As I mentioned in my LucasArts write-up I worked for Broderbund Software prior to my employment there. This is my story of my time at Broderbund and the games I worked on.
In the late summer of 1989 I found an ad in the newspaper for a testing position at Broderbund Software. They were located at 17 Paul Drive in the north part of San Rafael, CA.
Even though I lived on the Presidio in San Francisco it was easy to get there. This was because of the extensive transit system that the bay area has. Golden Gate Transit allowed me to easily go to and from there with no problems.
One of the things I took with me was documentation from my participation in the "Red Storm Rising" Ultimate Challenge contest that was held by MicroProse Software and Commodore Magazine earlier in the year. I finished eighth in that contest but had lots of paperwork from it.
I made copies of it and used it with my job application. Because the job involved playing games I felt that the paperwork from the contest served as proof of my expertise.
I don't know for sure if it really made a difference but the company hired me in August. Up until this point the only game of theirs I had played was "Choplifter" - the Apple II version I played with in high school and the Sega version in the arcades.
Near the back area of the main building was where the products were tested. The testing area (known as the "testing pit") had lots of machines.
There were lots of PCs, Commodore 64s, Commodore Amigas, a few Apple IIs, and a couple of Apple IIgs'. Remember, this was pre-Windows so all of the PCs used DOS. Plus the PCs used EGA and CGA displays. VGA (256-color) had just started to get a foothold.
Now for the games I worked on.....
Ahhh, yes. Carmen SanDiego. The most popular title that the company was putting out. And the bane of my existence during my time at Broderbund.
There were many variations of Carmen. USA, Europe, World, Time, etc.
To be honest it was all the same game but with different graphics and databases. I got tired of Carmen after my first day with it.
So you can imagine how one tends to feel when you have to play endless hours of all of the different variations and all of the different machines that the Carmen games were available on.
So, yeah, I hate Carmen. A lot. Still do.
And I wasn't the only one. Everyone in the testing pit hated her.
And most everybody in the company knew that. Case in point:
One day, as I was leaving the pit to do something, I noticed one of the lead techs showing off a Carmen game to a couple of people I've never seen before. This was not the standard Carmen game I was used to testing.
This was a new version of "Where in the World is Carmen SanDiego?" that was using the new 256-color VGA palette that was becoming accepted at that time.
Of course, I didn't like the idea of another Carmen game to test so I disgustedly said "Another Carmen game? Why don't you just put a bullet in my head?" and walked off.
A couple of weeks later I happened to be standing next to a group of people while I was doing something and one of them said something about a tester saying "Why don't you put a bullet in my head?" I immediately took notice because I said exactly that and got in closer so I could hear what they were saying.
It turns out that the two people that the lead tech was showing off the new Carmen game to, and the ones that heard what I had to say, were Gene Portwood and Lauren Elliot, the guys that CREATED Carmen SanDiego!
I did an instant mental facepalm when I heard that. But they had a nice sense of humor about the whole thing and thought it was funny. To this day I still can't believe I did that.
Outside of Carmen SanDiego this was the most popular game made by the company. I enjoyed my time with the game on all of the machines it was made for.
It was mostly polished by the time I started work on it so I had no real bugs to find.
One of my collegues was spending a lot of time on it and was naturally bored with it. So one day he decided to play the game on the PC with nothing more than the built-in speaker to guide him and thus play it blindfolded (leaving the monitor off).
He managed to get about 75% through the game this way.
This was a standard top down shooter and one of the first games I played around with. Not a bad little time waster.
The Amiga version was different that it was mostly a side scroller. And it was literally unbeatable.
After I told the leads about it then it was fixed so you could beat it. Then they decided not to release the game.
Or so I thought. Recently I found out that the Amiga version was released in Europe only through another company and under another name ("Phantom Fighter").
I've been trying this game out on the Mac version of UAE (Universal Amiga Emulator) but I can't play this game on the keyboard and nobody has made an Xpadder style keyboard emulator for the Mac. So I'll have to play around with this on the PC version of UAE at a later date.
"The Playroom" was a title aimed at very young kids. It was bright and colorful and had various things you could play with.
The problem was is that you can do everything you needed to do to test out the game in a couple of hours. This left you the rest of the day to figure out how to pass the time.
