c64-kb 0.17.0

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Files changed (970) hide show
  1. package/CHANGELOG.md +2082 -0
  2. package/LICENSE +29 -0
  3. package/README.md +559 -0
  4. package/VERSION +25 -0
  5. package/dist/cli/setup.js +66 -0
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  7. package/dist/cli-memorize-audit.js +97 -0
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  970. package/templates/shmup-vertical/tools/phases.py +73 -0
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+ <!-- doc-type: reference -->
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+
3
+ # Enemy Behaviour and Difficulty: how enemies act and how a game gets harder
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+
5
+ This page is about what enemies do and how a game ramps, as design. It sits above the actor table,
6
+ the state byte and the handler jump table, which `./game-design-patterns.md` covers in its "Enemy
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+ / actor state machines" section; read that first. These are design patterns, not techniques: a
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+ technique steps an actor along a path; a pattern says which path, at what speed, and why the
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+ player believes it.
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+
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+ Sources are named in prose and on each Sources line; a number from a source is that person's
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+ number. Nothing on this page was measured in VICE.
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+
14
+ ---
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+
16
+ ## interaction_patterns — Six ways actors act on each other
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+
18
+ **Kind:** structure
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+ **Applies to:** vertical_shmup, horizontal_shmup, single_screen_platformer, scrolling_platformer, top_down_adventure, action_puzzle, beat_em_up
20
+ **Realised by:** object_pool, actor_activation_window, sprite_animation_table, jump_table_dispatch, oscar64/object-pool, oscar64/actor-activation-window
21
+ **Sources:** Lasse Öörni, Rant 18 (Interaction patterns in Covert Bitops games, undated); Lasse Öörni, Rant 4 (Multidirectional scrolling and the game world, undated)
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+
23
+ **Checks:**
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+
25
+ - Destroy an enemy and read its slot's type byte on the next frame: it holds the explosion type, not zero, until the explosion ends.
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+ - Spawn a smoke trail every frame for a hundred frames, then press fire, and find a player bullet in a live slot.
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+ - Enter a scripted conversation, hold the joystick right for sixty frames, and find the player's X unchanged.
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+ - Stand the player on a moving lift with the joystick centred and find the player's X change equal to the lift's per-frame velocity.
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+ - Place an enemy in level data outside the activation rectangle and find the live-slot count unchanged while it stays outside.
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+ - Scroll the enemy inside the rectangle and find one new live slot and one fewer level-data entry.
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+
32
+ ### Why
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+
34
+ Öörni's six patterns are the ones his released games (Metal Warrior 4, Hessian, Steel Ranger, MW
35
+ ULTRA) use. Each replaces a special case with a data rule: an explosion that is not an actor, an
36
+ attract mode with its own movement code, a cutscene that pokes the player's position directly.
37
+
38
+ ### The shape
39
+
40
+ Actor transformation. A slot changes its type byte in place instead of being freed and re-spawned:
41
+ an enemy becomes its own explosion, a pickup becomes a sparkle, a boss enters its second phase.
42
+ Position and slot are kept, so the change cannot fail for want of a free slot. Öörni tried it in
43
+ Hessian to let the player take over an enemy tank and cut the feature; the mechanism stayed.
44
+
45
+ Spawning during another actor's life. Smoke puffs, multi-part explosions and turret bullets are
46
+ actors created by an actor. The trap is pool starvation: an effect that spawns every frame takes
47
+ the slot the player's next bullet needs. Öörni reserves index ranges for effects so it cannot.
48
+ Give the pool three bands: player and player shots, enemies and their shots, effects.
49
+
50
+ Control override. The player actor reads a virtual joystick byte, not the port. In play the byte
51
+ is a copy of the port; in a conversation the game feeds zero and the player stands still; from
52
+ Metal Warrior 4 onward enemy AI writes the same byte into the same movement routine. One walk, one
53
+ jump, one collision path, tested once. Feeding a recorded byte stream gives an attract mode with
54
+ no second code path; that use is this page's extension of Öörni's article, not measured here.
