There was nothing common about this.

This was an idea between Kenyon and Imaginet. Ignoring the hubris (and implicit stupidity) of  attempting to create, design and produce a video game with no backing, we did just that. After this we were going to solve cancer and then learn to levitate. Naturally we went in way over our heads. But if you like, the notes for the game are here. At some point we changed the name to Vitus. And if you have a couple spare millions to invest, let’s talk.

The Common Video Game

FOURTH QUARTER 1994

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THE COMMON

An Uncommon Game of Space Exploration

 

Prologue:

The time is now. Earth revolves around the sun. Life goes on.

There is insurrection in Africa. The former

Soviet Union is struggling to give birth to democracy. And Washington is spewing rhetoric about balancing the budget, while presiding over the col-lapse of an aging infrastructure.

Even as science relentlessly peels away the mysteries of our material world — from the micro-minutia of biotechnology to the black holes of hyper-space — civilization continues to steep in the problems contained within our small, blue sphere.

It seems we are, indeed, all alone in the cosmos.

 

As The Adventure Begins.

It’s Tuesday afternoon. The sun is shining and the air is sweet.

Without any warning from early detection radar, an extraterrestrial ship suddenly appears in the earth’s atmosphere, 60,000 feet over the southern tip of Argentina. It hovers there for several minutes, then slowly flies north, bisecting the continent, until it lands in the rain forest of Brazil, near the remote village of Tapaua.

NASA satellites lock on the site and report the craft is roughly one mile in diameter. It is pyramidal in shape, with what appears to be a polished, metallic surface. Satellite transmissions indicate a faint blue glow emanating from the ship’s hull.

Across the planet, all means of electronic communication are interrupted by the alien vessel. Television stations, radio stations, short wave, even telecommunication satellites simultaneously broadcast the message: “Greetings, earthlings! We have returned thousands of light years across the cosmos. We have come back to reclaim our divinity. Your ancestors of long ago knew us well. We helped them prosper. Soon you shall learn of our divine plan for you. And worship us gladly, you will.”

The video image is the same everywhere. A reptilian alien, in long hooded cloak, is addressing the inhabitants of earth. Over the creature’s shoulder, viewers see a diverse legion of androids being readied to leave the ship. The video feed continues as the ‘droids begin to disembark — then the transmission terminates as quickly as it appeared. In an instant, all regular broadcasts continue — and the world returns to Gilligan’s Island.

You sit stunned, in front of your screen — but quickly realize that our planet may be in great danger in spite of the alien’s reassuring words. Luckily, you have a friend with a plane capable of transporting you to any of three sites the alien spokesman announced would serve as their bases of operations. Without consideration of your own safety, you make a decision to para-chute into either the Brazilian rain forest; Ticul, in Mexico; or Cairo, Egypt.

In route, you evaluate the alternatives — and choose to encounter the aliens in the heavy rain forest. You presume the underbrush will provide cover. As you descend into the thick blanket of green, you have no idea why they have come. There are no answers. Only questions. On the ground, you unbuckle your chute and scurry into the jungle. Out of nowhere, a nine foot ‘droid reaches out and grabs you.

The game is underway.

 

More Than A Game, A Brave New World.

As your journey continues through the world of The Common, you begin to learn about your adversaries.

Known as The Garth, they roam the universe seeking new followers. These powerful beings have traveled several millennia in search of sentient beings like ourselves. Their world, located in a sector of the universe many parsecs from Earth, is rich and grand.

What they want from us is not our wealth. They care nothing for gold. They do not savor us as food (although they will occasionally partake in human flash for a change of pace). And they do not seek to enslave us, for they have legions of androids to do their bidding.

What they desire from Earthlings is far, far worse. They want our adulation. They seek our very souls.

Long ago, The Garth discovered how to absorb and metabolize the very essence of the pheromone given off when creatures worship. However, it shortens the life of the being who is held captive, and totally destroys their life essence. The victim loses their place in the universe, the life beyond and any chance of a life of their own.

Battling the Garth are mysterious interlopers with the strongest defense carried by a race of beings who were once like The Garth themselves. They visited our planet a millennia ago as well, and were worshiped as Norse and Roman gods. Realizing the error of their ways they have battled to help free the universe of the plague of The Garth.

They call their corps of combatants – The Common.

 

Once Upon A Time...

Long ago, a race on a distant planet discovered how to absorb and metabolize the very essence of the pheromone given off when creatures worship. It had however, a serious drawback. Called the Pharaoh effect, it shortens the life of the being who is held captive, and totally destroys their life essence. The victim loses their place in the universe, the life beyond and any chance of a life of their own. For this reason, the Pharaoh Effect was banned by all sentient creatures.

Over eons, a faction called the Garth Collective populated many planets and declared their right to practise the ancient art of the Pharaoh Effect.

The Garth Collective roam the universe seeking new followers. These powerful beings have traveled several millennia in search of sentient beings like ourselves.

There is a universe wide battle going on between the Garth Collective and those who refuse to draw the Pharaoh essence. They have battled to help free the universe of the plague of The Garth Collective.

They call their corps of combatants – The Common.

The ensuing battle between The Garth Collective and The Common has spread across the galaxies and left almost no world untouched. Both factions have visited our planet many times and at various times worshiped as Norse and Roman gods.

 

The Unifying Crystal Of Nyx.

The singular source of all energy – for propulsion, manufacturing, weapons and the everyday basics of living - used throughout the universe is the Crystal Nyx.

Even on earth, the phenomena that hints at the Crystal Nyx was discovered. Early studies by the German Physicist Rudolf Mossbauer (born 1929), uncovered that an atom in a crystal under-goes no recoil when emitting a gamma ray, giving all the emitted energy to the gamma ray. Had he applied his experiments crystals from the planet Nyx, he would have discovered – In a sense – free energy.

