Mr. Suzuki's Sketch
Mr. Masakuni Mitsuhashi's sketch (Thanks Charlie for helping create this one):
As John Szczepaniak pointed out in his email the two sketches and two descriptions suggest quite different games. The first one would involve what I felt was a fairly straightforward 8-bit BASIC text game using standard tracking algorithm for the enemies moving along the cyan colored hallways. The orange item/obstacle moves from top to bottom (or bottom to top, or both) and the player must lure the enemies via manipulation of their tracking behaviour to "cross the road" and be crushed by the orange moving obstacle (like a "car" on a road is mentioned, or a "piston" or "pendulum"). There is also an objstacle in Masakuni's version but it is not shown in the screenshot above. In Masakuni's description the player navigates between closed rooms or cells (both descriptions mention a "forest" or "trees") by breaking the walls between them. Masakuni suggests that the enemies have a harder time breaking the walls and so move slower than the player. But the overall goal is the same: Lure the enemies onto the "road" and time it so that they are crushed by the orange object as it moves up and down.
JS: Nostromo was also inspired by Mr Suzuki's unreleased game, called Dojin?AT: Yes, certainly. I created Nostromo on a PET CBM. Later Mitsuhashi-san ported it to PC-6001. My idea was different from Dojin - actually, Dojin was a very interesting and playable game. But the enemy was always viewable by the player. So because I loved [the film] Alien, as well as Star Wars, I wanted the enemy invisible to the player. Visible only when it is viewable by your character. So that's the idea of Nostromo.
![]() |
| MC-10 Nostromo based on NEC PC-6001 version |
"I probably won't attempt [to recode] Suzuki's description, since the way he described the random forest, and hiding in the gaps, sounds difficult to implement."
It might not be that difficult to implement, but it is unclear how the tracking enemies will interact with the road and its continuously moving obstacle and whether the resulting dynamic would provide an interesting game or just a exercise in temporary avoidance until the enemies wander to their deaths. But the second variation also has unknow dynamics. If the aliens are randomly placed then they will begin tracking towards to the player. Perhaps they need several attempts before walls breach for them, but will there really be enough time for the player to create trails and lure specific ones into following to the road? Should the player move slightly faster? Once on the road how quick (what rate) should the obstacle move?
As Charlie pointed out the obstacle's movement rate (the ratio of obstacle's movement rate from top to bottom or vice versa and the player's movement rate) can't be so quick that the player can't make it across or up or down and back into the "forest". And for both variations, can the enemies get swept before the obstacle (as it moves either up or down) but still move right and left to possibly escape back into the forest before being "crushed" at top or bottom wall edge as mentioned in the interview transcript? That would certainly increase the need for timing one's luring.
And for an MC-10 re-code (same screen as the NEC-PC6001) would the reduction from the 40 by 25 screen of the PET to a 32 by 16 screen disrupt the original dynamic regarding these ratios? So many unknowns... In the end, I will simply have to code each dynamic, do some tweaking of the relative movement rates and see if some kind of playable game "emerges." And then perhaps send some video to the original author and players to see if either variation comes close.
Here is an actual page from S's book with part of the transcript:
Any comments or suggestions would be much appreciated.





Fantastic! It's like Jurassic Park, bringing back something which no longer exists! Bravo.
ReplyDeleteThe Nostromo link URL needs editing I think?
ReplyDelete