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Mon-Fri: Gamewrecks Episode 1

We'll resume gamedev content soon, but I had an urge to branch out to break up the monotony.


For this Week's Mon-Fri recap of what I've been up to, I've got a treat for patrons alone: the script, as it stands, for the first episode of Gamewrecks: Tattoo Assassins! FEAR! 

Or more likely, feel sympathy for the poor folks that worked on this thing, whatever.

See you next week!


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The Intro

The history of fighting games is could fill volumes and is still being written, the pages full of stories not simply from the games themselves, but the community that surrounds it. Live Street Fighter filled the Mandalay Bay Event Center at EVO 2016 and brought stories of rivalry and family to viewers watching at home, both streaming and on television. Scorpion now rubs elbows with Batman in a crossover guest spot within a DC Universe videogame. Smash Brothers comes out to dominate the 2018 Nintendo E3 presentation with what was basically the world’s most dynamic presentation of revision notes to date. Head to head, character to character, execution and strategy to execution and strategy, the annals of Fightgames are multitudinous, downright legionary, and ever ongoing. And from those annals, I humbly bring you a vision of 

[PER-FEC-TION]

Insert Coin, all ye who enter here.

The Context

There was no greater heyday for the arcade than the 90s, and this is absolutely in no small part to the emergence and boom of the Fighting Game genre. Games like Street Fighter II and Mortal Kombat pulled players into local hives of dim light, constant, deafening squarewave drone and shady adults of varying degrees of hinkiness, with their various gameplay intrigues, the deeper mechanical guts of Street Fighter, and the mysterious and violent elements of Mortal Kombat. On top of that, there was the competitive aspect that drew people in, and players quickly found out there was a lot of depth that could be leveraged against a live opponent, both within the mechanics of the games themselves, and the greater mental-emotional headspace of the players that makes up the meta-game of the fighting genre. This was real interest, and it made arcade operators able to make bank one quarter at a time.

I blame the fact that I used to be willing to shell out actual physical money for extra lives on why I have built up as many cosmetic items in Warframe over the years.

With interest in fighting games spiking LAMF, the race was on for developers beyond Capcom and Williams-Midway to create their own entries into this new frontier of fireballs thrown from hands and excessive, but very specific, human tolerances for physical punishment. Some were successes, and are still going, much beloved series that have grown to have their own unique feel and character. SNK, after much time spent being a fairly shameless imitator, went on to expand and add to the genre with multitude of games, much beloved by fans- King of Fighters and Samurai Showdown being the biggest among them. Sega and Namco got ambitious with their 3D tech and straight up forked the genre, resulting in a new subspecies- the 3D Fighting Game. This is significant, even if it doesn’t seem like much to people that don’t play fighting games, but suffice to say, adding or removing the element of depth from a fight? That really swaps things up a bit. Even Rare got in, producing a game that took the concept of the combo attack and really… did something with it. Really, really did something with it, so much so that even if you see more jank in original KI than actual good game, you gotta still admit, if you were like 12 and saw that shit going down on screen, yeah, you’d pay to play. I sure did.

But for every success, there were multiple failures. Some of these are games that are actually part of or related to more well known series. Art of Fighting 3 is a beautiful looking game, with a universe that has become folded into King of Fighters, that also plays like it’s fighters are immersed in melted wax. And not actually that melted, either. Street Fighter: The Movie: The Game is digital exercise in absurdism, except actually a real game, made by real people with real intent. Apparently actors had a clause in their contract that they had to do this. T. Hawk’s dude didn’t show up. I guess that’s why Akuma’s in the game, because he wasn’t in the movie.

There are also games that exist out on their own, independent of others, and frankly they’re too many to count. Some of these got arcade releases. Some of them got console ports. Some of them existed only on consoles. All were varying degrees of bad. Some were made by people with interesting ideas but without a full or good idea of how to make them work smoothly within a fighting game, or the games themselves didn’t play up to snuff. But a lot of them are just complete messes, bizarre scramble-suit bits of software that chimera-scream their own terrified self-aware existence of “I don’t know what I am except in pain.” Others are just soulless cash ins, most likely farted out by people who didn’t fully know what they were getting into, but did know they wanted some of that sweet sweet fightman money. These are games that frustrate, time waste, and offend both the senses and sensibility. Kemco’s Blood Warrior is a hideous attempt to cash in on Mortal Kombat’s excessive blood. Ditto Sammy’s Survival Arts, which also goes on to double down as being one of the most grating sounding games I’ve ever experienced. Ultra Vor-Tek was available only on the Atari Jaguar, and it only has itself to blame for that, like pretty much everything else in it. Bloodstorm exists. Here it is:

Thing is, these games got released. Burned onto disc, soldered into cartridge boards, walled up inside standup arcade cabs, people saw these games through to market, because goddammit, this was the 90s, coffee is for closers, and closers have a fighting game as part of their catalogue of series. Maybe more, depends on how good they are.

