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Jewels of the Oracle (1995)
Jewels is now an old grand daddy of a CD-ROM game, JOTO came out around the same time
as MYST. Although there were not as many immersive worlds to explore, Jewels had many more puzzles and a much larger video frame.
I
began the project in 1992 because I loved the idea of virtual, interactive 3D
environments. The early virtual worlds were "flat-shaded" with no shadows or had only single spot
highlights and very low polygon resolution, but the idea of walking
around in a rendered world on a computer screen really appealed to me. I had also read Snow Crash by Neal Stephenson - a visionary VR story way ahead of its time.
My inclination toward puzzles and middle eastern archaeology came
together in an atmospheric realm of exotic music and distressed texture maps. Jewels
was translated into many languages and distributed all around the world. It
even appeared in a Japanese version on the first SONY Playstation. Check out the wide range of reviews online.
Jewels II (1997)
had even better reviews than the first game. We moved up to SGI (Silicon Graphic) computers
for modelling, rendering and lighting and solved some of the previous
game's interface issues. Unfortunately, the distribution of J2 was less than
ideal. Despite having what looked like a hit game, the product didn't
find its way onto the shelves.
The game was originally called Gems of Darkness,
because the initial distributor of JOTO went bankrupt and there were
legal issues with the name. A later distribution contract brought the
rights back and the name was restored to Jewels II
- even though it was a completely different production crew. The top
left corner of the box had a red triangle with my name in it to let
people know it was created by the same person as JOTO. There were a lot
of imitators back then. Even the inventor and creator of Tetris
adapted my idea of a puzzle collection. Of course, he was later
distributed by Microsoft, so maybe that helped, because he never got
properly paid for Tetris, but that's a whole other topic I cover
someplace else.
The development company of JOTO was ELOI
Productions, but when the money failed to show up I started a new
production company called Bardworks Ltd. We were located on the third
floor of the famous Flat Iron Building in downtown Toronto - right in
the "point" office. I have very fond memories of that office.
The GRID (2001)
was
the next game project - an interactive online game idea. We called the
project a "hacker simulator," because the game idea was about
international security and secret message encryption and international
terrorism. We had a fabulous ad campaign and great sponsors
involved. Our production office was located in Rockefeller Center in
New York City and they were wonderful times until September 11,
2001.
The project goes back to the early 1990s when I was interested in the
history of
secure communication and encyption technologies. I originally conceived
it as an enormous "interface puzzle" where the player has to figure
out a massive series of simulated security application programs. I
thought it might make for some challenging entertainment.
Unfortunately, the fun got
taken out of it
when the internet started being misused by identity theives, hackers
and real
terrorists.
The game was not sold in stores, because it
would be played entirely online. It had its own radical and innovative messaging and online mail system
and a whole suite of sub-applications for solving the game challenges and figuring out the story. These
included a number of historical encryption algorithms for encoding
messages. We called it The Lab
(programmed by good friend Jon Child). The game also incorporated
sponsors and advertising so it could be played for free by players
around the world.
Forever Worlds (2004) was my shot at going back to a CD-ROM title.
This time, the production company was called Hexagon Entertainment.
By then, we had entered the 21st Century and the
CD-ROM was becoming "ancient history" in terms of technology. The next popular game platform was comprised of Playstation, X-Box and Nintendo. It had finally found its legs and taken over the dance
floor.
I still love Forever Worlds
and think it would make a
great movie. It made fun of some of the conventions of the old
adventure games. It was also the first game I ever translated into
Russian. Unfortunately, it
never attained the status of a Jewels game. There was an ocean of problems connected with those days and
the world of interactive entertainment. I am really hoping some day to return to
the project in one way or another...
There
are lots of images and walkthrus online, but if you click on any one of
these boxes (right) there are pictures and descriptions from each game...
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This
was not the original box of the game, but it quickly became the box
people recognized. As far as I know, you can still buy it on Amazon and
EBAY.
Note
the 4 out of 5 stars rating from Computer Gaming World right on the cover of the game box. Getting four
stars was getting really tough back then in 1997 and would have translated into
great sales if the product had been available in stores.
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