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How did one go
about constructing a virtual pinball game with these humble machines? Budge
took a pragmatic and surprisingly modern approach to PCS' interface,
allowing for intuitive drag-and-drop construction, primarily with a joystick,
though keyboard and other control options -- like the KoalaPad graphics tablet[3]
-- were available on some platforms.[4]
As Budge
recalls, "I was exposed to GUIs at Apple, and I had the pinball simulation
from Raster Blaster. I saw that it would be a small step to do a
construction set. This was the kind of program I liked, since there was no game
to write. But it was a lot of work, since I had to implement file saving, a
mini sound editor and a mini paint program."[5]
The player
simply guided a disembodied hand, complete with pointing finger for selection,
to draw, color, and drag and drop the various table elements onto the board.
As
Armchair Arcade member "Rowdy
Rob" recalls, "PCS was, back then, a groundbreaking program.
It had an easy, intuitive, and Mac-like interface, and even without a mouse, it
was a snap to place various targets, bumpers, and flippers on the table. The
flexibility of the program allowed you to create very odd-looking pinball
games, and was a great experimental tool. This 'game' was definitely a high point in the history of Apple II games. You could 'snap
together' a cool pinball game in under an hour, and your friends could play
your games for longer than it took you to create the game! How rare is
that?"[6]
Most conversions, like the
Commodore 64 version pictured on the right, were straight ports from the Apple
II version (left), and -- although they played the same -- often suffered
visually.
PCS was one of the
very first "software toys," a "game" in which the fun is
exploring one's own creative possibilities.[7]
It also established several precedents that made it easier for novice users to
achieve their vision. Everything took place from a single screen with a
consolidated interface, and users could play-test their boards at any point in
the development process.
The title also came with a complement of sample tables
for immediate play or inspiration. Though a bit clunky by modern standards, the
tables featured physics-based rules and allowed for many realistic and
interesting features like multiple balls.
There were also
more fanciful options. Rowdy Rob reminisces, "I remember creating a
pinball game where, instead of launching the ball up the right side (which is
standard pinball procedure), I created a table where the ball launched up the middle of the table, and most of the
action took place on either side of the ball-launcher. My computer club
compatriots liked the idea so much that they copied the idea in several of
their own pinball creations, which irritated me back then ('they ripped off my
idea!'), but looking back, I should have been flattered. The point is that the
program was that flexible; crazy
pinball tables could be created and playtested without fear of crashing the
program."
Mirroring EA's
future business model, the company tried to build on the basic ideas
established by the success of PCS and released titles with similar
functionality from other developers, including Music Construction Set
(1984; Apple II, Atari 8-bit, Commodore 64, PC, and others), Racing
Destruction Set (1985; Atari 8-bit, Commodore 64), and Adventure
Construction Set (1985; Apple II, Commodore 64, Commodore Amiga, PC).
Back of the box for Music Construction Set, Apple II
version.
Will Harvey's Music Construction Set (MCS) was really intended more for education than entertainment, but
nevertheless was sold alongside the top such titles of the day and proved a
popular diversion. Today, we'd probably call it "edutainment." As a
music composition notation program, users could drag and drop notes right onto
the staff, play back their creations, and print them out. What PCS did
for approachable game development, MCS did for approachable song
creation, spawning a series of increasingly sophisticated knock-offs.
Back of the box for Racing Destruction Set, Commodore 64
version.
Rich Koenig's Racing
Destruction Set (RDS), was a
split-screen, isometric-perspective racing game that could be played in either
racing or destruction modes, the latter allowing for offensive weapons like oil
slicks and landmines in order to impede opponents' progress. Available vehicles
included a variety of cars, including a jeep and lunar rover, as well as
motorcycles. Where RDS really shined, however, was the ability to modify
various in-game elements, like gravity and vehicle components, as well as
designing full courses with choice of terrain.
Back of the box for Adventure Construction Set, Commodore 64
version.
Finally, Stuart
Smith's Adventure Construction Set (ACS),
the most advanced release in this class from EA, allowed gamers to craft
complete role-playing games. ACS came with various toolkits to allow the
creation of science fiction, spy or fantasy-themed games, and included some
sample games to get users started.
Although
naturally not as accessible as PCS, ACS nevertheless succeeded in
its goal of allowing anyone with enough gumption to create their own top-down,
side-perspective[8]
RPGs, similar to Ultima (book Chapter 23, "Ultima (1980): The Immaculate Conception of the Computer
Role-Playing Game") or Smith's earlier creations, like Ali Baba and the
Forty Thieves (Quality Software, 1981; Apple II, Atari 8-bit).
For those
who either didn't want to make their own games or gave up in the middle of the
process, ACS could either create a game from scratch or finish building
a game already started.
---
[3] The KoalaPad could work with the included stylus or a
user's finger.
[4] The Apple Macintosh platform could make use of that
system's standard mouse for a more modern analog.
[5] http://www.dadgum.com/halcyon/BOOK/BUDGE.HTM.
[6] http://www.armchairarcade.com/neo/node/1966#comment-5170.
[7] More specifically, a software toy's primary goal is to
provide either the parts or allow the creation of the parts to build a game.
Compare this to a "virtual playground," like The Sims in Chapter 22, "The
Sims (2000): Who Let the Sims Out?" where the primary goal is to
essentially play with or manipulate premade elements, with less focus on
creativity and creation, and "sandbox" games, like Grand Theft Auto III in Chapter 9,
"Grand Theft Auto III (2001):
The Consolejacking Life," where the player is able to move about a large
environment and perform a wide range of typically realistic activities, but
with a primary focus on accomplishing various goals and activities over any
type of creative or creation possibilities.
[8] As in Castle Wolfenstein; see Chapter 2, "Castle Wolfenstein (1981): Achtung!
Stealth Gaming Steps out of the Shadows."
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(I'm working on something like this.)
Still I had a blast working on that title and I immensely enjoyed working with Bill, providing feedback / design suggestions (the worm hole item was my suggestion) and building tables.
Check out this little treasure:
http://www.futurepinball.com/
Thanks Bill Budge - you made my childhood even better!
In the UK, an early attempt to enable user-created content was Penetrator on the ZX Spectrum. Released in late 1982, Penetrator is a Scramble clone which comes with a built-in GUI-based editor, allowing you to build a completely new and unique level and insert it in place of one (or all) of the built-in levels.
I reviewed this game for my website a while ago (*plug* http://www.caffeinated.org.uk/spectrum/games/review.html?reviewee=penetrator) - there's an animated gif showing the editor in action. Sadly, the UK doesn't appear to have been as receptive to the idea of user-generated content - possibly because machines generally used tape for storage instead of disks, which made managing non-linear data more complicated.