Luckily for me I only had to spend a few days every now and then with it. However there were some people that were stuck on this for weeks at a time. Ouch.
"Skychase" was an interesting title in which you could dogfight in split screen with another player. It was one of the first games to do something like that.
And it ran pretty well even on the old, slower machines. Didn't run into any major bugs with it.
This was a futuristic air hockey game set on a distant planet in a place that resembled the Cantina Bar from "Star Wars". Naturally you had to play against everybody to beat the game. The first one to score fifteen goals wins a match.
Although the Amgia version looked the best I preferred the PC version. Why?
Because of the analog joystick, something the Amiga didn't use. With the PCs analog joystick you can do a curved motion not unlike a right hook where you can get a nasty angle at high speed and blow the puck past your opponent.
And yet I could never get a perfect score for the entire game. There was one character (and I can't remember who) always managed to get one past me so I would end up with a score of 15-1. Everybody else I could blank on a consistent basis.
This was a sidescrolling game where you were a WWII pilot in the Pacific and you flew over islands to destroy various enemy emplacements with bombs, rockets, and torpedos. It reminds me a lot of "Choplifter".
The Amiga version had the best graphics and sound. But the Commodore 64 version had a little Easter Egg.
If you flew one way long enough you would wrap back to the other side and head back to your carrier where you start from.
In the first level of the C64 version there was a small platform you could find at about the point where you wrapped. You can sink it if you wanted to but there was no bonus for doing so.
This game looked a lot like the old arcade game "Hard Drivin'". The only difference, other than being on a PC, was that you could create custom tracks to play on.
And there was a really cool bug on it as well.
One of the things I liked to do was to create triangles. Basically, when you wanted to build a bridge, you took a ramp, connect it to a bridge piece, and then to another ramp.
A triangle was where you just connected the ramps together without the bridge piece. I would create long straightaways of nothing but triangles.
When you hit the first triangle you would go flying and hit the tip of one of the other triangles and kind of skip along the tops of these triangle straightaways like a stone on a pond.
The bug would manifest itself in that, if you hit the tip of one of these triangles just right, you would shoot straight up in the air about three miles! Then you would come down and crash but that was still a cool bug.
They eventually fixed it but I wished they would've left it in.
I played around with the Commodore 64 verison of this title during the short time it was in the testing pit. I thought it was okay but I don't remember if I beat it or not.
This was the computer version of the board game that was popular at the time. You basically played this in pairs and you had to draw pictures and your partner had to guess them.
You were given a random picture to draw. The game would display a random co-ordinate and a number which corresponded to one of the several laminated sheets that came with the game. Find the sheet and the co-ordinate to get the picture.
This made for some interesting situations.
During one playthrough, a member of the opposing pair had to draw a copier. He drew a very detailed, at least as detailed as you could get with the technology of the time, copier and his partner still could not guess it.
When it was my turn I had to draw the Mona Lisa. So I started with the frame first.
My partner figured that I was going to do a painting so he started guessing using famous paintings. The first one he said was Mona Lisa. That was easy.
Then there was the Blue Tit. I know what you're thinking and that was what we were thinking too.
This was mainly because we didn't know what a Blue Tit was at the time (a small bird we were told later) so the guy who got to draw it did the only thing he could do. He drew a breast on the screen and colored it blue!
We had to laugh at that and the sheet was changed later to exclude it.
Subtitled "Siege & the Sword" it was a variant of the popular game "Defender of the Crown". However, you were the French trying to oust the English from your country.
You could play as Joan of Arc and other characters. In addition, you could execute captured prisoners or ransom them to the English to get additional money to fund your fight.
You didn't have to capture your enemies on the battlefield in order to execute or ransom. You have a small number of unsavory people to "go ninja" and assassinate or kidnap. Sometimes, though, they could get captured or killed during one of these little excursions so you had to use them carefully.
There were a few things I learned about the game.
NEVER play as Joan herself. You cannot change history so she will always be captured and executed.
The worst thing about that is that whatever army she has at the time of her capture will disappear no matter how large it is. You will be seriously screwed if you use her exclusively and your men vanish when she is captured.
So always use the second most powerful character and leave Joan to herself with nobody so you don't lose anything when the inevitable happens.
