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Three openings for games that do not exist

Five quests on Solarus, a 2D action-RPG engine from 2003, all of them 320 × 240 and built out of its free resource pack. Two of them are games. The other three are openings — six minutes of prologue ending on a chapter card for something that will never have a chapter two. That started as running out of steam and turned into the actual method: an opening is the cheapest way to find out whether a world is worth the rest of the work. If the first six minutes do not make you want the seventh, nothing downstream was going to save it.

A black screen with centred pixel text: 'There is something under the hills. Every nineteen years a bell is rung, and it goes back to sleep.' and below it, 'press any key'
The whole premise, in three sentences, before anything moves.

A shelf of voices, so the question is asked once

Every project kept re-deciding what it should sound like, and drifting away from whatever it decided. So the answer moved out of the projects and into one file that they all pick from. The default is called SNES, and it makes exactly one commitment: a ten-year-old follows every sentence, and an adult is not bored.

Those are not in tension. The vocabulary is simple; the situation is not. A fifteen-year-old is responsible for whether six hundred people live. "Six hundred and thirty-one people were not found" is a sentence a child can read and an adult has to sit with. The rules that fall out of it:

There is a second voice documented mostly as a warning. Chronicle is the Tolkien register, and the note against it is that it reads as meaning more than it says — a whole prologue in it is unreadable. One project's own style guide puts the same idea more bluntly: if a line would look good on a poster, cut it.

Two thirds of style is arithmetic, so it gets asserted

Here is the part I would steal for anything with words in it. "A ten-year-old follows every sentence" sounds like a judgement call, and mostly it is — but not entirely. So the measurable part became a test that runs with the game:

A run prints the numbers and fails the build if they drift — the note in the source is that this is the difference between "this feels simple" and "this is grade 4.1 and the longest sentence in the game is seventeen words". The width check earns its place for a reason worth writing down: narration that runs off the side of the screen is the one bug that no amount of playing finds, because the person playing wrote the line and knows what it says.

A pixel-art village scene at 320x240 with a dialog box at the top reading 'SELA — There you are. Look at me.' and a caption band at the bottom
205 pixels wide, three lines. Every string in the game is measured against that box before it ships.

The other things the test learned the hard way

The smoke test drives the whole game to the end, and its header is a list of ways an automated playthrough lies to you:

The five

A rain-soaked pixel courtyard at night with two visible lamplight pools, a guard, the word UNSEEN at the top and LUNGE and SLOW meters at the bottom
The Dead Hour. The pools are the real detection radius, not a decoration painted near it.

These run in the actual Solarus engine, so unlike most of what is on this site there is no browser build — the gallery below has one plate per quest with the copy, the controls and a launcher link, and it is the fastest way to see what is in there.