55
+
56
+ One actor updating another. A lift applies its own velocity to whatever stands on it (Metal
57
+ Warrior 4, Steel Ranger); MW ULTRA's grapple hook takes over the player's movement until it
58
+ detaches. Update from the carrier, after the carrier has moved, so the carried actor never trails
59
+ by a frame.
60
+
61
+ Data-set reduction. Do not walk the whole level's object list every frame. Rant 4 gives the shape:
62
+ level objects sleep in level data as position and type only; each frame a slice of that data is
63
+ scanned (Öörni's example is sixteen objects); an object inside a rectangle a little larger than
64
+ the screen becomes an actor and leaves the level data; an actor that leaves the rectangle goes
65
+ back; the player is never removed. `actor_activation_window` is this pattern as a technique.
66
+
67
+ Code-based render. An actor whose draw routine computes its sprites from state rather than looking
68
+ up a frame: MW ULTRA's rope, drawn from the angle between hook and player. It is the expensive
69
+ one; budget for one or two, not a pool.
70
+
71
+ ### What breaks when it is skipped
72
+
73
+ Explosions vanish under load because the pool is full; attract mode and cutscenes drift from the
74
+ real controls after every physics change; a hundred placed objects cost a hundred compares a frame
75
+ whether or not any is near the player.
76
+
77
+ Related: `./game-design-patterns.md` (slot table, state byte, object pool), `../techniques/logic.md` (`object_pool`, `actor_activation_window`), `./game-structure.md` (attract and cutscene states).
78
+
79
+ ---
80
+
81
+ ## enemy_personality_by_target — Four personalities from four target rules
82
+
83
+ **Kind:** behaviour
84
+ **Applies to:** top_down_adventure, action_puzzle, single_screen_platformer, puzzle
85
+ **Realised by:** tile_grid_collision, lfsr_random, jump_table_dispatch, oscar64/tile-grid-collision, oscar64/lfsr-random, bfs_distance_map, oscar64/bfs-distance-map
86
+ **Sources:** Jamey Pittman, The Pac-Man Dossier (Game Developer, 2009); Andrew Braybrook, Birth of a Paradroid, Zzap!64 (1985); Chris Crawford, The Art of Computer Game Design (1984)
87
+
88
+ **Checks:**
89
+
90
+ - At each junction, find the direct chaser took the open non-reverse exit whose next cell is nearest the player's cell by the game's distance rule.
91
+ - Move the player and find the ambusher's target cell ahead of the player's cell in the player's direction, never on it.
92
+ - Bring the shy type within its threshold distance and find its target equal to its own corner cell.
93
+ - Switch from scatter to chase and find every chaser's direction byte reversed on the frame it next enters a cell.
94
+ - Drive a patrolling robot into a junction cell and find its position unchanged for its pause count of frames.
95
+ - Close a door on a robot's route and find the robot never occupies a cell beyond it while it is closed.
96
+
97
+ ### Why
98
+
99
+ Crawford's 1984 list of ways to balance a game against one player has four entries: vast
100
+ resources, artificial smarts, limited information and pace. Vast resources means many opponents
101
+ with rudimentary intelligence (Space Invaders, Missile Command, Asteroids, Centipede, Tempest); he
102
+ calls it by far the most used method and the easiest, and on an 8-bit machine it is the honest
103
+ default. What lifts it is distinct behaviour per type at near-zero cost, and the cheapest distinct
104
+ behaviour is a different target.
105
+
106
+ ### The shape
107
+
108
+ Pittman's disassembly-checked account of Pac-Man is the canonical case: one chase routine and four
109
+ target rules.
110
+
111
+ ```
112
+ type target while chasing reads as
113
+ direct the player's own cell pursuer
114
+ ambusher four cells ahead of the player, in the player's cuts you off
115
+ direction of travel
116
+ flanker two cells ahead of the player, then that vector erratic
117
+ from the direct chaser's position, doubled
118
+ shy the player's cell when more than eight cells away; circles, retreats
119
+ its own corner when nearer
120
+ ```
121
+
122
+ Each type also has a fixed corner cell it targets in scatter mode and can never reach, so it
123
+ circles there. A timer alternates scatter and chase. Pittman's table: on levels one to four the
124
+ first two scatter periods are seven seconds and the last two five; from level five every scatter
125
+ period is five seconds; the first two chase periods are twenty seconds each; after the fourth
126
+ scatter the chase does not end. Every mode change forces a direction reversal, the tell the player
127
+ learns to read.
