{"id":100,"date":"2016-08-20T02:17:00","date_gmt":"2016-08-20T02:17:00","guid":{"rendered":"https:\/\/mythicbattles-scenarios.com\/wormwood\/blog\/index.php\/2016\/08\/20\/divide-by-zero\/"},"modified":"2016-08-20T02:17:00","modified_gmt":"2016-08-20T02:17:00","slug":"divide-by-zero","status":"publish","type":"post","link":"https:\/\/www.wormwoodstudios.com\/blog\/index.php\/2016\/08\/20\/divide-by-zero\/","title":{"rendered":"Divide By Zero"},"content":{"rendered":"<div style=\"clear: both; text-align: center;\">\n<a href=\"https:\/\/blogger.googleusercontent.com\/img\/b\/R29vZ2xl\/AVvXsEjipyFeM01KWWgnPLjEPIq6FKKG115_EXkb2tN-N6zWL8ivhD5RXHuWDrZ3_eWYMqJIv07tVDvJZcB4tcUY1nK6ZOlPXwy0WUYGImTko4W2WE6s-G9WLmGMttCvbfuXE6RqPV5NMamA7kU\/s1600\/unnamed.png\" style=\"clear: left; float: left; margin-bottom: 1em; margin-right: 1em;\"><img loading=\"lazy\" decoding=\"async\" alt=\"\" border=\"0\" height=\"150\" src=\"https:\/\/blogger.googleusercontent.com\/img\/b\/R29vZ2xl\/AVvXsEjipyFeM01KWWgnPLjEPIq6FKKG115_EXkb2tN-N6zWL8ivhD5RXHuWDrZ3_eWYMqJIv07tVDvJZcB4tcUY1nK6ZOlPXwy0WUYGImTko4W2WE6s-G9WLmGMttCvbfuXE6RqPV5NMamA7kU\/s200\/unnamed.png\" title=\"Just a dream\" width=\"200\" \/><\/a><\/div>\n<p>&nbsp;<a href=\"https:\/\/blogger.googleusercontent.com\/img\/b\/R29vZ2xl\/AVvXsEhxtNUdEQVitiUh7sy-wNLgmN8YnHxjp4_AGf1qS3s6PNiQ9wtN1d-Cjar357UEXc5p8WDc32MFD5aJK33cbLZW148BU-iDfPWxidW3WMxQ04ymD7HLbt-xS5qnZtkfHA_yaq5bqf7lNsw\/s1600\/unnamed+%25281%2529.png\" style=\"clear: right; margin-bottom: 1em; margin-left: 1em; text-align: center;\"><img loading=\"lazy\" decoding=\"async\" alt=\"\" border=\"0\" height=\"150\" src=\"https:\/\/blogger.googleusercontent.com\/img\/b\/R29vZ2xl\/AVvXsEhxtNUdEQVitiUh7sy-wNLgmN8YnHxjp4_AGf1qS3s6PNiQ9wtN1d-Cjar357UEXc5p8WDc32MFD5aJK33cbLZW148BU-iDfPWxidW3WMxQ04ymD7HLbt-xS5qnZtkfHA_yaq5bqf7lNsw\/s200\/unnamed+%25281%2529.png\" title=\"What could have been\" width=\"200\" \/><\/a><\/p>\n<div style=\"clear: both; text-align: center;\">\n<a href=\"https:\/\/blogger.googleusercontent.com\/img\/b\/R29vZ2xl\/AVvXsEhxtNUdEQVitiUh7sy-wNLgmN8YnHxjp4_AGf1qS3s6PNiQ9wtN1d-Cjar357UEXc5p8WDc32MFD5aJK33cbLZW148BU-iDfPWxidW3WMxQ04ymD7HLbt-xS5qnZtkfHA_yaq5bqf7lNsw\/s1600\/unnamed+%25281%2529.png\" style=\"clear: right; float: right; margin-bottom: 1em; margin-left: 1em;\"><br \/><\/a><\/div>\n<p>When I was 19, I was unexpectedly hired to write the story to a GameBoy Color RPG, entitled <i>Infinity<\/i>. &nbsp;This was my first paid work as a writer, and actually my biggest paycheck for many years. &nbsp;More importantly than that, though, writing a jRPG story was something I had dreamed of &#8212; and attempted &#8212; for many years. &nbsp;As a little kid, I&#8217;d played <i>Dragon Warrior<\/i>&nbsp;with my older brother (the last RPG he ever played, the first of many for me), and after playing <i>Shining in the Darkness<\/i>, I became committed to the idea of making one myself. <\/p>\n<p>I attempted to make an RPG in many different programming languages (BASIC on an Apple II\/c, BASIC on a Macintosh IIsi, LogoWriter on that same Macintosh, QuickBASIC on a PC, and TurboPascal on a PC) and then a series of kinds of game-making software (ZZT, MegaZeux, Unlimited Adventures, Verge, and RPG Maker 95). &nbsp;This doomed endeavor &#8212; and in a sense, it really was a <i>single<\/i>&nbsp;endeavor &#8212; was probably most fueled by <i>Final Fantasy II<\/i>, a game I played at a friend&#8217;s house and dreamed of mimicking. &nbsp;It consumed most of my creative energy and much of my free time from about 1992 until 1999. &nbsp;Over the years, I collaborated with many people on the Internet, and dragged them into the black hole of wasted time. <\/p>\n<p>One of those collaborators was <a href=\"http:\/\/gamemusic.ca\/\">Eric Hach\u00e9<\/a>, the indisputable king of jRPG-style music in that era. &nbsp;I solemnly believed that if I could get Eric on the project &#8212; a game called <i>Shadow Incarnate<\/i> &#8212; we couldn&#8217;t fail. <\/p>\n<div style=\"clear: both; text-align: center;\">\n<iframe loading=\"lazy\" allowfullscreen=\"\" data-thumbnail-src=\"https:\/\/i.ytimg.com\/vi\/1ezAKcylmcs\/0.jpg\" frameborder=\"0\" height=\"266\" src=\"https:\/\/www.youtube.com\/embed\/1ezAKcylmcs?feature=player_embedded\" width=\"320\"><\/iframe><\/div>\n<p>Well, we failed.