So we’re not actually going to be talking about any of these games.

We’re going to be talking about a game that didn’t make it to market.

The Background

Data East Corporation is no longer around, and there’s reason for that. The most that you can say about the good games that they made is that they’re pretty cult, but at least they get that exposure. The least you can say about their bad games is that they made Karnov, and nobody’s still sure as to why. They made Karate Champ and Burgertime, and that’s worth some degree of clout in terms of videogame history. They also made Bad Dudes vs Dragon Ninja, the game that was a meme before we called that shit that, and Trio the Punch- Never Forget Me, which is a game you could tell me was produced entirely from within the stupor of a collective and severe concussion, and I’d believe you. They were notable, is what I’m saying, but notable doesn’t necessarily come with staying power attached, and that’s why they went under in 2003 and their former chairman now heads up a company that makes medical software. So hey, there’s an actually decently pleasant footnote there.

Data East was a Japanese corporation, but it had an American division, which developed pinball, not videogames. Data East Pinball is significantly more notable a developer, for a number of reasons. First, because they innovated in their use of tech that would later become commonplace in pins- stereo sound and dot matrix displays were things DEP planted their flag on first in the world of pinball. Second, they were known, despite not being a particularly outstanding pinball developer, for their high profile licenses: Star Wars, The Simpsons, Batman, TMNT, Guns N’ Roses and Back to the Future. 

The reason for this is attributable to an individual Joe Kaminkow, who in an alternate timeline probably made a kickass college football recruiter. It was whatever ineffable moxie he wielded- Hollywood types emit spores that can cloud the mind, but some people have an immunity -that allowed him to secure some high profile gets in the world of licenses. Not to mention some interesting side venues for income- Michael Jordan had a custom pinball machine made for him by Data East, which was probably an upcoming table rebadged and rebranded for him. Same deal with Aaron Spelling, though trying to visualize what the Aaron Spelling pinball table would entail is like trying to picture something blacker than the space between galaxies.

You try it, and then the darkness you visualize grows a hostile and hungry shape, and you have to open your eyes to escape it.

Point is, Joe Kaminkow was a mover and a shaker that could allow the technically apt but outgunned from an engineering standpoint Data East Pinball to maneuver in the market. It worked too, for a while, because Data East Pinball owned a quarter of the market by its lonesome.

But pinball is pinball, and we unfortunately know how this goes: with the fate of arcades themselves, as a mode of entertainment largely seen as a thing of the past. I love pinball. But for what it is, in an entertainment market that was being rapidly evolved by the digital, and not the analogue, it’s easy to see why- even an arcade game could be produced simply as a board and installed in a standup that could accept it, and repurposing machines was common. But pins are a constructed thing, with would could be considered an early form of firmware driving a huge, heavy mechanical device that really, really loves nothing more than breaking down. Logistically, even within an arcade scene that was still thriving, pinball was struggling to be a worthwhile bottom line for Data East.

So Joe made his move, a move to an individual he met and befriended during the production of Back to the Future’s pinball table: writer Bob Gale. Together, they collaborated on what would be Kaminkow’s vision to bring his division into a new age, a dazzling new fighting game that would push the limits of what was being done in the genre, taking it to places never before seen, at quantities utterly overwhelming.

How could they fail?

In literally every imaginable way.

The Break

Making a game is an endeavor. Making a large game is a challenge, even for a seasoned team. Making a technically complex game that seems at first simple, and straightforward to pick up and play, that reveals its deeper intricacies through observation and practice? That’s not advisable for even veteran devs that haven’t worked in the genre, not unless you’ve got people with experience to guide your hand. Fighting games are a true example of this, because while nobody should walk unprepared into a specific genre when developing a new game, fighting games are highly competitive and because of that, skill levels evolve to a degree and upper ceiling that people outside the genre can’t actually conceptualize what’s going on at them, because they don’t know they even exist. This is why people like Seth Killian and Combofiend do what they do, among others: a skilled fighting game player can give eyes to your project that other team members don’t have, not only giving insight into what you’re doing, but what you should be doing.

