How I designed Jetpack Joyride

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Yes, after I designed Fruit Ninja, I designed  Jetpack Joyride as well. This video took a   long time to make because there's just so  much good stuff here: old concept sketches,   photos of the team, screenshots of cut  features, a lot of which has never been   seen by anyone outside of Halfbrick. It's a lot  to fit in, but I'm going to give it my best shot. If you haven't seen the 'How  I designed Fruit Ninja' video,   let me quickly set the scene. It was 2009,  and I was running a small team of seven   at Halfbrick Studios. Thanks to the global  financial crisis, the whole studio was in a   precarious position. To top it off, the last game  I had designed sold like absolute garbage. So,   we had an ultimatum. Our team had 12 months  to make $AUD300,000 or we were all out of a job. In   Australia in 2009, there wasn't exactly much  chance of getting a game job anywhere else.   The majority of game studios in Australia had  shut down or were on the ropes just like us. So, our team started working on two games at  once, both for the iPhone. We figured making   two games gave us two chances at success (good math, Luke). One of these games was Fruit Ninja, and spoiler alert, Fruit Ninja saved the day. It created  a heap of new jobs, tie-ins, rip-offs,   skits, and parodies. But Fruit Ninja wasn't our  only bet. It was such a huge hit that it's kind   of easy to forget the other game, a game that  actually did pretty damn well in its own right   and would eventually become the backbone of  Jetpack Joyride. That game was Monster Dash. So much of Jetpack Joyride’s  DNA is owed to Monster Dash   that I think it deserves its own little chapter (and I get to decide because it's my video). The idea for Monster Dash was pretty simple. We  were going to make an endless runner in the style   of Adam Saltsman's fantastic Canabalt, and just  add monsters and guns. This is not exactly a super   inspired idea. It's much more derivative  than the starting point for Fruit Ninja… and it's only slightly disappointing after the   success of Fruit Ninja to see  the studio playing it so safe. But this was on purpose. Fruit Ninja  was actually a hail mary, a risky bet,   which is kind of hard to imagine now  given how well it all worked out. But Monster Dash was our safe option. At the  time, we were literally fighting for our jobs,   our careers, and the studio. So we  were being as strategic as possible,   trying to give ourselves the best odds of still  being employed during a global economic crisis. These are the first prototypes Joe Gatling  and I made for Monster Dash compared to the   Fruit Ninja prototype, which was basically one  and done. We actually did a bunch of iteration   on the Monster Dash prototype, doing lots of  experiments with the sizes of everything and   how to generate levels. For the theme,  again with the idea of hedging our bets,   we decided we should use an existing IP  and base the game around Barry Steakfries   from one of Halfbrick's previously  successful games, Age of Zombies. The character of Barry Steakfries, originally  created by our marketing officer, Phil Larsen,   and originally drawn by Murry Lancashire,  was a classic action hero type character   with a bit of a potty mouth. The first line  ever spoken by Barry in his first game is,   'Surprise, Professor [___] for  brains.' I think that tells you   just about everything you need  to know about Barry Steakfries. So, we threw Barry into our endless runner along  with a bunch of monsters to shoot. As we added   more to the game, we figured we should also add  a bunch more weapons. We started with simple and   obvious ones like a powerful revolver and an  Uzi, just normal stuff, I guess. As we added   more weapons, we started to ramp up how crazy they  were, like the super powerful Mr Zappy. But we could   go further. I forget who originally had the idea,  but we thought instead of just adding a weapon,   we could add like a weapon plus vehicle combo,  and very specifically, we wanted the motorbike   plus shotgun from Terminator 2. It just seemed  like it would fit Barry Steakfries perfectly. We made sure to include every detail, including  the reload action and the sparks as the bike   hits the ground and bottoms out. Next, I thought,  what else could we do like this? What weapon could   we come up with that's even more ridiculous? How  about a jetpack made out of machine guns, and the   Machine Gun Jetpack was born. It was completely  absurd and instantly one of our favorite things   about the game. In August 2010, four months  after we launched Fruit Ninja, Monster Dash was   released, and it actually did pretty good. Like  this version of Monster Dash would end up selling   over a million copies, but of course, it was  totally eclipsed by the world-beating Fruit Ninja. After the release, we did a couple of updates,  and then my team was switched around a little.   