128
+
129
+ Braybrook's robots in Paradroid are the other 8-bit model. His diary for 5 June 1985 plans a
130
+ network of invisible roads and junctions, some robots as sentries and others on the beat. On 26
131
+ June they were following their courses and shuddering at corners; on 27 June they paused at
132
+ junctions as if looking around and waited for doors to open before going through. The pause and
133
+ the wait are what read as thought. The same entries record that at full speed the robots drifted
134
+ off their routes and were nearly impossible to shoot, so some were slowed.
135
+
136
+ Per type the table is small: target rule index, speed, junction pause in frames, threshold
137
+ distance for the shy rule, and a flag for waiting at doors.
138
+
139
+ Crawford's test for the result: reasonable yet unpredictable. Reasonable means no obviously stupid
140
+ move, and he warns against enumerating stupid moves one by one; write the general rule instead.
141
+ Unpredictable means the player cannot second-guess it, and he observes that algorithms which weigh
142
+ one thing (nearest enemy, fire) are the predictable ones. Two inputs per decision, a target and a
143
+ timer or an `lfsr_random` pause, are enough to pass.
144
+
145
+ ### What breaks when it is skipped
146
+
147
+ Four enemies with one target rule are one enemy four times; the player finds the loop that beats
148
+ it in a minute. Robots that never pause read as bullets, and robots at bullet speed cannot be
149
+ shot, which Braybrook found on the first day they worked.
150
+
151
+ Related: `./game-design-patterns.md` ("Path-based vs reactive AI"), `./c64-game-archetypes.md` (`top_down_adventure`, `action_puzzle`), `./game-structure.md` (a level's end condition).
152
+
153
+ ---
154
+
155
+ ## attack_pattern_tables — Entrances, dives and aim as data
156
+
157
+ **Kind:** structure
158
+ **Applies to:** vertical_shmup, horizontal_shmup
159
+ **Realised by:** wave_director, object_pool, sine_table_generation, actor_activation_window, oscar64/wave-director, oscar64/object-pool, kickassembler/sine-table-runtime, atan2_8bit, kickassembler/sqrt-atan2
160
+ **Sources:** Retro Game Deconstruction Zone, Metamorphosis: From Galaxian to Galaga (2020, author unnamed); Lasse Öörni, Rant 4 (undated); John and Steve Rowlands, Let's Make a Monster part 8, Commodore Format (1993)
161
+
162
+ **Checks:**
163
+
164
+ - Run stage one with the player firing from a fixed column and find at least one entrant of each wave destroyed before any reaches its formation slot.
165
+ - Read every dive segment in the path table and find no per-frame step larger than the stage's declared maximum.
166
+ - Fire an enemy shot with the player to its left and find the shot's X velocity negative; to its right, positive.
167
+ - Compare consecutive stage records and find the simultaneous-attacker cap never decreases.
168
+ - After the spawn script places a wave, find no later write to those slots from the script; only the actors' own state handlers change them.
169
+ - Hold the scroll position and find no wave triggers a second time.
170
+
171
+ ### Why
172
+
173
+ A shooter's enemies are choreography, and choreography is data. The Galaga analysis makes three
174
+ observations that transfer to any fixed or scrolling shooter: the aliens enter gradually and can
175
+ be shot before they reach formation; their dives are smooth, slow enough to be hit and fast enough
176
+ to be missed; and shots that lean toward the player, more concentrated than in Galaxian, look
177
+ aimed. It describes a handful of entrance patterns and eight distinct bonus rounds (Galaga's
178
+ challenging stages), the last first seen after stage 30, and gives no per-stage escalation figures.
