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Download issue cgw_37 - Computer Gaming World Museum

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ducer, he could run rampant with phony movie titles.<br />

When asked about his inspiration for certain<br />

ideas in the plot line, Anderson was fascinatingly<br />

candid. Uncle Buddy's picture was a serendipitous<br />

discovery. Dave and his producer couldn't agree on<br />

how Uncle Buddy should look. One wanted early<br />

sleaze and the other wanted contemporary<br />

schmooze. They went to a local stock photo house<br />

in Boston and searched the files for the "perfect"<br />

Uncle Buddy. The search was futile, but on the<br />

way home, they discovered that the manager of the<br />

photo place was an excellent compromise of their<br />

respective images. They asked the manager if he'd<br />

serve as the model, a deal was struck, and Uncle<br />

Buddy had a visual incarnation. Another important<br />

character came to life in the stock photo shop, as<br />

well. The shop had a file of mailman photographs.<br />

While thumbing through the file, the bizarre imagery<br />

of Buck Palace, fighting mailman, took<br />

shape.<br />

For those interested in the nuts and bolts of the<br />

game's design, the Infocom process works something<br />

like this. After approval of the one page synopsis,<br />

the author begins to write on the company's<br />

DEC 20 mainframe. Infocom has its own programming<br />

language which is used on the mainframe and<br />

converts readily into the languages used by different<br />

machines on the market. It is corporate policy<br />

for the new games to be developed off of the most<br />

recent parser. This means that Hollywood Hijinx<br />

was built off of the Wishbringer parser. Since Moriarty,<br />

like his fiendish fictional namesake, had put<br />

in some personalized programming touches which<br />

diabolically appeared at the most inopportune times<br />

during the creation of Hollywood Hijinx, Anderson<br />

had to spend a great deal of time removing Wishbringer<br />

references from the program. Fortunately<br />

for Anderson, Dave Liebling (author of Maze Wars<br />

on the Macintosh) was around to solve some of the<br />

programming problems.<br />

In addition to some of the more mundane programming<br />

problems, Liebling was responsible for<br />

the complex Hedge Maze found in Aunt Hildy's<br />

garden. The maze consists of 828 possible locations,<br />

but only 260 of them actually unique. Liebling<br />

crunched the entire maze into a table so that the<br />

memory required is equivalent to one room description.<br />

Steve Meretzky was also a help in the<br />

program design. Meretzky is really more of a catalyst<br />

than designer. Nevertheless, those of you who<br />

have suffered over the elevator puzzle have Steve<br />

to thank for it.<br />

Asked if his journalism background (including<br />

the time spent as Production Manager for the California<br />

State University at Los Angeles' school paper)<br />

was of any value in the world of game design,<br />

Anderson replied with an unequivocal yes. He believes<br />

that the ability to summarize a lot of facts in<br />

a short amount of space is indispensable when<br />

writing adventure games. After all, the less space<br />

used in non-essential description allows for the inclusion<br />

of more germane data. Asked if the puzzles<br />

in Hollywood Hijinx weren't less deadly than the<br />

average Infocom adventure, he also replied in the<br />

affirmative. After all, the player is a favorite<br />

nephew of Uncle Buddy and Aunt Hildegarde and<br />

they wouldn't want to kill him, just test him.<br />

Asked if he resented people trying strange things in<br />

his games, Anderson claimed that he did not.<br />

However, he does point out that most of the cannon<br />

balls are welded together as ornaments and the<br />

cannon too heavy for one person to move so that<br />

players wouldn't be firing anywhere and at will. We<br />

resent being called a "geek," however, simply because<br />

we tried to open the front door with Buck<br />

Palace's bazooka. It could have been real.

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