In addition, always try to capture or kill the most powerful generals you face. Never ransom them off no matter how much you can get for them - always execute them. Sure you can get some good money for them but you will have to face them again on the battlefield and they will be pissed at you which can lead to getting your ass kicked.
By executing the generals this will force the English to use lesser characters to lead the armies and thus make your task easier.
Then there was a member of the English side that appeared to be pretty middle of the road (I don't remember the name though). He wasn't strong and didn't seem to have any special characteristics.
But, if you managed to capture him, you can easily ransom him off for the maximum amount every single time. We thought this was odd so we reported this as a bug.
Turns out it wasn't a bug. You see, this guy was a nephew of the King of England so he was always willing to pay anything to get his family member back.
So the idea was to use your unsavory characters to keep kidnapping this guy repeatedly so you can get lots more money to fund everything.
This was one of my favorites in the testing pit. No surprise given that I am a fan of "Defender of the Crown" - the game that "Joan of Arc" pretty much rips off.
This was a bright colorful game about rescuing an infant from a group of sea sprites who kind of adapted it. I don't remember too much about it though. I don't think I found many bugs with this one.
This was a dungeon crawler RPG. I played around with this near the end of its testing cycle so I didn't find much, if anything, in the way of bugs.
I don't remember much about it but I did like this title and it took me awhile to finish it even with the cheat sheets given to help use in our testing.
This was another RPG that I got to play with but this one was set in space. The interesting thing about this title, on the Commodore 64 version, is that you could use data from the game "The Bard's Tale" to generate unique weapons (mainly because the same programmer did both of these games).
I liked this one a lot as well. However, I prefer the Apple IIgs version because it came on a single floppy and you can make the game load and move faster. I don't remember if speed load cartridges can help make the C64 version load faster.
I made copies of the cheat sheets and maps for myself and I still have them in my pile of stuff somewhere.
This was Broderbund's version of the popular MicroProse game "Silent Service". The only major differences was that you commanded a group of subs (instead of just one) and that you could create custom scenarios to play with.
It is also one of the few games that I worked on that have my name in the credits.
This is a game called "D Generation". This was a game put out by Mindscape in the early nineties. So why is it listed here?
Because this was going to be a Broderbund title and it made its way through the testing pit. It was a favorite of everyone including myself.
And yet it eventually went to Mindscape. Don't understand why - it was a cool game - still is.
This was an educational title about Magellan's voyage around the world. Didn't play around with it a lot but I can say this much - it sucked - HARD.
This was worse than Carmen. And that's saying a lot.
I would later leave Broderbund Software in the fall of 1990. The reasons for my departure are personal and, as a result, has left me with bittersweet memories of my time there.
However, in spite of this, I consider my employment there to be one of the most influential jobs I have ever had. It changed how I look at things, design stuff, and how I play my games.
It also helped advance my technical writing skills which were further refined during my employments at LucasArts and Point of View Computing. And this laid the groundwork for my hobby as a FAQ writer.
Unlike with LucasArts I didn't acquire much in the way of any games by Broderbund after my departure. I got a copy of the C64 version of "Centauri Alliance" a few years later and have copies of "Prince of Persia" for my Mac and Super Nintendo.
I also acquired the Xbox versions of the more modern versions of "Prince of Persia" when GameStop was clearing out all of the original Xbox stuff. I have yet to try them.
Even though "Myst" reminds me of the LucasArts style of graphic adventure games, and became very popular in the mid-nineties, it was something I wasn't very interested in and stayed off the bandwagon.
Oh, and the Atari 7800 version of "Choplifter" is a piece of junk. Just so you know.
Broderbund still exists but most of their focus is on productivity ("The Print Shop") and education ("Mavis Beacon Teaches Typing", "Carmen SanDiego"). The few games they have outside of that mainly focus on card games ("Hoyle Card Games").
This kind of came as a surprise to me during my research into the games I used to test because I thought Broderbund ceased to be during the spate of buyouts and mergers that occured in the mid-nineties. I know that the company moved to Novato after I left but I wonder who took over the old space at 17 Paul Drive.
Thanks to both LinkedIn and FaceBook I've been able to reconnect to some of the people I used to work with in the testing pit.
All in all, my time at Broderbund represents an important part of my job experience, education, and personal growth.