next one. |
| Recollect The Beatles | 1989 | |
| Pun’s Peak | 1989 | Little adventure where the solutions are HIDEOUS puns. |
| Ark Shadows | 1989 | Cool levels for Arkanoid GS |
| Legend of the Star Axe | 1990 | Fun shooter with silly enemies like the Blehs and fleets of 57 Chevys. Joe Siegler got to level 174 of this game! |
| Catacomb | 1990 | Cool arcade game done with Carmack. Did levels and graphics. |
| Double Dangerous Dave | 1990 | (Romero’s game–I just did the double hi-res graphics.) |
Here also are some programs that I spiffed up so much from the original, they are countable as games I worked on:
| GAME | YEAR | COMMENTS |
| The Seven Keys | 1987 | Basically, Monopoly. |
| Anagram Challenge | 1988 | Word fun. |
| Loose Change | 1988 | Changemaker without Eddie and the piggy bank. |
| Magic Boxes | 1989 | Puzzle that Romero later ported to the PC… in TEXT MODE! |
Now on the PC side (these are in the id anthology)… 1990 was a busy year!
| GAME | YEAR | COMMENTS |
| Catacomb | 1990 | 2D Magician action. |
| Dangerous Dave | 1990 | Mario… sorta. |
| Catacomb II | 1990 | 2D Magician action with more colors! |
| Slordax | 1990 | A fan of Slordax wrote me last week. LAST WEEK! I mean, get a console! |
| Shadow Knights | 1990 | I did like a few levels. |
| Rescue Rover! | 1990 | I really love the puzzle elements in the Rescue Rovers. (That’s why I borrowed some of the puzzle elements for Hyperspace Delivery Boy!) Level 29 of Rescue Rover! is one of the hardest puzzles in any game ever. Heh heh heh. |
| Dangerous Dave in the Haunted Mansion | 1990 | The reloading-your-shotgun mechanic was awesome and tension-producing… especially during boss battles! |
| Keen Dreams | 1990 | Shouldn’t have made this Keen — now some dude in Louisiana has rights to this episode. |
| Rescue Rover II | 1990 | More puzzle insanity. Never did finish the trilogy… nor ever record the theme song I made up! |
| Hovertank One | 1990 | 3D game! But with color-mapped walls. |
| Catacomb 3-D | 1990 | This is the first 3D fast-action FPS EVER. Too bad it was in EGA and like four people saw it. |
| Commander Keen in… “Invasion of the Vorticons” | 1990 | I love Keen. Keen is basically me at age eight. The Green Bay Packer helmet, the red Converse sneakers, the dreams of space… If I ever got the rights again, I’d make Keen 3D in a heartbeat. |
| Commander Keen in… “Goodbye, Galaxy!” | 1991 | Keen 4 introduced the Dopefish, who now has a bizarre, cult-like following, and has had a cameo in many games. Keen 5 is Romero’s favorite Keen. |
| Commander Keen in… “Aliens Ate My Baby Sitter!” | 1991 | Should never have split up the trilogy and made a commercial version. Ah well. |
| Wolfenstein 3D | 1992 | I remember Romero playing it while we were working on it in Madison, Wisconsin, and saying, “There’s NOTHING like this!” |
| Spear of Destiny | 1992 | I love the surprise end level. Hee. |
| DOOM | 1993 | Awesome game that I was totally unhappy working on, simply because the things I am best at aren’t in the game: characters, puzzle elements, story, content. It’s just a raw shooter, which is cool, but not really what I enjoy doing. I had a story, characters with different abilities, and brief cinematic pictures at the start and end. I felt we were getting way too minimalistic in player reward, and wanted a reason for the person to go through the levels, rather than a switch. We parted ways, which really was for the best. (What levels did Tom do? Level 1-4, first half of 1-8, 2-1, 2-2, 2-3, 2-4, 2-7, 3-3, and 3-7. Some of them were subsequently retextured to be episode-appropriate and stuff, and the new monsters were added. It was really cool that a LucasArts guy said the crate stuff in Jedi Knight was an homage to the crate maze, 2-2, in DOOM. I’m honored. Now, if I can just beat Jerec before he goes up the tube again…. Also, a level of mine, level 10, wound up in DOOM 2, but I don’t count that as “a game I worked on”, so…) |
| Duke Nukem II | 1993 | Did the story, designed the bosses, drew the bonus items, and some sprites and tiles. |
| Rise of the Triad | 1994 | A bunch of innovations (rocket-jumping, sorted frags, environment changing, missile cam, parental password, and on and on, but lost in an old-style engine. |
| Extreme Rise of the Triad | 1995 | Level pack. Basically a waste of a few months. But some clever level bits. |
| Terminal Velocity | 1995 | Co-produced this one. |
(I did the story for Duke Nukem 3D, but that was an after-the-fact thing. I also helped come up with TripBombs. Didn’t work on the game, though. And, of course, I was on the first year of Prey, but needed to make the game I wanted to make, and thus…ION Storm. Hope Prey rocks. Someday. Well, at least I got a Prey mug.)