It's kind of like a lot to try and explain  in this video because a lot was happening at   the time. And while I was frantically working  on Fruit Ninja updates with Steve and Shath,   I now had Adam Wood or Woody, as he was  known, and Sierra Asher waiting on me to   decide what we would work on next.  For the first time, basically ever,   we were in a very fortunate position where we  didn't need to worry about making money right   away. The team's future was secured thanks to  Fruit Ninja. So my plan was, let's make something   small and fast and just release it for free.  It would be like a big thank you to our fans,   not really our next big game, more like a  bit of a breather, something just for fun. My idea was we could make a Monster Dash spin-off  starring the Machine Gun Jetpack. We would just   hack up the game and make it so you were always  wearing our favorite weapon. Smash out the game   in four weeks in time for Christmas. We already  had most of the art. Should be easy, right? So, one of my main goals here was to keep  the game as simple as possible and make it   just one button. No extra buttons for jumping,  aiming, attacking, nothing. Just purely firing   the jetpack. Opening up <the greatest prototyping tool of all time>, I started messing around with a prototype,   a cave flying game essentially, riffing  on the old helicopter Flash game,   except with power-ups. This is the original  prototype for Jetpack Joyride. I built this   in a single day, and boy does it show.  I mean, look at how I spelled sheild. Mostly what I was learning here was how to  give the physics a good balance of floaty but   responsive. If the game was too floaty, it  means you get frustrated that you can't get   out of the way of obstacles fast enough. But  if you crank up the gravity and the jetpack   power to make it more responsive, then you  spend all your time tapping the screen,   making it hard to hold a position,  just generally being super tiring. The next day, I sent the prototype around the  whole company with a message saying that whoever   gets the highest score at the end of the day  wins a chocolate bar. People absolutely started   flooding me with scores, which was a pretty good  sign, I thought. I mean, sure, I was bribing   people to play the prototype, but for a game that  was supposed to only take four weeks, that signal   was good enough for me, and so production  began with the name of Machine Gun Jetpack. Our programmer, Woody, immediately got to  work setting up the game, hacking Monster   Dash to shreds. This is a screenshot of the game  after three days of work. You can see we have a   bunch of stuff in there already: obstacles to  avoid, coins to collect, Barry is wearing a hat   because I wanted some kind of clothing system.  Oh yeah, and also, it looks like total [___]. So, this was the time for our artist, Sierra, to  start working on defining the look of the game,   which ended up landing on a kind of mix between  Metal Slug with Mario proportions. Sierra had   honed his pixel art skills during Halfbrick's  Game Boy Advance days, so he was already super   proficient in this style. But one thing to know  about Sierra is that, other than just being an   incredible artist, he also has low vision. So, the  way he described it to me was he essentially has   only peripheral vision. Like if you put some small  text up on the screen and then look away from it,   so it's only in your peripheral, and then you  try and read it, yeah, that's what it's like for   Sierra all the time. But this is also kind of his  superpower. Using a zoom tool on old Windows XP,   he could get super zoomed in on the pixel  art, and here he was able to work his magic.   The pixel art was a great fit for him. There  were distinct edges and not much detail. Sierra   would work on the game with the tiny sprites  ultra-zoomed in, making sure every pixel was   perfect. I think you can really get a sense of  how careful and detailed his work was when you   compare the Monster Dash sprites to the Jetpack  Joyride sprites. The level of detail he went into   was unreal. Even these tiny little posters for  the lab are just so insanely well-drawn. I could   spend hours just scrolling through these  old working files, studying the details. On the design side, for me, one big job was to  figure out how the procedural generation would   work for the different obstacles and coin  patterns. The game used a lot of lessons   we learned on Monster Dash about how to place  the obstacles and ride the fine line between   impossible and much too easy. Fruit Ninja has  a slightly unfair system where bombs can be   partially obscured by the fruit. Both Monster Dash  and Jetpack kind of have this same thing where you   can just get these situations that are of outsized  difficulty. Monster Dash's implementation is   actually pretty unsubtle, with the monsters that  would just pop up right in front of you. They were   never impossible, to be clear, but sometimes  it was just like, 'What the [___] was that?'   