179
+
180
+ ### The shape
181
+
182
+ Four tables and one hand-over. An entrance table per stage: pattern id, enemy type, count, and the
183
+ frame or scroll position at which the group is released. A path table of (dx, dy, frames)
184
+ segments, which is the path bytecode `wave_director` runs, with curves from
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+ `sine_table_generation`. A stage record: simultaneous-attacker cap, dive interval, shot interval,
186
+ aim bias. A formation map: which slot each entrant flies to and holds.
187
+
188
+ The hand-over is the part generated shooters miss. The spawn script puts an enemy into a slot with
189
+ a type, a position and a starting state; from then on the actor's own state byte drives it and the
190
+ script never touches the slot again (that last rule is this page's own, not measured here). Rant 4
191
+ keeps the same boundary in a scrolling world: level data holds only type and position, the rest
192
+ belongs to the live actor. The Rowlands' diary describes theirs: monster maps laid over the
193
+ background layout, and a sequencer placing creatures at set coordinates with a speed and direction.
194
+
195
+ Aim bias is one byte of the stage record: the fraction of shots whose X velocity takes the sign of
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+ the player's X minus the shooter's X. At zero the fire never threatens; at full a still player is
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+ always hit and learns to twitch. Tune a middle value in playtest.
198
+
199
+ Escalation by cap rather than by logic: raising the attacker cap and shortening the dive interval
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+ per stage makes later stages harder with no new enemy code. That is this page's reading of the
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+ Galaga material, not a figure from it, and not measured here; it is a data change, easy to undo.
202
+
203
+ ### What breaks when it is skipped
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+
205
+ Enemies released on a frame timer instead of a scroll position drift from the scenery they were
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+ placed against. A dive faster than the player's shot cannot be hit. A spawn script that keeps
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+ steering its enemies is a second state machine fighting the first.
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+
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+ Related: `../techniques/logic.md` (`wave_director`, `object_pool`), `../recipes/oscar64/wave-director.md`, `../recipes/oscar64/simple-shmup.md`, `./c64-game-archetypes.md` (`vertical_shmup`, `horizontal_shmup`).
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+
211
+ ---
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+
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+ ## difficulty_ramp — Level tables, new problems, a floor and a cap
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+
215
+ **Kind:** behaviour
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+ **Applies to:** vertical_shmup, horizontal_shmup, single_screen_platformer, scrolling_platformer, top_down_adventure, puzzle, action_puzzle, sports, racing, beat_em_up
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+ **Realised by:** logic_rate_decoupling, pal_ntsc_detection, lfsr_random, wave_director, kickassembler/logic-rate-decoupling, oscar64/pal-ntsc-detect, difficulty_ramp_tables, oscar64/difficulty-tables, seeded_level_fill, oscar64/seeded-level-fill
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+ **Sources:** Jamey Pittman, The Pac-Man Dossier (2009); Jeff Minter, interviewed by John Blackford in COMPUTE!'s Gazette (August 1983); John and Steve Rowlands, Let's Make a Monster parts 6 and 8, Commodore Format (1993); Andrew Braybrook, Birth of a Paradroid, Zzap!64 (1985); Shmups Wiki, Gradius library page (undated); Chris Crawford, The Art of Computer Game Design (1984)
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+
220
+ **Checks:**
221
+
222
+ - Read the level table's row for the highest level the game can reach and find it a real row, not bytes past the table's end.
223
+ - Compare the rows for levels 1 and 2 and find a difference in a type, count or hazard column, not only in a speed column.
224
+ - Read the top enemy speed in the table and find it below the value at which the player's shot can no longer cross the enemy's hitbox in one frame.
225
+ - Play until a rank counter has had every input maxed and find it equal to its cap, never above.
226
+ - Run the same input script under PAL and under NTSC and find the rank counter equal after the same number of logic ticks.
227
+ - Walk every screen of every level and find no screen with zero placed enemies.
228
+ - Replay the recorded level-1 input script with the starting weapon and find the level-complete flag set and the damage counter zero.
