The Quicksilver Story: Chapter 2
Welcome to Quicksilver!
This is the second post about the story of our company. You can jump to the beginning here: The Quicksilver Story: Chapter 1
Our story is four decades long, and still going strong. It involves more than 50 games, a half-dozen military trainers, several educational packages, a restaurant and even a device to assist with breast cancer surgery. Games, and especially original titles, have always played a central role. A few short years after we started, we landed several original game development deals that evolved into long-lasting relationships.
Chapter 2 – Original Game Development
PC game development in the mid-1980s was tremendously challenging. Machines were not very powerful, and their graphics capabilities were starkly limited. Unlike even the first-generation consoles, these computers had no built-in graphics acceleration that developers could rely upon. Everything was done by writing pixels as quickly as possible to a raw frame buffer, whose format depended on the video mode that was selected.
This is where Quicksilver’s strengths made themselves evident. Games like Karnov were built for arcade machines that had hardware scrolling and advanced moving object support. In the case of Karnov, the background maps were as large as 30 screens of data. Heavy Barrel posed even tougher challenges. At times, combat scenes could include as many as 100 separate moving objects.
Writing mostly in assembly language, since higher-level languages were too resource-heavy, we came up with clever techniques such as relying on wraparounds of the Intel 8086-series “segment registers” to give us an effectively infinite drawing canvas. This trick saved us from having to copy pixels from one place to another when scrolling, and also allowed us to simplify the inner copy loops, speeding the rendering of every frame.
We ultimately created 28 game ports for Data East. When they exited the PC arcade game market, we did another four games for SNK, including one of our favorites, Prehistoric Isle.
The Interplay Years
Our work on Heavy Barrel attracted attention from Brian Fargo, head of local publisher Interplay Productions, which was rapidly growing and already building a reputation for first-class PC games. Brian saw the power of our custom game engine and approached us with an idea for an original game where players would build a castle and defend it against attack, with the working title Castle Builders. We worked very closely with Interplay’s team, who provided tons of superb advice as well as various game assets, and in 1991 released our first original title, now known as Castles. The game went on to sell over half a million copies and get selected for their 10th Anniversary compendium.
Castles was followed by an expansion set, Castles: The Northern Campaign, and then by a full sequel, Castles II: Siege & Conquest, which featured an entirely new strategic level to the game, more combat options, many more story lines, and fact sheets about each castle. Then, because we had worked on a number of CD-ROM projects for companies like Hitachi and JVC, we were able to leverage our expertise to create a cutting-edge CD-ROM version of the game that included full-screen, full-color digital videos about castles.
The digital photos in the game were edited on what was then a state-of-the-art Macintosh Quadro with a whopping 24 megabytes of RAM and one of the earliest versions of Adobe Photoshop. We used the “clone stamp” and “blur” tools to erase telephone lines, roads and a tennis court from the modern-day photos of the castles.
The success of the Castles franchise opened the door to vastly larger opportunities with Interplay. From 1994 to 1996, in addition to assisting with some specialized projects, such as a high-resolution version of the game Battle Chess, we started work on our most ambitious title to date: Conquest of the New World.
We once again leveraged our coding skills to create a beautiful random terrain-generation engine that worked great even on the relatively modest 80386 and 80486 computers of the day. Interplay’s artists created gorgeous graphics for the homes, factories, hospitals, churches and other elements in the game, and used relatively new 3D animation tools to create entertaining animations (a bear chasing the settler around the cabin, for example). There was even a “high-detail” version of the game that was able to keep extra-large versions of the objects in an AST Rampage RAM card if one was inserted in the machine (in those days, that was a big deal).
One of our most impressive achievements in this game was the creation of smart AI players who played very well and posed a significant challenge. A memorable moment came when a player emailed us that the land-combat AI was clearly cheating and that no human could beat it. We were able to explain that, in fact, the AI cheated very slightly (+1 on a 20-sided die) in favor of the player, and then show them how to have a chance to beat it (which the player subsequently did).