Just like in Fruit Ninja, that's on purpose. We  want the player to be able to assign some of the   blame for dying on the game and not just wear it  on themselves. Jetpack Joyride’s a little more   subtle as it comes down to a combination  of obstacle size, density, and spacing. So, I was designing all of this and then  getting Woody to implement it. Woody is such   an outrageously fast programmer. Often, I was  scrambling to keep up with him. I would spend   a few hours writing out how I wanted the level  generation to work and what kind of controls   and ramping we would need. Then, like before I  had a chance to think about the next feature,   he would just turn around to me and be  like, 'Okay, that's done. What's next?' Woody also has this astonishing ability where he  can somehow look at me and make eye contact while   we discuss the design and program at the same  time. As we would discuss how a feature would   work, he's looking me in the eye and touch typing  the code. I could never really get used to that. So, back on the design side, an interesting  thing about all our games at this point was   they were all kind of an inevitable march  towards death (gameplay wise...mostly). There's no actual win   condition other than getting a high score.  Like no matter what you do, you finish by   dying or losing or hitting a bomb. So, it's  extra important to try and make dying fun. In Fruit Ninja, you got the little fruit facts  on the game over screen. Monster Dash had the   same idea, plus there were some secret awards  you could unlock. But for Machine Gun Jetpack,   I saw an opportunity to kick this up to a  whole another level. Originally, when you died,   Barry just vaporized and turned into  dust. But to make death extra fun,   we changed this to Barry kind of bouncing and  ragdolling in a way through the level. You   could get a little bit further, and sometimes you  would even grab a few more coins along the way. Then, later, expanding on this same idea, we  added the slot machine where you got to have the   chance of winning a bonus or even getting blown  further down the level. The overarching idea here   was that it almost fades in death, if that makes  sense. Instead of it being just an instant boom,   you died, game over, you had things to distract  you and get you ready for the next try. This   thinking was extended to the results screen as  well. Over the entire development of the game,   I spent so long iterating on and  refining this to try and make it   as fun as possible. We added automatically  captured screenshots, stats, all sorts of stuff. But there was no actual editor in our game engine.  It wasn't like Unity where the designer can get   in there and actually lay everything out. It all  had to be hardcoded in place. So, poor Woody would   have to implement my designs and code basically by  hand, copying my terrible specs into the game. And   then, like a week later, I would have changed  my mind and want another change. Woody always   made the changes gladly, and honestly, having  someone who is that open to iteration is so   empowering to the designer, even if I'm sure  he must have secretly been getting frustrated. Another idea I had was that the game should  start with a bang, give the player a big chunk   of visceral feedback that would set them up for  the explosions and carnage to come. Before we had   the iconic Barry explode through the wall start  sequence, Barry would actually burst through a   window in the lab when you tapped the window.  But pretty quickly, we realized that we would   need to have art of Barry facing forward,  and it also just felt weird to have Barry   run towards the camera and then to the left and  then to the right (STAGE LEFT AND RIGHT). It didn't flow very nicely. So at this stage, we had already blown past  our original 4-week plan. We were about 6   weeks deep. It was coming up to Christmas 2010,  so we decided to give everyone at the company a   copy of the game to play over their break  so that they could give us some feedback.   This version of the game had the basics. You  could fly, dodge obstacles, get a good score,   but there were no vehicles, no missions, not  even any scientists running around yet. The   only power-ups in the game were ones that just  gave you some extra points. There was also this   whole system where you could skim past obstacles  and get a close call bonus, which could combo up   and get massive scores. It was supposed to be  a huge risk-reward mechanic, but as it was,   consensus was that the game was just kind of  boring. And on top of that, the pressure was   starting to build. The App Store landscape  was changing. Games were getting bigger and   more featured. Releasing something so simple after  Fruit Ninja kind of started to feel like it would   have a half-baked vibe. Like everyone was waiting  for what we would release after Fruit Ninja.   So the game just wasn't ready. Breaking down  playtesters' feedback is always hard, and a lot of   people told us that the game was boring. But this  is pretty ambiguous, right? Like, my initial read   on this was that the game needed more variety in  order to be more interesting. So we actually spent   a few weeks trying to add all kinds of different  power-ups to the game to make it more compelling.   