229
+
230
+ ### Why
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+
232
+ A ramp made of one column is a ramp the player reads in two levels. Minter said in 1983 that the
233
+ later levels of Attack of the Mutant Camels were made harder by adding new problems rather than by
234
+ speeding up the action, and that enemies were added to punish tactics found in Gridrunner: the
235
+ Traitorous Humanoid exists to stop a player sitting still. Crawford's test for the whole curve is
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+ the plot of a player's score against time spent: it should slope up smoothly; one sharp jump means
237
+ there is one trick.
238
+
239
+ ### The shape
240
+
241
+ A level-indexed table, one row per level, one column per knob (enemy speed, spawn interval,
242
+ maximum active, new type introduced, end condition), and a rule that the last row is held rather
243
+ than read past. Pittman's Pac-Man tables are the model: on level 1 the ghosts run at 75 % of top
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+ speed, the player at 80 %, frightened ghosts at 50 %; from level 5 the ghosts are at 95 %, the
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+ player at 100 %, frightened ghosts at 60 %; the frightened time shrinks level by level until on
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+ level 19 the ghosts stop turning blue at all; from level 21 the player slows to 90 % while the
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+ ghosts do not. Speed is one column. The others (frightened time, dot thresholds for release,
248
+ scatter duration) change what the problem is, which is Minter's rule in table form.
249
+
250
+ Density has a floor as well as a ceiling. The Rowlands wrote in part 8 that a sprinkle of enemies
251
+ makes a level too background-orientated and gives it an empty feel, while the hardware forbids too
252
+ many; they called it a fine line between a possible level and a playable level. Part 6 gives their
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+ ceiling: fifteen monsters on screen, because eight sprites per raster line minus the three Mayhem
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+ uses leaves five per line for enemies. Their floor is a judgement, not a number, and the check
255
+ above asks only that it is never zero.
256
+
257
+ Fairness is a rule, not a feeling. Braybrook's rule of 26 June 1985: when the player cannot
258
+ reasonably finish the job, the fault is the game's, and the cure is a gentler level or a stronger
259
+ gun. His decks also ramp by capability rather than speed: on 29 July he noted that the weak robots
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+ on the easy decks do not fire and the big ones do.
261
+
262
+ The invisible rank counter is the period alternative to rubber banding. The Shmups Wiki gives
263
+ Gradius's Japanese formula as the sum of survival frames divided by 1000, stages completed times
264
+ three, a power-up value, options times two and a difficulty setting, the whole halved and capped
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+ at 15; the US Nemesis version weights the terms differently. The page does not say what rank
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+ changes in play, so nothing about its effect is claimed here. The shape is what matters: a handful
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+ of additive counters the player never sees, a shift, and a small cap. It rises with success rather
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+ than falling with failure, and it is a byte, not a system.
269
+
270
+ Frame rate is part of the table. Anything that counts frames ramps a fifth faster on NTSC. Read
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+ "60 Hz vs 50 Hz update rate and cross-region releases" in `./game-design-patterns.md` and either
272
+ count logic ticks through `logic_rate_decoupling` or hold two tables selected by
273
+ `pal_ntsc_detection`.
274
+
275
+ ### What breaks when it is skipped
276
+
277
+ A speed-only ramp has a wall where the enemy outruns the player's shot, and nothing before the
278
+ wall taught anything new. A rank counter without a cap climbs until the game is unplayable on one
279
+ credit, and one that resets to zero on death gives the losing player the easiest game.
280
+
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+ Related: `./game-design-patterns.md` (60 Hz vs 50 Hz), `./game-structure.md` (level end and game over), `../techniques/logic.md` (`logic_rate_decoupling`), `../techniques/raster.md` (`pal_ntsc_detection`).