Our AI also played a critical role in getting the game out on time. Interplay was counting on shipping the game before the end of April, 1996, for financial purposes. That meant we had to deliver final code to manufacturing by then. During the final week, we were making last-minute patches and testing what we could, but we were able to turbocharge our testing by setting up a room in the office with a dozen computers playing against one another in several parallel games. We left in the evening and returned early the next day to find all of the machines still running, so we gave the green light to ship the title on time. It went on to sell about 430,000 copies and get featured on the front cover of Computer Gaming World magazine.
R E V I E W S & A W A R D S
- "a title that is both addictive and entertaining."
- "...a rare gem that not only captivates, delights, and entertains, but offers a truly immersive experience..."
- "4 1/2 Stars"
And Then There Was Star Trek!
Making a game about space combat is a lot trickier than it sounds. In movies, battles are intense, visually exhilarating and always fought at very close quarters. Ships appear gigantic on the view-screens of the bridge, and even the backgrounds are usually rendered in glorious color. “Real” space combat (based on actual physics) would be far more similar to modern naval combat: a game of slow, methodical maneuvering and long-distance weaponry, fought across huge expanses of emptiness. In short, it’s plodding and not very exciting.
“But will it be fun?” was the dominant question when we started work on the game. What will players spend their time doing? How can we balance fast combat action with nuanced, complex decision-making? Months of preparation work went into the creation of our first combat simulations on what were then the latest video cards. And there was magic. What we discovered was that we could adjust the simulated speed of the combat, ignoring “real time,” such that players were constantly maneuvering and at the same time tasked with one too many critical decisions about how to allocate energy to shields, weapons, engines and more. With the excellent design base provided by the board game, we were able to create a carefully balanced experience with many ways to win – a sure recipe for repeat play.
Additionally, we learned a key metric for measuring the appeal of a game: will users want to play with the user interface of the game, even in an unfinished state, simply because it’s fun to use? We discovered to our delight that players wanted to fly the starship through the animating starfield even though all it could do was bank smoothly left and right. We’d play with it while having conversations, transfixed by the simple and responsive visuals. We knew that, if we could keep that appeal as we added real gameplay functionality, we’d have a winning combination.
One of the ways that the new game was going to stand out from the crowd was that it would allow players to choose ships from many different races, ranging from Federation, Klingon and Romulan to lesser races such as the Gorn. Each would have its own, customized appearance for the user interface. This posed a massive design challenge. How could we lay out and process all of the numerous visual assets for each interface, and keep them straight in production? It was a frighteningly complex task, because no commercially available tools existed that could handle the task.
The development team hit a wall with this user interface issue. Creating a tool to do this would take at least six months, which meant there would be no way to produce even the first game-usable assets for months after that. That would blow up the schedule and make the game impossible to develop. Fortunately, one of Quicksilver’s other projects came to the rescue. We had been developing a massive video-based product for Thirteen-WNET New York called Heritage: Civilization and the Jews, which was an interactive history app based on the video series of the same name. Quicksilver had developed its own user interface design and scripting system using a commercially available product; we were able to read their file format and extract graphics data, optional settings, naming and script details from the data files generated by this tool. By using our system (which we owned), we were able to provide the technology needed to get the work done.
But there was another problem: the Heritage engine was a 2D graphics system. It was not compatible with the 3D graphics modes used in Star Trek, and modifying that huge code base would be time-consuming as well as risky. The team was uncertain how to proceed. We held a large company meeting to discuss the alternatives, and came up with an idea: we could simply isolate the Heritage 2D engine in a 2D-only part of the app that would draw bitmap-based textures that could then be rendered by the 3D engine in the game when and where needed. By doing it this way, the Heritage code would not need to change at all, and we would be able to work independently on the game without delay. We called this the “Chernobyl Box” because, like the Soviet nuclear reactor, we poured a giant concrete box around the old system to keep the scary bits inside. It worked like a charm. Interplay was able to deploy a team of artists to use our tools and work in parallel on every version of the user interface while the game development team focused on gameplay. Star Trek: Starfleet Command would go on to become one of the all-time classic Star Trek titles because of its depth of gameplay.
R E V I E W S & A W A R D S
- "Starfleet Command is undoubtedly the best combat-oriented Trek game yet."
