‘ToeJam & Earl’ has to be the most Nineties ‘Rogue’-like
game ever made, but is there much left when you strip away the nostalgia?
Developed by JohnsonVoorsanger
Published by Sega
Released in 1991
Working late one evening I passed a club that was clearly
having a 90's theme night. I could tell this from the queue as it seemed club
goers today believe that everyone in the 1990s dressed like a Spice Girl or
wore torn jeans. Given that I'm in my mid-thirties I'm too old to worry about
clubbing, 'Club 18-30s' makes this very clear. However, unlike the crowd of
Geri wannabes and Noel Gallagher lookalikes I was alive in the nineties and remember
it very differently. For me the decade didn't start in 1996, there were half a
dozen years before that; where bright colours and an "awesome"
"radical" attitude prevailed over Brit Pop and Girl Power. A time
when the Fresh Prince was rapping, when Rocko enjoyed a modern life and when
Nickelodeon and MTV were still culturally relevant. A period when eighties
excess hadn't completely been replaced by millennial indifferences, a decade
encapsulated by 'ToeJam & Earl'.
As Games TM magazine noted "The characters were
quintessentially Nineties in their designs. ToeJam’s backwards baseball cap is
the most obvious sign, but the trends of the time spill over into every aspect
of characterisation, right down to the slang they use when they run across each
other in-game."
The plot sees aliens ToeJam & Earl stranded on Earth
following a crash-landing. One or two players must find the scattered pieces of
their spaceship across 25 surreal floating island levels. Attempting to stop
the otherworldly duo is a bizarre set of Earthlings, including massive hamsters
in balls, stampeding tourists and devils. There's an irreverent humour that
wouldn't feel out of place in a Lucas Arts game, hardly surprising considering
that Steve Purcell and Tim Shafer have both confirmed that they contributed
ideas during the development of 'ToeJam & Earl'. The game plays with
established gaming conventions, as ToeJam and Earl are hardly aggressive
aliens, they're simply laid-back extraterrestrials who desperately want to
leave Earth and return to their home planet of Funkotron. To say it's an odd
premise would be an understatement, especially as ToeJam and Earl stumble
around islands covered in cheese, restricted due to their obesity and extra
limbs.
"Sometimes you just need to sort of let go a little bit
and see what surfaces in your mind" designer Greg Johnson once told the
Garmasutra website. "Believe it or
not I actually had a dream about the characters back around 1989" recalls
Johnson. "Oddly enough they came to me while I was sleeping. I woke up and
wrote down a little bit of dialogue. The next morning I sketched a picture of
them. They ended up looking pretty much as I pictured them" the designer
recalls. According to other interviews the inspirational nap occurred while
Greg Johnson was on a beach in Hawaii. Because of this, fans of the game have
often questioned how clear the designer's head was when the ideas started to
flow. "Many people have asked if I was using drugs or smoking pot when I
came up with it. Simple answer … “nope”. I never have actually, and don’t think
I ever will." Johnson believes the character concepts were the result of
residue stress caused by early games he had worked on. "I had just
finished making a few really big games about aliens, 'Star Flight', 'Starflight
2' and 'Star Control' (with Paul Reiche and Fred Ford) and I still had aliens
on the brain."
While the characters may have come from unconscious
thoughts, the framework for the game came from something very familiar to
gamers. "The original 'TJ&E' game came from a couple things that sort
of converged. One was a love I had for an old game called 'Rogue', the original
'Rogue' that I played with ASCII characters on the mainframe computer on a
terminal in a little room, until 3:00am many nights when I should have been
sleeping or studying."
The similarities between 'ToeJam & Earl' and 'Rogue'
aren't exactly glaring at first, but closer scrutiny reveals the influence.
While there is a fixed stage option for players who enjoy memorisation and
repetition, the game’s primary mode randomly generates stages from pre-defined
segments. The islands weren’t just connected horizontally by both hidden and
visible pathways, but vertically. The levels stack on top of one another and
are accessed by an elevator. Falling from above can allow you to explore areas
otherwise inaccessible, which was key to levelling up. Like 'Rogue' repeated
play of stages is beneficial as along with space craft parts the islands of 'ToeJam
& Earl' are covered in presents.