Data East Pinball made pinball, a heavily featured analogue and mechanical experience that’s about manipulating a physically real metal ball with simple end effectors and physics to make it traverse a course and hit targets, resulting in score. Taking a team that does that, then saying “hey, make a fighting game” is a lot like taking a team that makes military firearms and asking them to design a civilian family sedan. Okay, sure, fine, they might have some good ideas, and they absolutely have the technical know-how in their field to be respected as someone that knows what it is that they’re doing. But asking such a team to do so for the first time, with the intent of then taking whatever it is they put out and then selling it as a product to entertainment business operators? That’s a car you can’t guarantee doesn’t run on gunpowder, and won’t violently explode when you try to turn the ignition.

Own the road, with a driving experience like no other. Just ignore the loud report and burning sensation in your groin. That’s the true thirty caliber experience… in an automobile.

This is what we’re looking at here. A thing that you sit in and it harms you. Not malicious or out of malfeasance, but because it’s just not something that anyone should have tried. This thing was a bad idea, a really really bad idea. They did it anyway. It’s called Tattoo Assassins. It did not see a public release. And you can probably see why. But a dead body laying in the street is a crime scene, and we’re here to do an autopsy.

Where’s my bonesaw?

The Wreck

The Aftermath

The sale of Data East Pinball to Sega was writing on the wall into 1994, so much so that the impending deal made it into one of the game’s endings. By and large, the individuals that worked on Tattoo Assassins bid farewell to bad rubbish and went back to making pinball. They would never again make a fighting game, because who on this planet wants to invest time and effort in a project that the playtesters themselves couldn’t focus on, and instead played Mortal Kombat II and Virtua Fighter while at work. This saga of incompetent technicolour assassins, their bediapered tinyman Nick Fury, Needle Night Man and fuckin’ Prizm would not be released for mass consumption. And blame the constant state of mass hysteria that most capital-G Gamer types have over everything that they see everything as extremes that it’s become an urban legend that this game is held under wraps by shadowy figures with undefined mystical game powers. It isn’t, the two surviving machines are archived at the headquarters of the Professional and Amateur Pinball Association, though they almost got wrecked in a flood. Close call. Hey, come on now, I’d say that if an original print of Plan 9 from Outer Space was saved as well. This game doesn’t exist in the wild, but that doesn’t mean that it’s forgotten. It’s just that most of the people working on it wish it was forgotten.

Except for Joe Kaminkow, who when interviewed for Splattered Ink expressed his opinion on the game’s potential. “We could probably go back and make Tattoo again, I’m not sure,” he said, and the thing is, I don’t disagree with him. See I mentioned Warframe offhand at the front of the video, and originally I was just trying to show how cashflow in games has only evolved over the years. But it hit me: it was another game that was, multiple times, said to be doomed to failure. Many times, it nearly was, and the fact that it exists as it does now makes the actual game all the more amazing. Ideas can be strange, but executed well, they can sink in a hook like nothing you’ve ever seen, because they are quite literally like nothing you’ve ever seen. The idea of tattoo-based superpowers isn’t new, but it is interesting, and with games like Guilty Gear and Skullgirls, which are utterly unrestrained in their artistic view of how their own over the top cast should move and act, lord knows you could do some interesting stuff with that concept. Kaminkow then ended that statement that he wouldn’t be doing it, because he’s still doing coin-op, but his field is slot machines now. So hey, on the table, that’s a free idea if you want it chief, try to navigate that rights minefield, hey, if you want to know who owns the rights to Tattoo Assassins, it’s G-Mode, hit them up. Preferably in Japanese, I would assume.

But the thing is, for a game that was meant to be unrestrained and pure excess, which packed extreme characters and literally thousands of fatalities, which was also supposed to be developed inside of 8 months by pinball designers? No. I don’t think that game can happen. It was tried once and it was never released. And for as fraught as that development must have been to be inside, honestly? Good job, but not good enough. This game actually does play better than some fighters I’ve played, that actually were released. But it was destined for arcades, and the games I’m thinking of? Budget console releases. No dice to be had here, nor quarters downed. This game couldn’t as it was. It was too much and too little at the same time. It’s development hell, not in the typical sense of the term, a realm of unexistence for media projects supposedly forthcoming, but an actual place of suffering for the people that developed it. And if that’s not the definition of a Gamewreck to you, then I don’t know what is.


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