<\/p>\n<p>After that, I became decided to stop importuning other people and wasting their time, and set out in RPG Maker to create a throwback homage to <i>Final Fantasy II<\/i>, a game called <i>Redemption<\/i>. &nbsp;About three months into making it, I got an email from Eric out of the blue: he was doing the music for a GameBoy RPG, but the writer had flaked. &nbsp;Would I be interested in working on it?<\/p>\n<p>The day I saw <i><a href=\"http:\/\/www.affinix.com\/\">Infinity<\/a> <\/i>running on a real life, actual GameBoy, I nearly swooned. <\/p>\n<div style=\"clear: both; text-align: center;\">\n<a href=\"https:\/\/blogger.googleusercontent.com\/img\/b\/R29vZ2xl\/AVvXsEjJU1jG94tCss2teRBETpiYx9j8PImhkkCvjGWwnh0NLxvL6ZLGzbeTKQYkwjVBTUnt-W0a-V639dTBVU5tJyFi-Sw9AFnBolOI5z-0mH-9NdC-DYWP1LdEfkwhZWnMskbWPlmm5FG02jE\/s1600\/Infinity.jpg\" style=\"margin-left: 1em; margin-right: 1em;\"><img decoding=\"async\" alt=\"\" border=\"0\" src=\"https:\/\/blogger.googleusercontent.com\/img\/b\/R29vZ2xl\/AVvXsEjJU1jG94tCss2teRBETpiYx9j8PImhkkCvjGWwnh0NLxvL6ZLGzbeTKQYkwjVBTUnt-W0a-V639dTBVU5tJyFi-Sw9AFnBolOI5z-0mH-9NdC-DYWP1LdEfkwhZWnMskbWPlmm5FG02jE\/s1600\/Infinity.jpg\" title=\"It looks even better on a GameBoy Color.\" \/><\/a><\/div>\n<p>That the game should be a technical marvel is no surprise because its coders, Justin Karneges and Hideaki Omuro, were basically superhuman savant programmers. &nbsp;Justin, for example, had managed to make a full-featured RPG (<i>Joltima<\/i>) on the TI-83 graphing calculator, something that in a sense vindicated my Quixotic effort to make a jRPG in, <i>e.g.<\/i>, LogoWriter.<\/p>\n<div style=\"clear: both; text-align: center;\">\n<a href=\"http:\/\/www.ticalc.org\/archives\/files\/ss\/44\/4437.gif\" style=\"margin-left: 1em; margin-right: 1em;\"><img loading=\"lazy\" decoding=\"async\" alt=\"\" border=\"0\" src=\"http:\/\/www.ticalc.org\/archives\/files\/ss\/44\/4437.gif\" height=\"271\" title=\"It actually ran much more smoothly on the calculator.\" width=\"400\" \/><\/a><\/div>\n<div style=\"clear: both; text-align: center;\">\n<\/div>\n<p>\nGetting to work on <i>Infinity&nbsp;<\/i>was beyond the biggest dream I&#8217;d had &#8212; namely, to <i>mimic<\/i> a console RPG, but not actually to make one. &nbsp;The problem was, there was a tiny window of time to write the story, so I dusted off <i>Redemption<\/i>, and got writing: 25,000 words in three days.<\/p>\n<p>Nineteen at the time, I imagined myself to be writing a mature homage to the games I grew up on. &nbsp;With the distance of 17 more years, I realize how mistaken I was &#8212; it is a decidedly <i>adolescent<\/i>&nbsp;appropriation of those games. &nbsp;The story begins with a flashback to a heroes many generations ago and their tragic conclusion (just like&nbsp;<i>Lufia and the Fortress of Doom<\/i>), before turning to a fallen knight who has more than a little Cecil from <i>FFII <\/i>in him visiting a castle that is plainly Tintagel from <i>Dragon Warrior<\/i>. &nbsp;There he meets a king who is equal parts taken from the the king of Baron in <i>FFII<\/i>&nbsp;and the king in <i>Faxanadu<\/i>, before encountering a villain who is plainly Kefka from <i>Final Fantasy III <\/i>and having a send-off that is plainly the bridge scene from <i>FFII<\/i>. &nbsp;He sets off through a series of environmental dungeons facing environmental enemies strikingly reminiscent of <i>Secret of Mana<\/i>, while visiting a desert town straight from <i>The Magic of Scheherezade <\/i>and then a post-apocalyptic (not in the modern sense) refugee town that is just like the future city