We had all the things you might expect, like  slow-mo or shield. It was pretty uninspiring,   to be honest. These just didn't really work out.  The game still felt really flat and one-note. So after a few weeks of head-scratching, I  finally had a moment of inspiration. It wasn't   just boring because it needed more things  on the screen. I mean, it needed that too,   but that wasn't the only factor. It was boring  because the intensity of the game was always the   same. Like, you were always exactly one hit away  from death. The game started off slow, ramped up,   and then you were kind of like edge of your seat  until you died. Some intensity was good, but the   game spent so long in this zone that it made  it feel especially one-note. So interestingly,   the solution to the intensity problem is actually  related to the player's health. For example, if   the game had three hearts instead of just one-hit  kills, then the intensity usually starts pretty   chill and then ramps up every time you take a hit.  This is exactly how it worked in Monster Dash.   So we tried just bringing this across. This did  change it up, but it wasn't the right solution. Next up, we actually tried a modern first-person  shooter method where when you take a hit,   the edges of your screen get all red, and you've  got the heartbeat. You need to be really super   careful not to take another hit right away.  This changed things a lot again, but still,   it wasn't quite right. And then, once again,  looking back at Monster Dash, inspiration struck   with the old badass hog power-up (this name changed many times). The brilliant  part of the hog as a power-up is not only does it   add heaps of variety by changing the visuals and  the physics, it also acts kind of as a shield.   And the whole part where you grab the hog and  the game slows down, and you do a big wheelie,   this is such a nice break from the intensity  of the game. So we added the hog back,   and immediately the game felt like it came  to life. The pacing just changed completely,   and now you had all these intense stretches  of flying with your jetpack, and they would be   punctuated by these exciting sequences where  literally everything changes: the controls,   the visuals, the game speed, and most importantly,  the consequences. We knew we were onto something. So we started adding more vehicles. Up next was  the mech Lil Stomper. I wanted to try and add more   complex one-touch controls here, so you could  actually jump and then hover a bit after your   jump with a second touch. Initially, people died  a lot when transitioning between the vehicles and   the normal game, so we added more explosions,  like the solution to all of life's problems,   and these would clear the screen and give people  a moment to figure out the new controls again.   We also added sequences of coins that would  teach the player how to use the vehicles. So,   like, there's arrows for Gravity Man, and it acts  like a tiny tutorial built into the game to help   you get recalibrated or remember how it feels. And  just like when we added weapons in Monster Dash,   each vehicle we added to Machine Gun Jetpack just  got crazier and crazier. We added the Money Bird,   which was gently and maybe not very subtly  poking fun at both Angry Birds and Tiny Wings.   We added the Crazy Freaking Teleporter. And like  I mentioned before, we didn't have a modern game   engine, so every little detail, every explosion,  every puff of dust, this was all done by Woody   manually with Sierra and I crowded around,  literally looking over his shoulders and tweaking   it together, variable by variable. We were proud  of the attention to detail and the subtle touches   that gave the game its distinct feeling. We also  had to be careful with how many vehicles we added,   though. Everyone had their favorite, and so if  there were too many, then it felt like you never   got your favorite vehicle. But if there weren't  enough vehicles, then it kind of felt like you   always got it, and then it stopped feeling  special. The vehicles really gave the game   its own unique identity while fixing the pacing  and the intensity issues. I really think that   this decision was possibly the most pivotal  one to Jetpack Joyride's eventual success. So I actually filmed all of this other footage  like a few weeks ago, and I was just out walking   this trail, and I realized I forgot a section.  