When I had finished my last game, Brownie the Time Squisher, I
was certain that I had finally made a challanging game, one that
would be hard to enough so that it could not be solved in one
setting. I was up for a rude awakening, however, when I got a
flood of mail back describing the game as "too easy" and "decent"
but not excellent.
After hearing this I decided to spend as much time as possible
making a difficult adventure game (one that was Ray
Dunakin-sized), but I wasn't sure what to make the game about. I
was sure I didn't want to use the already over-used Gazorgenflex,
and I didn't want to make a game centered on greed, such as
hunting. What was I to do?
I finally decided to make the game's plot ambiguous. After all, in
Ray's games the ultimate goal was to escape Ray's Maze, but
what you must do to achieve that goal was uncertain. I could haye
trapped Brownie in a series of small dimensionsor buildings, but
that would haye been unoriginal. I needed to find something for
Brownie to do.
One lonely day, about a year ago, I was watching a muppet movie
on the Disney channel. It reminded me of how I originally
fashioned Brownie a little bit like Kermit the Frog. They are both
fairly average people surrounded by a group of freaks and
weirdos, and it is Brownie and Kermit's reaction to these
characters that makes them interesting. Characters? That was it!!
I needed to flood my new Brownie game with characters!!
I subsequently developed the idea of Brownie helping all of these
creatures as the focus for the main plot. The key to making the
game difficult would be to insert as many needy characters as
humanly possible. Every time I thought of a new idea or
character, I would throw it in and come up with new charcters. I
even made up cameos for characters in my previous games. I
added plenty of familiar scenes to provide a backdrop for my huge
new cast.
The end result was an adventure game about nothing. There was
plenty to do, but it didn't necessarily haye to be done in a certain
order. It was as nonlinear as life, and its meaning was just as
sketchy. The problem with a game like life is, life doesn't end till
you die. How could you finish a game that had no main goal?
Well, I figure that will be the drive to finish the game. To see how
it will end.
--Dow, Ryan. (1998). Pre-Game Commentary from Brownie Saves the Day ReadMe File. Electronic Document.
According to the Read Me from World Builder 1.2, "Mac OS 3 or higher" is required. (Because World Builder was not released as FreeWare to the public by Wiliam C. Appleton until version 1.2 in 1995, and Brownie Saves the Day was created a few years after this time, version 1.2 was most likely used to build BSTD).
If running in Mini vMac, you can adjust the speed to x1 (while holding Ctrl, press and release S followed by Z). If running in Basilisk II or SheepSaver, you may find that all the game animations zip by too fast to see and enjoy.