- "... enough eye candy to keep the most die hard Trekkies happy."
- "Boldly playing better than any Star Trek game has played before."
- "The game looks phenomenal...Better still are the game’s effects..."
- "Starfleet Command is the first truly excellent adaptation of the Star Trek franchise to a game."
- "With Starfleet Command, the curious and not wholly ignoble history of Star Trek computer games finally has a product worthy of Kirk, Spock, and the rest of the classic crew…. 4 1/2 stars. Editor's Choice"
But Wait – There’s More!
Quicksilver’s versatility landed us some fun, smaller projects with Interplay over the years. Our teams developed some excellent contacts in the audio production and voice-over fields. We were one of the first game shops to hire professional actors in our productions like Castles II CD-ROM.
Company founder William Fisher has always been interested in literature and live theater. He wanted to minor in English, but his combined Math-Computer Science curriculum at UCLA did not allow enough time for the required intensive series of classes. So he focused on specific topics, such as Shakespeare. One of the highlights of his undergraduate schooling was when he talked his way into a senior seminar for English majors only, taught by two actors from the Royal Shakespeare of London. The interpretive skills of these world-class actors impressed upon him what a difference their training could make, and led directly to the company’s approach to voice-overs.
We drew resources from a local repertory theater with a world-class group of actors (which is bigger and better than ever right now). We had the pleasure of being able to work with them to fine-tune their voices instead of struggling with lesser talents just to get something usable. They were usually able to do excellent renditions of all of the audio on the first or second take, which meant that we could move very quickly through even the longest scripts.
We drew on our theater connections again and ran such a smooth operation that the recordings were done two days ahead of schedule. The Infogrames team was stunned; based on their past experience, they were expecting to spend a full week of long days struggling to get useful content. They ended up spending their final two days enjoying the California beaches instead. Even though the artwork isn’t ours, we’d love to show off the unique style of this title:
One of the highlights of the production was getting the actors to recite several lines in Cthulhu during the summoning scene. In those days, this was a very exotic request; fortunately, we were able to provide them with a pronunciation guide.
Quicksilver was also sometimes contracted to do art and animation design work. One of our favorite art projects was the high-resolution version of Battle Chess.
This was in the early days of “multimedia”, when computers first began to support 256-color graphics and “high” resolutions such as 640x480 mode. Interestingly, company founder William Fisher was working at the time as a member of the Multimedia PC Working Group of the Software Publishers’ Association. He was charged with helping maintain high performance requirements for the official “MPC-1” designation, and leveraged his detailed understanding of CD-ROM hardware and software to push for uncompromising standards for CD-ROM speed. He was not necessarily a popular person at some PC manufacturing companies due to his insistence on “real” performance and not just paper specifications.
We were asked to brainstorm and create elaborate hand-animated sequences for all of the captures in the game. This was a ton of fun, and our art team did an amazing job of bringing all of the sequences to life.
Interplay’s art department always liked to leave something unfinished or not-quite-right in each deliverable, so that whoever was reviewing the work would always have something to say. Sometimes, for example, they’d put a little rubber ducky into a scene. So we followed this practice. The first version that we presented for the Rook-takes-Queen capture sequence had the rook eating the piece and then spitting out a rubber ducky instead of the queen’s crown (we had the real one in reserve, of course). Ever since, “it’s great, but lose the duck” has been one of our favorite catch phrases.
Coming Up Next: Chapter 3 – Non-Game Projects
One of Quicksilver’s strengths has been our unique portfolio of games and non-game projects. Despite the different markets we’ve addressed over the years, there’s frequent crossover between entertainment and more serious projects. In fact, we’ve landed several substantial non-game projects specifically because we are a game company that can mix highly creative design with hard-core, high-performance software development work.
In the next chapter, we’ll explore a number of the most prominent and most interesting non-game projects we’ve developed over the years.
The Quicksilver Story: Chapter 3
Let’s talk! We love to take on new challenges. Tell us what you need and we’ll let you know how we can help.
You can reach us here: https://www.quicksilver.com/contact.html#contact.
For more information:
You can find us on the Web at www.quicksilver.com.