So I'm, like, let's just film it now. Basically,   I just wanted to quickly say I'm not taking  sponsorships for my videos at the moment   because instead of doing a sponsor segment, I'd  much rather tell you about the game I'm working   on right now. It's called Feed the Deep. It's an  underwater roguelike. This is my first indie game   since I quit my job, and I'm making it completely  solo. It's going to be out on Steam middle of next   year. There's a link in the description. You  should check it out, wishlist it (seriously, please), and then I   can keep making games, keep making videos, and all  that stuff (like buying food). So, yeah, thanks. Back to the video. Another one of the big things I wanted for this  game was for it to have a shop. So I mentioned in   my Fruit Ninja video how I really wanted to avoid  having a shop and currency because it didn't feel   right for Fruit Ninja, but here it was the  opposite. We had masses of coins and a slot   machine. I wanted there to be all kinds of outfits  for Barry so the players could earn and buy,   and also so they could express themselves.  But overall, I just wanted to give ourselves   an option of making it super easy to update the  game. Like at the time, I was literally still in   the middle of experiencing the pain of how hard  it was to update Fruit Ninja. So making this next   game easy to update and add content to was top of  mind. Everything had to be built in an extensible   way so we could keep on adding to the game  long-term as painlessly as realistically possible. I made a lot of concepts for how the  shop should look and work. At first,   it was kind of like the Fruit Ninja menu, but it  slowly evolved. I really wanted to have flavor   text and for the whole thing to have a bunch of  personality to it. When I started to get stuck,   I looked for inspiration on the App Store. You  can see how these inspirations eventually carried   over from the arrow icons to the sides to even  having the shine and emboss on the icons. We had   so much fun adding things to the store. We even  added Phil. These were the reference photos I   took of him with my iPhone 4, and then Sierra  turned that into the character in the game. We   had a lot of fun putting ourselves into the game  in other places as well. Like as achievements,   Woody's achievement was for just running  into the bottom zapper over and over   because that's what he often did while  debugging parts of the game and testing   things. And Sierra's was for just staring  at the shop screen, studying the details. All right, so we have to talk about the music.  I think most people can agree that the Jetpack   Joyride theme song goes hard. But it was  actually a really long road to get there.   The sound designer and composer for Jetpack  Joyride was Cedar Jones, and he had actually   only just started at Halfbrick. In fact, he had  very little experience of making music tracks at   this point. I feel sorry for how much he got  plunged into the deep end on this project.   Phil and I would come into Cedar's studio and  listen to the tracks as we collectively tried   to find the right style to start with. We just  had the original Monster Dash music by Jesse   Higginson. This was in the game right from the  start just by default, seeing it was already in   the branch from Monster Dash. So a lot of the  earlier music tests followed this same kind   of vibe. This didn't really feel quite right to  us, but we couldn't quite put our finger on why. So next we suggested, let's try something  a bit more metal, like after all, the game   is literally metal and explosions and guns. But  this isn't right either. I think the problem is   that the game at its core is playful. Like sure,  it's like machine guns and explosions and labs,   but as you're playing, you're like grabbing a  whole bunch of coins, and it just didn't seem to   mesh quite right. After being stuck on this for a  while, we decided to try a little circuit breaker   and have Cedar try to write some jazz. This worked  surprisingly well, and now you're starting to hear   the elements that make up the final product. But  now, because it's an endless runner, we felt like   it was lacking a beat to kind of drive it forward.  So we put the jazz thing on the side for a bit and   asked Cedar to try a darker style with a beat.  This was nice but a bit too dark and not quite   catchy enough. So then the next version sounded  like this. Okay, we're getting close, we thought.   For the next step, we might funk it up a tad.  Okay, so this is very close to the final track,   but it still had this kind of happy synth thing  that didn't fit quite right. So the next idea was   to get this and then read back some of those  jazz elements from a few versions back. And   I specifically remember the moment where Phil and  I were standing in Cedar's room and we heard this   for the first time, and we all just kind of  looked at each other, and we were like, "Holy   [__], that's it, done, perfect, ship it." It's  awesome listening back to all the old versions,   you can kind of pick up all the elements along  the way that made the final track what it was. After actual months of experimenting, Cedar  absolutely knocked this out of the park. To date,   it's still my favorite song of any game I've  ever worked on, and like, I legit think it's a   serious contender for one of the best theme  songs on any mobile game. For sure. Okay,   so by now the game was getting pretty  close to complete, but it was still missing   something. I didn't know what yet, but it was  definitely something. And then in March 2011,   I was flying to GDC, and I spent, like, half of my  14-hour flight just playing the latest iPhone hit,   Tiny Wings. It was amazing. I loved it.  