Brainchild @~Just after Issue 14 went out, I had a letter from High Voltage @~Software, Anthony Lees, Gareth Harrison and Tom Green, authors @~of Cortizone, about an exciting idea they'd had. I'll let them @~tell you about it. Some time ago, Anthony had an idea and we're sure it's one you'll be interested in. We reckon that in every adventure player, there's an adventure author lying dormant. Basically the plan is to run a competition whereby the readers of SynTax send in any ideas which we could use in a computer game, produced by us and in effect written by your readers. It needn't just be game ideas though. Room descriptions, plot ideas, messages, character descriptions, even graphics, could be sent in. We'd choose the best and add them to the game. In this way the game would continually evolve in almost every direction at once. The concept should make for an incredibly challenging game and/or total chaos. Either way, it should be interesting finding out. Please find enclosed a separate synopsis and a disk containing the foundations on which your readers would base the game. It is a runnable game in itself which we have dubbed BRAINCHILD, since it would obviously be the brainchild of the SynTax readers. @~ST readers can access the game by pressing CONTROL-C from within @~SynTax and then running BCHILD.PRG. Amiga and PC readers haven't @~been given the program for obvious reasons. However they can get @~a good idea of the background of the game from the synopsis and @~can join in on the project by making contributions on paper to @~High Voltage Software. Maybe we could even get the final game @~converted onto the Amiga and PC. If they have an ST as well @~(I know several have), just send me a blank disk and I'll send @~Brainchild back by return. 1. The Idea: Put into the simplest form I can think of, Brainchild is an adventure that will be written by the readers of SynTax. Basically, the game will be the adventure equivalent of a chinese whisper, starting off with just a few rooms to which are added the best ideas sent in by the readers of SynTax. The ideas need not have any real connection to the game as it stands at the beginning as there are many subtle (and not so subtle) links that can be made so that anything that is sent in can be included. (The description of the calendar in the kitchen is a good example - load it up and see for yourself!) 2. Background: This is only the background info to the bit we've written. Any better (and there must be a lot!) ideas can be added as and when we hear of them. The game begins in a house in the ancient lost city of Surbiton in the fabled "Land of Suburbia", (Tom thinks that this is best sung to the tune of "The Age of Aquarius" - while I personally think that he's been watching too much Vic Reeves) twinned with Basingstoke. As you can see, we desperately need more ideas! 3. The Start: The game begins with the player in the cold, dark confines of a fridge that is just too good to be true. You know the kind of thing, the huge rounded-cornered Kelvinator you see in old 50s films (the fridge equivalent of the Wurlitzer 1501 jukebox) except that the huge mounds of food that you don't remember buying are in colour. Come to think of it, what happened to your battered old Frigidaire with the ageing lettuce lurking in the glass vegetable compartment and the final reminders stuck to the door with tacky magnetic letters? The only clue that we'll give you at the start is that you need to get out of the fridge as quickly as possible (fairly obvious huh?) before you freeze to death. 4. The Rest: We have supplied the rooms and objects for the house and garden and laid down the basis for several problems. For example, the half-eaten sink plunger in the kitchen, the bread board which slices easily enough but leaves the bread intact, the bizarre lack of spoons and the blazing fire that is cool to the touch. The game as it stands is very open allowing an almost infinite number of possibilities, for example the hall, the contents of the basement, the television aerial in the attic, the sensitive lawn outside (just you try and mow it!), the telephone with the number 9 missing and finally the possibility of communication with Grant Rayner on the television (Holy daytime TV, Batman!) From what we have so far the game will have to have at least some humour, we're particularly fond of earthy jokes and surreal ideas but obviously that's up to your readers. For more of an insight, play the game! 5. Techy Stuff: To make it easier for us, you and the world at large, it would be preferable that any ideas be either written or as a flat ASCII text file - that way we can take as many hard copies as necessary. We must ask that we are not sent STAC files for inclusion. It has a habit of overwriting previous entries so no matter how good they are we would have to type them in again anyway. (We did mention that it would be written in STAC, didn't we? No? Oh well, now you know). Any graphics must be in .NEO, .P?1 or DPaint .IFF format and take up less than half a screen vertically and slightly less than the full screen width. This makes it easier to incorporate them into STAC this way and means that any masterpieces will not be ruined by being shrunk to fit. Depending on the demand any material that does not obey these simple rules will be rejected. The ideas should be sent to us here at High Voltage, 58 Freville @+Close, The Leys, Tamworth, Staffs, B79 7ER ~(please note their @~new address) +with an SAE if the material is to be returned. 6. Into the Future: When, and if, the game reaches a reasonable size two things will happen. Firstly the competition will be closed and no further entries will be accepted. Those people whose ideas have been used would be entered into a prize draw and a winner and several runners up would be chosen. Quite what they would win, I'm not sure, but it'd probably be some new adventure. Also thrown in would be a free copy of Cortizone and perhaps Unknown Quantity (if it's finished anyway!) Runners up would definitely get one of a limited edition of Cortizone posters to cover that nasty crack in the wall or something. I'm sure they'll think of some use for it! Secondly something will have to be done with the game, perhaps SynTax could release it as licenceware or maybe ask Zenobi Software if they'd be interested in publishing it, if it turns out anywhere near as good as I think it will. Legal bit: the Copyright for all entries would be jointly owned by High Voltage Software/SynTax whether used or not. Usual competition rules would apply. Publishing rights would have to be worked out separately, if it gets that far. 7. Piracy, For the Prevention of, Sah! One final, final thing. To help with your fight against software piracy you could limit all entries by sending a proof of purchase slip out with every copy of SynTax. Therefore any ideas sent without one of these could be consigned to the bin. Go on, make the pirates pay! @~I was really excited by the idea of Brainchild and most @~impressed by the foundation program provided. I hope you will be @~too and will make a contribution to the game. A disk magazine is @~an ideal medium for a project like this and several of you have @~asked for "something different". Well, here it is! It's up to @~YOU what happens to the game now. @~You'll find a Brainchild coupon with your name on it in with the @~disk. Please include it when sending contributions to High @~Voltage or your entry will be disregarded.