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John Plaster

1,476 bytes added, 03:20, 30 November 2020
Interview
'''JCP:''' First of all, there wasn't any real scenario at the beginning. It was just a capture-type game-monsters attack ships, and ships shoot monsters. When the game was just about completed, a full scenario was developed to fit the game elements. Management really had some problems rationalizing my Western-type background with a space theme. At first, my scenario consisted of an old ghost town being taken over by the government for a nuclear power site, with the inevitable nuclear accident occurring that causes the monsters to be generated ... Somewhere along the line, management got upset by the idea of anything nuclear happening - especially a nuclear accident - so that scenario was completely thrown out, and eventually settled on the present [[Tombstone City|Tombstone City: 21st Century]] [in which players find themselves in the 21st Century in an Old West ghost town threatened by an invading hoard of green alien monsters-villainous creatures called morgs who live on tumbleweeds and people].
 
'''GMK:''' Did you get help from others during the development process, or did you work entirely on your own?
 
'''JCP:''' Before I could start doing the game, I needed some help from the systems programmers to show me how to access the sound and get things up on the screen. As for the programming, that was all done by myself. There were several people who offered criticism.
 
'''GMK:''' Was this criticism given during the actual "play-testing" period?
 
'''JCP:''' Yes. One of the main criticisms was that the game was hard to play. At first there wasn't a white background for a cactus indicating where the monster was coming out. In my mind, you really didn't need that extra help because the monster still comes out in a totally predictable place. It is really very simple - the generation is done from the top of the screen to the bottom, and from left to right. But maybe having the white square helps a little bit so you really don't have to actually think about where the monster is coming from.
 
'''GMK:''' Were there any other criticisms during the period of play-testing?
 
'''JCP:''' I guess that was the main one. Later, toward the end of the process when more people had played it, people discovered that they could sit on the first screen and just shoot tumbleweeds all the time to run up a high score. This was a criticism that was not resolved in the released version, although that [technique of scoring] was not the way the game was intended to be played.
==Game Credits for John Plaster==

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