Also, I started a bunch of games that I never finished, but always wanted to. Never enough time. Sigh. Here’s a list!
BEFORE SOFTDISK
| GAME | TYPE | COMMENTS |
| Poids | Shoot-’em-up | Turned into Legend of the Star Axe on the GS. An homage to Sneakers by Mark Turmell. The slogan: “They’re too cute to shoot!” |
| The Ultimate Adventure | Adventure | Gfx/text Finished Cyclo, the first one, but the other eight are in Limbo. |
| Fate of the Firedame | Adventure | You’re on a starship, stuffed in a missile tube, and it’s destroyed and in a decaying orbit. Have fun! |
| Castle Wolfenstine(sic) | Action | Text-based version of Castle Wolfenstein. Spelled differently to avoid prosecution! |
| Slayquest | RPG | My version of the ancient Dragon’s Eye crossed with Wizardry. |
| Starstrike | Shoot-’em-up | Finally a shoot-’em-up in assembly! Nope. |
| GAME | TYPE | COMMENTS |
| Rice Farmer | Simulation | Rice farming. Woo! |
| Lizardly | RPG | Wizardry parody. |
| Candy Quest | Action adventure | And never done. |
| Rescue Rover IIe | Action | I originally designed it on the Apple II. Inspired by Adventures of Lolo. |
| No Man’s LAN | Arcade on network | Would have been an AppleTalked multiplayer game |
| Dangerous Dave GS | Platform | Port of Romero’s game, did editor, gfx, but stopped |
| Disc World | Platform | Like Q-Bert |
| Scary Bizness | Platform | Halloween-themed platformed in Double Hi-res. |
| Secret of the Obelisk | Adventure | One of the few I didn’t finish |
| Run ‘n’ Jump | Platform | Run as stuff scrolls by you that you must jump over. |
| Starstrike | Shoot-’em-up | Finally a shoot-’em-up in assembly! Nope. |
ID GAMES
| GAME | TYPE | COMMENTS |
| Penultima III | RPG | Carmack and I doing a real RPG, though it was a joke, too. |
| Wac-man | Maze action | We started this as an example for a developer seminar. Never finished it off. |
| Save Spot! | Puzzle action | Rescue Rover! but we would own the IP. |
| IGOTABAT.EXE | Action | Funny for brutality and that it fit in IBM’s old 8-character filename restriction. |
| Spheres of Influence | Puzzle Action | Combing spheres to make different things. |
| Commander Keen in… “The Universe is Toast!” | Platform | Sigh…. |
| GAME | TYPE | COMMENTS |
| Anachronox | Role-playing | I loved making this game, even though the company struggles were insane. The guys that stuck it out were bonded in ways that no one else will understand. Likely by body funk. |
| Deus Ex | Action RPG | I voiced Walton Simons, and some other folks. |
| GAME | TYPE | COMMENTS |
| Hyperspace Delivery Boy! | Action puzzle | A fun puzzle adventure on the Pocket PC, then PC, then Gameboy Advance. Now being ported to Linux! |
| Jewel & Jim | Action puzzle | On BREW platform. |
| Gold Digger | Action puzzle | On BREW platform |
| Congo Cube | Action puzzle | On PC and elsewhere… |
At Midway, I was Creative Director over Third Party Products. It was a cool place with a great boss, Steve Crane. I commented on a lot of projects, did a Design Database to try to unite the five studios, and other stuff. Here’s two of the games I looked at a lot.
| GAME | TYPE | COMMENTS |
| Narc | Action | My first task was to comment and suggest changes on this controversial title. A trip to Scotland! The checkered development history meant they never really got to do virtually any of my suggestions, but well, stuff happens. Frustrating for them, frustrating for me. Ah well. |
| Area 51 | Action | This is a great game. Apart from various milestone commentaries, I suggested a scanner to unite their Lore with the character, to make you feel you aren’t just another guy with a gun. Also, jumping bean grenades, but they never got quite erratic enough to make them scary, but there you go. They did a great job on this game. Props to Zach, Justin, Jim, Daryl, and the whole team. Fun! It was cool meeting David Duchovny and Marilyn Manson. If a bit surreal. |
Ooooh, mysterrrryyyyyyyy! But I am back MAKING games, baby!
| GAME | TYPE | COMMENTS |
| ????? | MMOG | A cool, interesting new type of massively-multiplayer online game. |
Brought to you by the letter ‘R’.
