Random facts for various games I've made. I don't know if this is the place to do this. If not, hey, feel free to turn it into a HamsterSpeak article or something. :P
Stop
-Most people already know this, but the original idea was to make a game fast, and make it a lot like &And (in fact they share many similarities, the single, memoryless female hero, the "cut text" font that has caused so much grief, etc.). The entire game was going to be at the End of Time, with long, grinding levels (like in &And), until you finally realized that YOU were the main villain, and were in purgatory or something. I don't remember what the ending was.
-Infinity was based off of me, artistically anyway. I even had the coat he wears for many years.
-The magic system (having females have a different power then males) was actually inspired by the Aes Sedi (however you spell it) from Robert Jordan's Wheel of Time books, which I was really into back in the day.
-The original idea would have the potential to "stop time" anywhere during the game, most prominently on the world map. You'd press "S" or something and the screen would grayscale, every NPC and random battle would stop, and you would be free to wander until the timer ran out. I had a plethora of puzzle ideas based on this mechanic that unfortunately never saw fruition (mostly because you wouldn't get this power until the second game, Stop^2).
-The entire first game (everything in the demo after the End of Time) was going to simply be a flashback. I then decided having someone play out what was essentially a prologue to the main event would prove interesting, and even be worth taking a whole game with. Ah, ambition, how you cause me more work (and Stop's untimely demise).
-The sprites were based off Carbile's art style, most noticably Stop at the End of Time (which was extremely similar to one of Carbile's). The rest used a similar style, but weren't copied.
-Stop was one of the first games to have extensive use of NPC emotions during cutscenes. I really wanted a whole "FF6" feel to it, as most OHR NPCs just stand there staring out blankly during every cutscene.
-The script for the opening scene is enormous because of the previous bullet point.
- The secret of Mana trees are ripped, but not directly. I printed out the tree super zoomed in and tried to "copy but not copy" it. In the end, that didn't work out (it still looked exactly the same), but at least I drew it all by hand, and semi-tried to not copy it.
- The rooftiles are similar to Fenrir's in TSSE. I liked the design and stole it.
- Stop was the first game where, if your character stepped into a shadowed area, the sprite would darken accordingly.
- There are about 100 .BAM music files in the game, all properly labeled. Seriously, you should pop open that file and check them out, see my ambition at work.
- Stop was an example of how I would design a game: Full of tons of little details that don't add much in terms of gameplay, but show the author cares about his creation (like flavor text!). I was hoping to show a level of polish previously unseen in OHR games, but the task was two overwhelming.
Pitch Black
- The hand you use to explore is based on mikey mouse's hand.
- The boots for leaving the room are a zoomed in carbon copy of Edgar's from FF6.
- All the backgrounds are ripped straight from google images. If I ever do remake the game, I'll redraw them by hand.
- The original music was from Metroid Fusion and Castlevania. The new one is from free music on the internet, and fits much better.
- Julia's "death" picture was also a googled image (I didn't draw it). It fit the sprite perfectly, though.
- I have no idea where the idea for this game came from. Even now, I can't fathom it. Lost in the back of my brain, I guess.
- All the zoomed in pictures are google images too.
- The "bathroom" image is straight from Silent Hill 2. :P
- I love this game, it is probably my favorite out of all my games, even though it hasn't aged well. Again, lots of things to view, lots of flavor text, generally a decent amount of polish.
Pitch Black 2
- I made this game while taking 18 credits as a freshmen at a University. The fact it even got finished is a miracle.
- The game, like PB1, was actually made by two separate people with limited .rpg file interaction. Mr. B coded the light script completely without the file, and then plugged it in at the end. The fact the game doesn't crash MORE then it does right now is pretty amazing.
- I coded the entire room script. It was by far the most daunting coding task I've ever taken on.
- EVERY background image was drawn in MS paint. The photos in the various rooms are often shrunk-down google images, altered by me in Paint to fit the palette. Probably my best pixel work ever.
- Mr. B did the entire walkaround tilemaps, which is why they look better then anything I could ever draw.
- The game had four alternate endings, and only one good one. It drew lots of inspiration from the old Clock Tower game on the SNES.
- I don't think I actually have gone from start to finish and seen every ending. The game is just too difficult (and frustrating), even for me.
- Setu wrote the music, and I remember telling him NOT like Silent Hill 3. I regret those words. Setu's soundtrack is fine, but it doesn't fit the game at all.
- If you know Latin, the game is 10x easier.
- I consider this game my biggest disappointment, mostly because of all the work both me and Mr. B put in, and it all ended up as a huge mess. It was just too much a task for me, and it suffered. Still, the backgrounds are really nice looking.
The Seventh Day
- The rug graphics were greatly "inspired" by Orchid's graphics in...um, I don't remember which game. But a vast amount of map tiles were based off his.
- The plotscript is a modded "Deer Hunter Extreme" script used (with permission) by MCW. I actually dabbled in it before the 48-hour-contest, which might have been against the rules. Oh well, I only got 3rd anyway.
- I was in a Parasite Eve craze at the time (as anyone can see), so the general idea from the game was greatly inspired by that.
- This was the start of my "winged people" obsession that continues to this day in my writing.
- The fact that I wrote the woman so badly in this lead me to rethink how I wrote women in stories, which has benefited me greatly in writing novels.
- This has the most swearing of any game I've made, minus that horrible "Love and Order" Bob the Hamster game.
- This is my favorite soundtrack of any of my games. Every song fits perfectly with each scene.
