Humble Beginnings, the Loot: Part 2 of 4
Saturday, May 3rd, 2008Some time ago, while preparing to move to NYC I dug through a pile of old Mac floppy disks and found a bunch of old “games” I made as a kid (7-8 years old, almost twenty years ago) by drawing their title screens in a paint program called Modern Artist. This is the second of four five-game-set where I share the best with all of you. You can find the first set here.
It’s worth noting that while these were pretty much just badly drawn images of a title screen, you actually COULD play these. I’d be there manning the mouse, and when you wanted to play, I’d erase the title screen (double click eraser, baby!) and draw the first level for you. I’d sort of act as a dungeon master, and would draw the results of stuff depending on what you wanted your character to do. At 7, game engines were largely left up to the imagination. Anyway, here’s the next five:

Caverns of Calio
North American Release Date: September 25, 1989
For a game supposedly about caverns, I really don’t know why there aren’t any in the title screen. Looks like a bright, sunshiney, cavernless day out in the fields of Calio. As you can see, I was being original with the sword-in-the-stone motif by having it SIDEWAYS. Always pushing the envelope. Also, note the Super Seal denoting extreme quality and fun. You can also see my technique of killing badguys in my games by noting the orange remains: spraypaint tool. This is quite obviously the height of adventure gaming of the late 80’s!
I chose this one mostly because of the effort that went into it at the time. Can’t you tell?
Actually, this was one of my more ambitious games as a kid. This is probably the first game where I had enemies, weapons, and items all drawn on construction paper. And there were a LOT OF THEM. I want to say at least 10-12 sheets of paper, each with about 20-30 drawings on it. I’d love to see if any of these still exist.
I remember a few things though: weapons started off with your basic wooden sword. You had swords, guns, bows, and I want to say things like grenades and bombs too. The most powerful weapons though were the “ciphers”. Pretty much ripped off from Strider. The weapons each had different classes, too: So after your plain sword, you had the super sword, then the hyper sword, then the force sword. So the most powerful weapon in the game was the “Force Cipher” which swung in a split second, and the sweep it makes stays for a second and does damage to anything touching it. Not bad for an 8 year old, huh?
There were also tons of enemies, too. The basic enemy was a sort of octoroc, although I can’t remember now what it was called, and the only reason I remembered it at all was from the mostly dissolved enemy on the right. (It’s the orange stuff.) You had three big bosses though, which were Mother Brain, Dragonlord, (both ripped off from their respective games) and the final was a massive giant with a giant force cipher. Forget what his name was.

Hyperbike
North American Release Date: November 17, 1989
If you remember the way the weapons worked from Caverns of Calio, you’ll know that HYPERBIKE is a really, really awesome bike. Fuck Superbike, Hyperbike is where it’s at. But where’s the Hyperbike at? Not in this picture. It’s off in Bikeland. And apparently you start off as some poor schmuck who has to walk his happy ass all the way to Bikeland to get the Hyperbike.
And you gotta think what kind of fucked-up place Bikeland must be. It’s a magical land where everyone has their own bike. Maybe there’s gang wars between different brand of bikes, and there are traveling merchants dotting all the roads that sell you water bottles and those stupid pointy helmets. Who knows.
I’m not even sure if the Hyperbike is supposed to be a bicycle or a motorcycle. It’s shrouded in mystery. What I do know though is that Hyperbike is in no way connected to me learning how to ride a bike as a kid. Because I never did. I sucked so much ass at any sort of vehicle that it was embarrassing. Bikes, skateboards, roller skates, forget about it. I hoofed that shit. I never knew how to ride until the eighth fucking grade, where I basically rode around the house, crashing over and over again until I got it so I could go all the way around without crashing into a ditch. Fuckin’ bike.
Also, look at this picture, then look back at Caverns of Calio. Is there a reason that whenever I draw nice, grassy terrain, there’s always exactly three rocks? Something to ask that inevitable psychologist, I guess.
Onward to BIKELAND!

The Galactic Hover Board
North American Release Date: October 19, 1989
In space, no one can hear you SHRED ON YOUR HOVERBOARD.
No doubt inspired by Back to the Future Part II, The Galactic Hover Board takes the concept one step further: into SPACE. As you can see, I’m taking the laws of physics and semantics for a bit of a spin. Apparently, since there’s no gravity in space it causes your legs to grow really fuckin’ big. And never mind the fact that getting into space isn’t hovering at all, it’s flying. (And while you’re out in space, you’re really doing neither.)
Luckily, there’s just enough gravity to stay standing on your board out in the ether, and space has enough mass to actually propel yourself forward through it with your foot. Marty McFly never had it so good. Maybe because he had one of those lame 2015 hoverboards, and not this totally sweet hoverboard built with brown-rectangle technology.
Sure, you laugh now, but when that red sun there goes supernova, you’ll all be crispy fuckers peacing out of life on Earth while this guy here is surfing the shockwave.

Dragon Land
North American Release Date: October 1, 1989
Dragon Land, which geographically, is located not too far away from Bikeland, is a special place where retarded kings put regular swinging doors in the sides of their castles, and spray paint “PUSH START” around them. And if there was any sort of ground here I’d count to see if there were three rocks, but alas. Fifty-foot long battlements are also common.
Your main weapon in Dragon Land is, apparently, some sort of fucked-up saw. Remember part one, where I made the distinction between swords and knives? Swords are pointed in the center, and knifes have the point to one side. This one is neither. But such an abomination of blacksmithing is surely necessary for killing all the dragons in Dragon Land.
The trees, however, are state of the art. Using an early version of the greenery engine that would later go on to power the scenery in Elder Scrolls IV: Oblivion, these trees sport both foliage and multiple branches. There’s even one half obscured by the castle, proving I have sweet depth sorting skills.. And if the orange-on-blue scheme hasn’t burned your eyeballs out yet, check out the Super Seal. This game was segregated out into the “POPULAR GAMES” folder, along with its sequel. I was clearly on to something too, as the “Dragon Warrior” franchise that I so blatantly ripped off is now up to its eighth installment, with nine on the way!

Death Quest: The Conan Age
North American Release Date: October 10, 1989
I leave you with the best title I’ve ever seen for a videogame. DEATH QUEST. How fucking awesome is that? Also of note is the subtitle. CONAN AGE. Is it possible I preempted yet another blockbuster IP? I THINK IT IS.
Anyway, I don’t remember much about how this game was supposed to work, but just from the title I can tell you it’s totally manly. Too manly for art, apparently. If I were to take a guess, the game stars you as Conan or some equally muscley barbarian, and you chop a bunch of dudes with your axe, and then you wash up by banging hot amazons. (At 7, I don’t even know if I knew what banging was yet. I’m still not sure I do.)
And look at that torch! Holy shit! Obviously the torch engine licensed for DEATH QUEST cost way more than the crossed-swords engine. The swords are shit, but that TORCH. OH MAN. It’s the perfect kind of torch to help light the dark times of THE CONAN AGE.
Anyway, that’s all for now. Part three coming soon! Watch in horror and amazement as I dig into my sci-fi repertoire, create all-new characters, and when that fails, just blatantly rip off characters from existing games!