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+
283
+ ---
284
+
285
+ ## playtest_protocol — Evaluate before coding, test with strangers, schedule the balance
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+
287
+ **Kind:** production
288
+ **Applies to:** vertical_shmup, horizontal_shmup, single_screen_platformer, scrolling_platformer, top_down_adventure, puzzle, text_adventure, action_puzzle, sports, racing, beat_em_up
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+ **Realised by:** lfsr_random, joystick_edge_detect, kickassembler/headless-verify, oscar64/headless-verify, oscar64/lfsr-random
290
+ **Sources:** Chris Crawford, The Art of Computer Game Design (1984); Jeff Minter in COMPUTE!'s Gazette (1983) and in his B3TA interview (undated); Codebase64 guide to programming games (unattributed, wiki); Andrew Braybrook, Birth of a Paradroid, Zzap!64 (1985); Willem Elbers, Armalyte at Hardcore Gaming 101 (2023)
291
+
292
+ **Checks:**
293
+
294
+ - Run the same seeded input script twice and find the same score and the same frame of death.
295
+ - Idle for ten thousand logic ticks and find every capped counter at or below its cap.
296
+ - Drive the player straight at the level exit without meeting the exit condition and find the level still running.
297
+ - Press every key on the build given to testers and find no debug or level-skip action fires.
298
+ - Search back from each death and find the killing object on screen for at least the reaction window the design states.
299
+ - Compare the tester build with the release build and find them equal apart from the version byte.
300
+
301
+ ### Why
302
+
303
+ Crawford's design sequence puts an evaluation pass before any code: check that the game structure
304
+ keeps every value within reasonable upper and lower bounds (his example is money, and he allows a
305
+ brute-force clamp as a last resort); probe for unanticipated shortcuts to victory and block them
306
+ unobtrusively, so the player never notices being shepherded; then decide to abort or proceed,
307
+ because a design dropped now costs nothing and one dropped after coding costs everything.
308
+
309
+ ### The shape
310
+
311
+ Two stages of testing, in Crawford's account. The first is the author's own, in the last stage of
312
+ debugging, and should remove every program bug and many game-structure bugs. The second hands a
313
+ bug-free build to outside testers, who should find only game-structure bugs; an early build
314
+ contaminates their objectivity. Never more than five or six testers, chosen for experience with
315
+ games rather than grabbed from among friends. A short manual, about a week alone with the game,
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+ then a long interview with the same questions for everyone, without leading and without soliciting
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+ praise.
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+
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+ Minter's version is cheaper and wider: he took the game to computer shows and let children play
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+ it, reasoning that players find the bugs a coder cannot; his own habit was to grow a game in many
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+ small increments. Asked on B3TA what makes a good game, he named three things: balance, the
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+ learning curve's shape, and feedback the player can trust; a death the player thinks unfair fails
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+ the third. That is the test for every death: was the killing thing visible, and was there a move
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+ that would have survived it.
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+
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+ The Codebase64 guide's advice is narrower than often summarised: trusted friends and contacts,
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+ preferably not in cracking groups, so a buggy build does not reach the scene. It gives no tester
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+ count.
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+
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+ Braybrook's diary shows the roles in 1985: a chief test pilot, Robert, returning comments within
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+ days in early May; the publisher, Gordon Hewson, suggesting on 30 July that a destroyed host robot
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+ should eject the player with low energy rather than end the game, and on 14 August, after handling
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+ changes, posting his best score. A design change from a tester's play, with its date, is what a
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+ tester log looks like.
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+
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+ Balancing is a phase, not a week. Elbers' Armalyte history gives nine months of development, with
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+ time spent on level design, enemy placement, general playtesting and balancing. Put a named
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+ balancing phase on the schedule after content is complete, and expect the level tables above to
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+ change in it.
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+
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+ ### What breaks when it is skipped
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+
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+ A runaway value found after release is a design fault that was cheap to catch on paper. A shortcut
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+ to victory found by a tester on day one means the level tables were never played. A game balanced
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+ only by its author is balanced for the one person who cannot be surprised by it. A headless
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+ harness can run the first stage's mechanical part and cannot run the second; the `headless-verify`
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+ recipes give the invocation.
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+
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+ Related: `./game-structure.md`, the difficulty_ramp pattern above, `../recipes/kickassembler/headless-verify.md`, `../recipes/oscar64/headless-verify.md`, `../runtime/vice-reference.md`.