- I'd love to make an "SE" of this game, but I don't remember how to plotscript.
- There was a day that was cut (the 4th I think?). This was due to lack of time. I already was running off 1 hour of sleep with no naps, and the deadline was dangerously close. I had to put the stupid "you passed out for a day" filler to even finish on time.
- I liked the story for this game, even if it was a little preachy. The characters were paper-thin and generally bland, but it might have worked if I'd had a few months development.
OHR-Date
- When people ask me what games I made back when I used to do OHR, I always exclude this one from my list.
- The entire game was made in two weeks, one week under the allowed time for the contest. I remember drawing designs and figuring out gameplay mechanics during my Econ classes at the community college.
- I actually did play a little of the Sim-Date game on Newgrounds, and it gave me a general idea on how to set it up. I didn't get past like the third day before getting bored though.
- The amount of grinding in this game is totally disgusting. I still can't believe I made you all go through this: I apologize.
- There were cheats for the game, but even I can't remember them. :P
- I drew all the girls, hands behind their backs-style. The backgrounds were googled, just like Pitch Black. I made everything else in Paint, and colored the girls (they were scanned pictures) in Photoshop.
- Despite this game being stupid, it again shows my philosophy on game design. There were 30-odd possible positions for the various townspeople and girls around the town. Each one was randomly generated, and these were based on whether it was a weekday or weekend. The bulk of the text for the girls and all the text for the NPCs was pulled from a HUGE randomly generated set of text boxes (I think female NPCs and Male NPCs had 200 each, and the girls had 150 each). I really wanted it to be the most open OHR game you'd played.
- I had NOT had a girlfriend at this stage in my life, so all this was guesswork. Luckily, it appeared my target audience was in the same boat. ;)
- Yes, the town music is Faust, just like the memorable first town song in Wandering Hamster. Yes, that was 100% intentional.
- The roads were actually drawn by Mr. B. I think the grass was too, I don't remember.
- OHR-Date 2's "rights" were given to Chaos Nyte, who often IMed me with awesome ideas he'd have, but the game never saw the light of day. Because I gave him OHR-Date 2, I had to make...
OHR-Date 1.5
- This game is about 100x better then OHR-Date.
- I made the entire game in under 24 hours. The bulk of the time was spent on writing text boxes, as the NPCs all had the same randomly generated boxes that they did in the first game (though less; I think only 100 each).
- All the drawings were done super-fast in MS Paint.
- I don't remember of Walthrus was out at this point, but if not I'll claim to be the first OHRer to make a sequel/follow up to a popular game, and do it intentionally painfully. Man, I love Walthrus. If not, I'll settle for second.
- This is the FIRST OHR-Expansion, meaning it took your save file from OHR-Date and let you start from there. You'd even keep all your money. This is because it was technically the same RPG file and all the same scripts, so the Globals would carry over. I'd like to see this done more often, honestly, it would be neat, even if renaming saves can be annoying.
- Twisting the girls personalities to be evil versions of who they were in the first game was one of the funnest parts of making this.
- Mr. B had no knowledge of this game, nor involvement. The only one who knew anything during development was MCW and maybe Minnek.
- The soundtrack to this game is awesome; all 80s-90s TV themes. It just needed some Transformers to be perfect.
- Seriously, people should do this more often with their serious games. It would be bloody brilliant.
Shadowiii vs. Santa Barbara Airport DX
- I got a camera for christmas that year (and I still have it!), and this game was mostly testing it out. I actually never really intended to enter Rinku/Gilbert's contest.
- Gilbert sent me the best pictures I've ever seen. I'd post them up on my mission in Iowa. Unfortunately, one time when I moved I forgot to take them down, so they are probably still there.

I really wish I could get them back someday.
- There was going to be a 2nd game, set with me in Iowa (with DUEL SCREEN TECHNOLOGY, like the DS), but I never got around to it.
- The Album was written by me, my brother sang and played the music.
- My friend David thinks this is the best game I ever made, and he doesn't even know any of the community members. He loves the song too. Weird.
- I'm surprised I didn't get kicked out of the airport.
Intolerance
- This is the last game I made before my Mission, uploading it my last night in California. Technically it's the last complete game I ever made.
- The idea stemmed from a hike where Mr. B and had a long conversation about elemental weaknesses, and how it's lame you never see them actually carried over into the actual game (just in battles). I then thought it would be funny to have weaknesses influence other things, like what you ate or if you were "weak to power tools" or something, so if you went into a hardware store you'd keel over and die. This lead to INTOLERANCE.
- AT the beginning of the game, you can go in and see all of Infinity's weaknesses. If you remember them, you'll never get any questions wrong in the game.
- I also made this because I wanted to see if a Black and White game was possible on the OHR. IT was, but it was pretty ugly. The graphic were fun to make, though.
- Infinity's NPC was going to be the new standard; I was dropping the FF6 style npcs and going for a more NES/FF4 style. Sadly, no games were made after this, and the idea was dropped.
- I actually really like this game and think it's really funny. The overabundance of angst makes it a fun parody of most JRPGs, and it has some of my best written lines in gaming.
- "I like my meals tender, like my women, but quick, like my battles with the ungodly."
I don't think I've made anymore games. Sorry if this isn't what you wanted, but I'm too lazy to open all my old RPG files and put tons of stats on here that nobody would probably care about anyway. If you really want to know, they are all unpassworded. :P
Luigi is almost as sexy as me!