And one of the things I really liked was   the neat little missions it would give you to  upgrade your nest multiplier. But it was pretty   far from perfect. For one, you would often  get stuck with just a single mission to do,   and that would be super difficult. And until you  cleared that, there was no progress to be made. When I got home from GDC, I took this inspiration  and started messing around with a mission system   for Machine Gun Jetpack, trying to extend  on Tiny Wings' starting point but having   the player not get stuck so often and making it  feel much more rewarding. The first idea that   popped into my mind was to have a set of three  missions every day. There would be an easy,   a medium, and a hard one. So that way you  could never get stuck for more than a day,   and there would always be a goal to work toward.  We tried this, and the immediate problem was that   if you started playing a few days after your  friends, you could probably never catch up.   The next idea was, instead of having three  missions to complete, you had two, and you   just had to complete one mission or the other.  So one of them would be a skill-based mission,   but the other one would be something you could  just grind out over time. But this felt grindy,   like unsurprisingly, and only ever completing  one mission at a time was just a bit boring. So finally, we went with, there are three  missions, but the big difference was that every   time you finished a mission, a new one would  slide in. This way you would hopefully never   really get stuck and also maximized the chances of  completing more than one mission in a single run,   which always felt great. Next, we had to  figure out the progression and rewards   system for completing the missions, like, what  was your actual reward for doing these missions?   I didn't want to do a multiplier like in  Tiny Wings because I felt like this meant   you couldn't really actually compare your  distances with your friends. I wanted the   score to be literally how far did you go, not  something arbitrary like "I got <over 9,000> points." So one thing I tried for the rewards was  this idea that every mission you completed,   you could pick between the money or the box. You  would either get a bunch of coins or an item,   and the items were like literally these totally  useless collectibles, just cards to collect,   I guess you'd say? They were totally absurd  and varied from a lump of coal to an entire   Hawaiian island. Again, this didn't quite work  out because everyone always wanted the box, and   no one ever took the coins, or you can trade it  all in for what's in this box. The box, the box.   But ultimately, the items in the box had no real  value, and I couldn't figure out a way to make   them interesting without making some other entire  collectible card game that would sit on top of it. So the next evolution of this is just the classic  experience point system, where you would get XP   for completing missions. Leveling up felt really  nice, and then you would get some coins as a   bonus as well. But bars filling up didn't feel  quite right for the game either. Eventually,   we landed at the super crunchy every mission is  one, two, or three stars, and stars just slam   into place with particle effects and sounds and  all that good stuff. And after that, it was just   like a lot of tweaking and iteration. I'd play  through the entire mission system every single   morning for weeks, making changes and tweaking  it for balance, cutting missions entirely,   adding new ones, changing the order, trying to  get it just right. And now, all of a sudden,   the game is addictive. Like you have so many  goals. There's social goals- I want to beat   my friend's. Status- I want to level up I'm  currently level 231 (next time check the footage before making up numbers). Personal goals- I want  to get the top hat. So many layers of feedback and  reward all overlapping with each other. In total,   we had spent three months just to get the  mission system done at this point. So like   three times longer than the entire  original budget for the whole game. The very last thing I wanted to add was a way  to make the mission system replayable. We added   the idea of prestiging, just like copied  straight from Call of Duty Modern Warfare,   where you would grab a badge and just start the  missions again. But instead of just progressing   through the badges linearly, we decided to  have these semi-random badges that you could   collect. They were made up of five colors,  five outer shapes, and five inner shapes,   for a total of 125 possible badges. We assumed  people would just like maybe collect one or   two at most. So we thought it would be a good  idea to number and name every badge. This way,   the community could try and collect all  125 together and build the list of every   possible badge. A lot of the badge names were  just default based on the color and shapes,   but a bunch of them had unique overrides with  special names. Like badge number four was named   the Quadruple Badge of Bypass because my father  had just undergone quadruple bypass heart surgery. At this point, the game was more or less done.  