in <i>Chrono Trigger<\/i>&nbsp;(right down to an elder who riffs off the &#8220;Heal-thy&#8221; line). &nbsp;Along the way, all the characters spout emphatic one-liners that are somewhere between <i>Destiny of an Emperor<\/i>&nbsp;and <i>River City Ransom<\/i>. &nbsp;All of this adventuring takes place against a backdrop of a resurgent supernatural evil that is mostly Dark Force from <i>Phantasy Star<\/i>&nbsp;with a dash of Lavos from <i>Chrono Trigger<\/i>. <\/p>\n<p>Anyway, this game got very, <i>very<\/i>&nbsp;close to completion, but a series of insane and insanely frustrating factors conspired to doom it. &nbsp;For example, Squaresoft&#8217;s American branch expressed interest in seeing it, but shuttered its offices before the project lead (Justin) could arrive: when he showed up, he found empty office space with a <i>Parasite Eve <\/i>poster on the wall and a single telephone on the floor. &nbsp;He called the contact number he was given and the phone rang. &nbsp;Later, Crave Entertainment entertained publishing it, but while they mulled it over, the GameBoy Advace was announced and <i>Golden Sun <\/i>with it, and the technical marvel that was <i>Infinity <\/i>was now the most advanced Cro-Magnon scratching his beard at a newfangled Neanderthal.<\/p>\n<p>So it goes. &nbsp;The project faded away. &nbsp;We all went onto other things. &nbsp;Years passed. &nbsp;More years passed. &nbsp;All the while, the game&#8217;s <i>sound engineer<\/i>, Matthew Valente, kept the spark alive by teasing tidbits about <i>Infinity <\/i>on YouTube and elsewhere.<\/p>\n<p>Finally, in 2016 &#8212; a good 17 years after the project began and 15 years after it stopped &#8212; Justin and Hideaki dusted off the code, and persuaded the game&#8217;s visionary financier Matt Rossi to let a build and the code be publicly released.<\/p>\n<p>So here it is. &nbsp;A time capsule. &nbsp;A living Cro-Magnon. &nbsp;A homage, pastiche, bricolage, fiasco of a story. Go grab it <a href=\"http:\/\/www.affinix.com\/\">here<\/a>.<\/p>\n<div style=\"clear: both; text-align: center;\">\n<iframe loading=\"lazy\" allowfullscreen=\"\" data-thumbnail-src=\"https:\/\/i.ytimg.com\/vi\/5Bi_c47t-R8\/0.jpg\" frameborder=\"0\" height=\"266\" src=\"https:\/\/www.youtube.com\/embed\/5Bi_c47t-R8?feature=player_embedded\" width=\"320\"><\/iframe><\/div>\n<p><\/p>\n<div>\n<o:p><\/o:p><\/div>\n","protected":false},"excerpt":{"rendered":"<p>&nbsp; When I was 19, I was unexpectedly hired to write the story to a GameBoy Color RPG, entitled Infinity. &nbsp;This was my first paid work as a writer, and actually my biggest paycheck for many years. &nbsp;More importantly than that, though, writing a jRPG story was something I had dreamed of &#8212; and attempted [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[],"class_list":["post-100","post","type-post","status-publish","format-standard","hentry","category-uncategorized"],"_links":{"self":[{"href":"https:\/\/www.wormwoodstudios.com\/blog\/index.php\/wp-json\/wp\/v2\/posts\/100","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.wormwoodstudios.com\/blog\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.wormwoodstudios.com\/blog\/index.php\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.wormwoodstudios.com\/blog\/index.php\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.wormwoodstudios.com\/blog\/index.php\/wp-json\/wp\/v2\/comments?post=100"}],"version-history":[{"count":0,"href":"https:\/\/www.wormwoodstudios.com\/blog\/index.php\/wp-json\/wp\/v2\/posts\/100\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.wormwoodstudios.com\/blog\/index.php\/wp-json\/wp\/v2\/media?parent=100"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.wormwoodstudios.com\/blog\/index.php\/wp-json\/wp\/v2\/categories?post=100"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.wormwoodstudios.com\/blog\/index.php\/wp-json\/wp\/v2\/tags?post=100"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}