The contents of these presents are a
mystery to the player prior to unwrapping them and offer good or bad surprises.
While some may contain swarms of bees or instant death others provide rubber
rings used to survive in water, rockets boots for speed and even Icarus wings
for flight. When it came to deciding which power up would be included in 'ToeJam
& Earl' Johnson used an ingenious method of selection. "I came up with
about 250 ideas of presents but I could only fit about 30 of them into the
game. So I wrote all of my ideas on post-it notes and put them on the floor
sticky side up. Then I put my cat down in the room and slammed the door. I took
the first 25 post-its that stuck to her feet. I use that method quite a lot
actually. It works pretty good but sometimes it's hard to get her back because
she goes under the sofa". Unlike 'Rouge's bonuses, the pick-ups in 'ToeJam
& Earl' are largely defensive and combat seems to be discouraged. “'ToeJam
& Earl' really was more about finding ways to evade enemies rather than to
fight them” Johnson confirms. But it wasn't just the blind box upgrades that
kept a player on their toes. The randomised levels also make the game obviously
unpredictable. While this may increase the replay-ability it also means some
levels can't be finished. Too frequently I found randomly generated ship parts
or the elevator to the next level would appear on a section of the level that
couldn't be reached. There seems to be no safe guards that ensure every level
can be completed and as a result often a playthrough has to be abandoned.
This
is infuriating when you have just one ship part to collect, as (through no
fault of your own) the game was suddenly impossible to finish. Of course,
random generation also means some times the game is too easy. It's entirely
possible for all the ship parts to appear in the first ten stages meaning
you'll never have to face the increased numbers of enemies found on the later
levels.
Because of these problems critics seemed to love and hate
the random stages in equal measures. "You just want to keep playing and
playing to see what comes next" observed Mean Machines magazine.
"It's not a difficult game to finish, but it's the compulsion to find and
do everything possible that keeps you coming back." Sega Power magazine didn’t
agree though. "It's all well-and-good having maps that are different every
time, but that's means some are real head scratchers when others are finish-able
in seconds".
Dispute differing opinions, reviewers seemed universally
baffled by how the randomised levels were achieved. It was a technical feat
that was achieved by Greg Johnson's business partner programmer Mark
Voorsanger. "Greg suggested these fun ideas that are completely untested
on the platform and I'd just smile and sweat - hoping I'd be able to figure out
how to deliver. I hated to say no to Greg so just put faith in his faith in me.
Randomly generated worlds made both his work (and mine) quite the puzzle -
literally. [...] It kept me awake at night wondering how, and when, it will all
blow up. My greatest anxiety was that we were doing things that hardware
documentation said wasn't supposed to work."
The duo formed Johnson Voorsanger Productions and pitched
the idea to Sega. It was a process Johnson describes as “easy peasy”. "We
got a meeting right away since Mark and I had both made commercial games
before,” he recalls. “Mark and I had made up some 3x5 cards that had the
terrain tiles drawn on them so we could show Sega how the random map generation
would work, and we had made mock screen shots." Sega's then marketing
manager Hugh Bowen "loved the concept from the beginning" although
the character names that so enchanted Bowen were apparently not the ones
Johnson originally intended. RetroGamer magazine claimed that "their
distinctive names came about purely accidentally." "Mark has a bit of
a hearing problem and when we were first making the game I told him the names
of the characters were 'Flow Jam and Whirl' which seemed like good hip hop
dance names" Jonson told the magazine. "Mark heard me wrong and coded
them as 'ToeJam & Earl'. I only noticed it when we were showing the game to
Sega. They liked the names so we decided to keep them". Bizarrely In a Twich-feed,
Greg Johnson later retracted this though, confessing he made it up during the
Retro Gamer interview to appear "Punchy". Regardless of the names
they heard, Sega loved the game concept so Johnson and Voorsanger got the
result they wanted. "We became first party with Sega. That means that we
went directly to Sega and they were our publisher."