But we still had a few surprises to deal with   to get the game out the door. Since we had been  working on the game, both retina displays and   the iPad had been released. The game had great  pixel art, but on a brand new iPad, for example,   it was just too big a screen, and the game now  looked overly blocky. We couldn't just make   bigger assets because at the time, games had to  fit in under 20 megabytes, or people could only   download them over Wi-Fi, which was a pretty  major disadvantage (from memory it dropped sales ~40%). So we came up with an idea,   with the inspiration once again coming from  our experience making Game Boy Advance games. So when we made GBA games, we used to often  test them on an emulator, and people would turn   on these inbuilt scalers that made the games look  better at high resolution on our computer monitors   but still maintaining a crisp pixel art look.  There was a well-known image scaling filter called   hqx. Internally, we called them the super sexy  filters. It was actually company policy to never   use these filters when testing our own GBA games  because it would stop us from seeing how the game   would actually look on a final GBA screen. But  here it actually seemed like a perfect solution.   So Woody built a system where, after downloading  the game when you run it for the first time,   it would select specific sprites and run them  all through a custom hqx scaler he'd written.   And then these would be saved to the device. This  way, we could have large, crisp sprites that would   never have actually fit inside the 20 MB limit  because it all got done locally on the device. The scaled sprites looked amazing as well because  Sierra had made everything the way we used to for   the Game Boy Advance with really limited palettes  and every texture being a power of two <also only punchout alpha>. This had   previously just been a stylistic choice, and now  it really helped save the day on how to make the   game look as good as possible on every device. We  actually had to do the same thing in reverse for   some other assets, such as menu items, scaling  them down so that the game would always run at a   smooth 60 frames per second on older devices,  such as the iPhone 3GS. It even ran at 30,   if you can believe it, on the iPod Touch  2, which was like an ancient device even   at the time. So the game ran at 60, looked  great on all of the different devices that   had just been released. Also, it fit in  under 20 megs. We were ready to release. So at this point, the game was still called  Machine Gun Jetpack, and just like the music   beforehand, this now felt like too much of an  action hero metal name compared to where the   gameplay actually landed. The big thing that made  us realize this was actually when we worked on the   icon. We couldn't fit the whole name on the iPhone  screen. We had to shorten it to MGJP, which just   looked kind of lame. Even the icon was still about  being the jetpack, and the game was so much more   than that. Right now, Phil and I knew this was  an issue that we had to resolve before release,   but the problem was we'd already announced  the name. It was at the start of trailers,   it was even on signs at sponsored events, a lot.  So we figured if we're going to change the name,   what's the smallest possible change we could  make? And at one stage during brainstorming,   we seriously considered the  name Machine Fun Jetpack. Like,   Phil and I both convinced each other  that this was a genius idea. We made   the name more casual and fun, literally. The  branding could still basically be the same. The next day, we walked into work and both just  said, 'What the [__] were we thinking? We can't   call it that. That's horrible.' After a  lot more workshopping and roping in many   more people in the company, we eventually  landed on the final name, Jetpack Joyride,   which in retrospect is a fantastic name I  think. Thank God we didn't go with Machine   Fun Jetpack. And with that, we were done. We'd  spent 10 months working on a one-button game.   We were exhausted, and we pressed the  launch button on September 1st, 2011. On the first day of launch, the game was off  to a flying <GOOD PUN LUKE GG> start. Phil had been building a   comprehensive marketing campaign for quite  a while and had been super involved with the   project throughout development, so this gave  the game a really strong start. It quickly   jumped into the top 50 games chart. We had a huge  launch party the next day. The whole company,   maybe like 50 of us at the time, went out  to a Korean barbecue place. When we left,   the game was sitting at maybe number 10 or  so. Woody's wife, Charmaine, had made a huge   Barry Steakfries cake. It was a blast. And  then, midway through dinner, Phil jumped up on   his chair and screamed out that we had just  hit number one on the App Store in Australia.   