The Lord of the Hell (1989-90)

My third adventure was Az Alvilág Ura (or its „original” title Lord Of The Hell 2.). The historical circumstances of its born (and its little unfortunate after-life) were also exhaustively dissected along at another place by me (who is interested please see there). In another respect, however, it was the first: the first one to be bought and retailed, and becoming known outside my personal environment, too. (Therefore the first which reached anything so-called „professionally”.) It deserved this almost by my half and a year developing work; it was fully made in Assembly (or, in machine code, that’s approximately the same in the case of C64). (If I was to make this as a more routinish, experienced programmer a few years later, I should have got down with that within a far less time of course; but some such comparisons usually are practically of not too much use as just exactly that labour is what gives birth to the experience, and finally the time and effort are applied to this.) The program was bought and released by the Novotrade Rt.; the one and only „absolute ruler” company in Hungary about that time at software trade.

It became my firm and unshakeable intention by then to have each another next throw possibly an order of magnitude greater than the previous. (Technically I was still able to keep the pace required at least.) The „tragedy” of my exponential challenge did not seem yet, and although the powerless „body” did not follow the spirit becoming ready to act too early in several further respects yet, either (e. g. the graphical display of the program was still modest, and a little bit of amaterish, too), I had already seen not the present moment on looking at it long since, but always that which would come after this soon later. (I also caught this thought of mine having become a bit scary in this infinite form successfully in a graphical vision a few years later; yes, it was that ominous skeleton picture, see there.)

If now – subsequently and with cruelty – we deprive that of this idealized clothes, then the result will be rather grayer, more average and insignificant. As compared to the average performances attained by the contemporary Hungarian computer gaming subculture (and within that semi-amateurish, home-made game-developing movement appearing those years), and mostly to its uneven and discordant standard (as finally being some natural and original substance of my games, too, as so having to be compared first to that), it definitely took place among the best (and relatively also would have emerged from among them much more, unless being accompanied consequently along by the ill-fate on all my trying to make it popular).

However I measured myself not to this, but the international examples were floating before my eyes. Since as being a talented student I had got some unlimited possibilities with no responsibility lied upon me (as being a first rate pupil at my schools I only walked in daily, and so all remaining time and energy might be invested into my own aims), I set myself any target with a light heart at my will. Adventure games became the main „hits” of the age, and several factors contributed to it. On the one hand, the capabilities of the computers (or, to be more exact, their limits): the processing speed and the graphical knowledge stood at a very initial stage inspected with a modern eye. (Thus, rather such games were to be developed, which did not lean on this, but upon the ideas, the creativity and fancy instead.) On the other hand, game development itself still in its entirety rated as a relatively young industry and/or creative activity sphere with countless unexploited possibilities and evolving ways. Besides, there was even a third constituent present, the openness: the cultivation of the adventure genre might already be started at an extraordinarily low and wantless level (both considering as a quality standard, as a material or financial sacrifice by this), so moreover anyone could score the first success with ease in it – and thenceforward no bounds at all. (And naturally everybody wished that: there and then – so immediately and forthwith – entering into something in which he or she could grow till any highest level later on.) And another fourth point of view again: adventure is an intellectual and intelligent genre – not only its making, but its playing, too.

Therefore when I wrote Az Alvilág Ura, then my models were the world famous Magnetic Scrolls games (and especially the first one of them, The Pawn caught my attention the most). In practice, of course, I was only equal more or less to that for the time being, but I began to powerfully aspire after that. Since the difficulties of the English and the Hungarian text interpreting (as the grammar being strongly dissimilar in them) might set some rather different tasks, I still had to work out my own solution to the entire question.

Contemporaneously I never attached any great importance to the story contained within the plot of any game, as I also emphasized that from the very beginning, and it finally resulted in my often tortuous, twisted, meandering and disconnected seeming dramaturgic tangles and intricacies – exactly because of being born this way, namely I indiscriminately and unmethodically took down any kinds of ideas which crossed my mind, and moulded these all together as a „story” in an open-handed, large-scale, spontaneous way. I absolutely did not take this part of the programming seriously; albeit in a manner – namely considering as the reachable non-linearity level of the plot – still shared a significant part of my philosophy. (The solution of Az Alvilág Ura was formerly published in CoV 16, therein it could be followed all along; likewise at the webpage of the game.)

That stage of development appearing in the program thus composed one grade of the way leading to the target set before. Of Hungarian games preceding to that it was not typical to stress the importance of grammar and word-inflexion to increasingly concrete; or a dialogue-like operating mode (the program asks for the missing elements of sentence, so you may further rectify that later). I also made much account of such constitutes, for example to let each and every item be able to be examined (or having any individually composed description at least); or the positioning of the objects and their placement according to each other be as real, as shaded and verisimilar as possible… (That’s the so-called layeredness.) Be logical „idle running” or some „vacant run” within the least possible (those such probable, supposable acting combinations which the algorhythms are not previously prepared for); still notwithstanding relatively be the freedom to do somehow the widest possible.


  Az Alvilág Ura
09/01/2011
  
Skeletons, crypts and dead /2. (1990)
  

Next: „The Galleon (1991-93)”

 

 

The Beginning... (1987-88)

The Lord of the Hell (1989-90)

The Galleon (1991-93)

The Swan-Songs of the C64 Era (1993-96)

The Hobbit (1997)

The Tales of the Blood (1997-2001)