With the project green lit by Sega, production shifted up a
gear and focuses shifted to making the game possible with two players.
"Co-op play is now and will always be what 'TJ&E' is all about. Having
fun together. Mark and I knew we wanted that from the beginning,” Johnson says,
something that programmer Mark Voorsqnger agrees with. "We really wanted
to design a two player game so Greg and I could play against each other. We
consider ‘ToeJam & Earl’ to be a two player game with a one player
option." This will hardly be a revelation considering the title implies
two people are needed and in one player mode half the HUD is devoted to an
absent character.
With two, obviously, one player controls Earl the other Toe
Jam, with the screen merging when the characters are close and splitting when
they're far apart. The game’s creators never had a problem choosing who would
play as who." I always played as big Earl and Mark always played as ToeJam"
Johnson told Retro Gamer magazine. "He's a little shorter than I am and he
wore this crazy medallion. We would high five when we did something good or say
stuff like "Yo ToeJam" when we came back together again. Then Mark
said 'hey why don't we just put that into the game' and I said 'no way I was
just thinking the same thing'"! "The first game is mostly just me and
Greg in a one room office funky tunes and a whole lot of caffeine" adds
Voorsqnger. Music is clearly integral to 'ToeJam & Earl', creating a vibe
and feel that other games lack.
Like the visual styling, its slap bass and jazz
style hip-hop is very much of its time, but that doesn't mean it's not great to
listen to today. Admittedly what I know about West Coast hip-hop can be written
on the back of a postage stamp but far more knowledgeable people than me
appreciated what the game was emulating. "The soundtrack was inspired by
Herbie Hancock's Head Hunters" The Classic Games Room observes. "It's
full of funky old school beats that remind you of Funk Master Flash or Serge
Bambara. 'ToeJam & Earl' is a fantastic look at nineties musical
culture". "I’m half African American and I love old-school funk, so
that influenced the game’s flavour,” Johnson explained to Games TM . "Greg
would even sing tunes into little recorder as inspiration for the music"
recalls Voorsqnger. This music was then composed by John Baker, the first time
he had written music for a game. Baker has become a prolific composer who still
works in the industry for Zynga. Far too often music in video games is entirely
incidental. While 'ToeJam & Earl' can be completed with the TV on mute
without the music it's a diluted experience. The protagonists sway to the beat
and dance when the controller is left idle. "’ToeJam & Earl’ has
always stood out from the crowd a bit. That’s mainly because of its crazy
musical-aliens theme" admits Johnson. It may be quintessentially Nineties
but this is part of the reason so many people still adore it today. In fact
given the excitement for a new entry in the series it is amazing how few copies
of the original game were sold. "'ToeJam & Earl' was a very slow burn
title,” Johnson says. According to Retro Gamer magazine "the game
eventually only sold 250,000 units world wide". While this is impressive
for an unknown franchise, considering that Sega adopted the characters as
second tier mascots for the Mega Drive I expected the game to have sold more.
So like old episodes of 'Ren and Stimpy' or Ninties themed
club nights maybe a brand new audience have discovered 'ToeJam & Earl'.
They enjoy it because it's dated, because it captures a mood and a time period.
Like retro games it's sometimes fun to simply go back and relive a time gone by
simply because it's different to how things are now. "'ToeJam & Earl'
is definitely the strangest game I've ever played" noted Julian Rignal in
Mean Machines magazine." I think it's destined to become a massive cult
classic with those who like to hang out on the weird side."
While it may not be fully understood by those too young to
really remember the decade it's encapsulates that doesn't mean 'ToeJam &
Earl' shouldn't be played by all. The creators even call the game “gives old
school fans a pure blast of funky nostalgia and the new ones a taste of light
hearted co-op play”. Radical.
The retro gaming community is filled with warm and friendly
folk. I bought 'ToeJam & Earl' from someone who wanted to slim down their
collection and move to a digital collection. I've enjoyed his videos for
sometime so it's nice that I could offer a home to some of his collection,
especially as they were in great condition and were his original childhood
games. I bought three games for £35, quite a bargain when you look at how much
this game sells for on eBay!
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