Everyone just went completely crazy. Like, I  still get goosebumps thinking about that moment. Over the coming months, the game went from  strength to strength. We smashed out updates   as fast as we could while at the same time,  I also was working on Fruit Ninja updates. It   was exhausting but exhilarating. And as the end  of the year approached, Jetpack Joyride started   picking up awards. Among these was the Game of  the Year from Pocket Gamer. I was on stage to   receive this award, along with our community  manager, James Schultz. I managed to lift up   the award that was made of glass straight into  the champagne bottle that James was holding,   and it exploded all over us right on stage. It  felt so incredible for the game to both sell   well and be so warmly received by so many  players. We got so much fan mail and fan   art posted in from all over the world.  We were so proud of what we had made. I spent almost another 2 years working on Jetpack  Joyride, and our team released another 13 updates.   These included things like the gadget system,  Flash the dog, which had a trailer that starred   many of our own dogs. The Wave Rider vehicle,  which Sierra actually designed and then built   the prototype for in Game Maker on his own to  prove the concept. And then almost 3 years after   we'd started on Jetpack, just like with Fruit  Ninja, I was burned out. I'd been juggling so   many jobs and so many responsibilities for so  long. I could no longer give this game my best.   We went through a lengthy process of handing  the game off to another team so that we could   have a breather but also switch our attention  to making more original IP for the studio. Jetpack has now had, like, I don't  know how many downloads, a billion   or something. The game has shifted and evolved  over time, was integrated with other brands,   and just generally changed like many successful  games do. And although it's a different beast now,   Jetpack 1.0, I think will always  be the game I'm most proud of. There is actually so much more I  haven't mentioned here. For one,   there were a lot of other people that  contributed along the way, such as Jas (Jason Harwood),   our incredible producer, who has just like  enabled us to do all of this amazing work.   Brent (Hobson) with the amazing QA team. Shainiel (Deo), my  boss. Making games is complex and involves a   lot of people and a lot of contributions.  So whenever I tell a story like this,   I try really hard to make it accurate and include  credit for everyone. But at some point, like,   it's unrealistic to really include every single  contribution. I really do try my best, though. I also didn't get a chance to talk about stuff  like all the little secrets and touches and   details we added, the kick-ass trailer, all  the asynchronous card-based multiplayer that   we even made but was obviously never released.  There's just so much good stuff here. Hell,   I think I could do like a 20-minute long  video where I just sit down with Cedar and   we go through all of the music track drafts in  detail. If any of that sounds interesting to you,   be sure to hit subscribe, like, comment, all that  jazz. Be sure to watch the Fruit Ninja video as   well if you haven't already, which goes into  a bit more detail about what happened after I   made those games and kind of how it impacted my  career and what happened when I left Halfbrick. I also want to extend a huge thanks to  Sierra, Woody, and Phil, especially not   only for like putting up with my [__] for all  those years at Halfbrick but also for being   very generous with their time. They helped  me check this video. They read the script,   and they're just amazing colleagues and friends  as well. So yeah, that's the end of this one.   This is definitely an epic. I'm really not looking  forward to doing the edit for this thing because,   oh my God, it's going to be a monster. I swear  to God, if any of this video hasn't recorded   correctly or if the audio is scuffed up or  something, I'm going to lose my damn mind. Also, I have a Patreon now. I've been posting  quite a lot of stuff as I've been working on   this video, like a little segment on kind of how  I set up for filming and kind of like doing deep   dives on the Monster Dash trailer. I did like  a let's play of the Jetpack Joyride prototype.   If you feel like supporting, I mean, that  would be fantastic. I'd love to have you   along for the ride. And I mean, hey, it's taken  a while, but I think this video is finally done.
Info
Channel: Luke Muscat
Views: 1,416,846
Rating: undefined out of 5
Keywords: fruit ninja, game dev, game design, design, jetpack joyride
Id: mxHkXADm3gU
Channel Id: undefined
Length: 41min 15sec (2475 seconds)
Published: Thu Nov 16 2023
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