April 30, 2008 at 2:21 pm
So, how do I get a hold of HDB for windows? Like now?
April 30, 2008 at 2:36 pm
Workin’ on it.
April 30, 2008 at 2:50 pm
You’ve got a heart of gold
April 30, 2008 at 3:00 pm
So does Zaphod Beeblebrox.
April 30, 2008 at 3:49 pm
Didn’t see that one coming. Damn my lack of imagination.
April 30, 2008 at 3:53 pm
(also, shouldn’t you be working? I’m kind of waiting for that new game
)
May 25, 2008 at 1:06 pm
Hey Tom ! Since I can’t find no massage board nor direct Email, I’ll just ask you here
What legal issues prevent you from doing another Keen game, or at least develope a new Commander Keen game which will be totally different but still have the same familiar characters ?
And for the other issues I tried to reach you about – I’m working on a Commander Keen comic book (something I started doing in crude guidelines back when I was 12, and found out it’s gonna be cool doing it right now when I’m 25 and, almost finishing my degree) – How can I get the right to use the many (or some of the) characters in the game series, If I’m not planning to do it for money, just for to publish it for free on the internet ?
Sorry for the long comment
You, sir, are a genius.
Yotam “Defiler” Avni
Israel
May 28, 2008 at 5:04 am
id owns Keen. They have been negative about fan projects.
I hope to get him back someday.
I’d just invent your own character! Just picture yourself, in your imagination, at 8 or 9 and go from there!
June 11, 2008 at 12:57 pm
Just dug out my copy of Anachronox again the other day and started playing through again. Love that game, one of top ten all time faves. Shame about the rights, though.
Want something similiar NOW!!
Wizard 101 sounds pretty cool though.
June 17, 2008 at 8:47 pm
Thanks for Anachronox – one of the best games I ever played (on my shelf right there with System Shock, Deus Ex, May Payne and Dungeon Master)
Although the ending was quite unfair – in the view that there will be no part two – sniff
…and that Dopefish is haunting me (saw it last in a game by russian or polish developers
June 28, 2008 at 11:19 pm
So, I’ve had a nagging question bouncing around my head for a while that I think would be great if you could answer for me.
I’ve had what I thought was an original idea for a few years that I’ve wanted to implement in a game. It involved jumping through a portal type of teleporter. A seamless doorway integrated into the gameplay… exactly like what can be found in Prey and Portals now. Naturally when I fired up these games to check out the technology I was excited to see, what I thought was an original idea, had been executed so well in a commercial game.
I was curious to know if the idea for the portal technology was in the Prey concept from the beginning. Since Prey (all the way back Prey) had been in production far longer than my idea had been, I was wondering if my idea was ever original at all.
Can you shed some light for me?
June 30, 2008 at 9:46 am
Hope to see part 2 of Anachronox someday..
June 30, 2008 at 2:48 pm
I spent hours and hours with Anachronix just running around Sender station. It felt like a second home. Which I guess is kind of a good thing since you’re working on an mmo now. I hope you’ll capture the same degree of wonder and detail I felt existed in Anachronox. But this time interactive and with lots of real people. Oooh this is going to be so great.
Btw will you be doing any voice acting? I sure hope so, you have a knack for voice stuff. Walton Simons still haunts my dreams
June 30, 2008 at 3:11 pm
Yeah, that was early in Prey development.
Even Portal was a fancied up version of a game done a little while ago.
You’ll find that there’s almost always a precedent when you do stuff. The awesome part is in the execution.
And yeah, I think some of my voice stuff is in Wizard 101.
June 30, 2008 at 10:44 pm
Well thanks. That’s pretty much what I wanted to know. I think it’s interesting that every new concept is based on old ones, yet somehow they can be refreshing every time they’re re-visited with a new angle.
I’ve been reading Masters of Doom recently, it’s been cool putting faces and personality behind the games I love to play and dissect. I grew up on the Keen games, so I’ve been a fan of your style of goofiness for a long time… whether I knew who you were or not.
I’m looking forward to Wizard 101.