By applying the Crystal Nyx to any host devise, the crystal powers the device until the crystal clouds and will perform no more. The more energy needed, the sooner the crystal dies.

The Crystal is mined by the Drunyx, beings native to the who draw their energy source from the crystal itself. The Drunyx polish the crystal and cut it into the various sizes needed. Generally smaller hand held devices (computers,  weapons etc.) work with crystals of two or three carats, while Nyx-warp drives rely on crystals many thousands of carats big.

 

The Pharaoh Effect

Deeper than any narcotic, more rewarding than any applause, the Pharaoh Effect, draws the user into a web of narcissistic pleasure. And while using it, you have immortality and powers great-er than you had before.

Strength, speed, long-life and an enormous sense of well-being are just a few of the results of the Pharaoh Effect. Like any drug its effects are soon addicting and over time demand greater and greater quantities to have the same effect.

Most sentient beings, aware of this, have turned away from it because of its debilitating reaction to those who seek its power – and those who it enslaves.

 

The Gatyes Of Ra

The fundamental mode of transportation throughout the galaxies is bending the temporal fabric with Nyx Crystals. By bouncing the the power through the crystals it is possible to open the Gate of Ra and move in a short period of time to the destination you seek.

 

The worlds inhabited in the Common are far reaching, covering the corners of the universe. It is possible to navigate the universe, harnessing the powers of the Cyrstal Nyx, and traveling through the Gates of Ra, folded temporals in the fabric of space.

 

 

Garth

The home world of the Garth. Huge palaces built in vain glory to honor the inflated egos of the-se hideously addicted creatures. The world feels like Dante’s Inferno, with its non-stop revelry, parties, orgies and worship by those brought in from the universe’s nether regions.

Once drained of their life source, the shirvled bodies of these lost souls are thrown into a giant volcanic pit, burning so hot and bright, that it can be seen glowing as you approach the planet from thousands of miles away.

 

Aquineous

The water planet Aquineous. On the ocean floors are vast cities of air breathers. They are sur-rounded by a population of gilled swimmers. Eons ago they were one and as the planet be-came all water, those that wanted to live in the water and not escape to giant cities were bio-logically changed to become water breathers. The two live in somewaht harmony.

 

Nyx

The source of the universal power. The planet is contorlled by the Garth Collective and portect-ed even more carefully than any home world. The planet is shrouded in a vast metal ball – for protection and to stop radiant evergy from escaping.

 

Lucasia

Lucasia....

 

 

The Canens

The Canen solar system is far away.

 

The Heroes.

There are a number of different characters to role play in The Common.

 

Tia, lives in San Francisco and has studied matial arts under the tutelage of her uncle, Hu Ch’ang, a master of several deadly arts. Tia has been a gifted student and very lethal with her kicks and jabs. Tia’s uncle also taught her the stealth techniques of the ninja and she is adept at throwing stars and stick fighting.

 

Corporal Karl Black, was excused from the army’s elite Ranger unit for over exuberance in training his troops. Black has a dogged ability to live off the land, able to go great distances on the most meager rations, and is relentless in his pursuit. He learned his how to fight in bar-rooms and the streets of Boston where he grew up. The Corporal carries a whip with him, a gift from a former girlfriend, who traveled with a rodeo. He’s much better with the whip than he is with relationships.

 

Angel Martin, isn’t your typical girl. Having grown up in a family of seven older  brothers – all brilliant, all driven and all determined to teach Angel everything they know – she has received the education of a king. She’s an expert in computer science, chemistry, music theory, aviation, archaeology, judo and fencing (thanks to her youngest brother).

 

Winston Amadeus Jones, prefers computers to people. It’s not that he dislikes company, it’s just that he seldom finds people who can keep up with him. His other great passion is gymnastics. His monastic regime begins each day with hours of training in his own gym, then a spartan meal and hours of hacking. It was the unusual activity he discovered on the ’net that got him interested in finding out more about the aliens by visiting them first hand.

 

Tommy “Bu-Chan” Kanazawa, deserves his nickname, which means joker in Japanese. An accomplished shotokan karate expert with a yen for trouble, Tommy earns his living as a stunt artist in the movies. Some think he part feline because he seems to have nine lives. Bu-chan is an unpredictable guy who will always drive you crazy, but never let you down.

 

The Alien Heroes.

In addition to the earthly hereos there are out of this world characters to assume the tole of as well.

 

Cy-rus, from the water planet Aquineous. Cy-rus breathes waters and is kept protected, wet and comfortable in his reversal suit.

 

Non-Playing Characters.

It soon becomes clear that you are no match for the powerful Garth. You need help. And, fortu-nately, it’s available.

Non-playing characters (NPC’s) accompany you on your journey, serving as an invaluable source of information and advice. They’re an oddball collection of characters from all corners of the universe – and most are sympathetic to your cause. At least when they’re not intent on mis-chief.

Ghia, this non-playing character was created from the very mantle of her planet, off in a dis-tant galaxy. The inhabitants of a distant civilization attempted to create life out of their planet. Working for centuries to transform the essence of their physical world into a super being, they succeeded, only to destroy themselves and what little was left of their planet. Ghia now roams the universe dispensing the sage, ancient, sometimes quizzical advice you would expect from an anthropomorphic planet.

Loki is a trickster, as you would expect from the Norse god of discourse and mischief. Loki dis-likes The Garth for many reasons, but he is also someone you must watch carefully. His words can’t always be trusted.

Anson is a man. An earthling who joined the Common five thousand years ago. Advanced tech-nology has kept him alive through the ages. He is respected everywhere in the galaxy as a fierce fighter and strategist. He carries a secret revealed in the end of the game.

Ellington is a damaged servo-tech wave modulator. In short, a broken computer. Ellington has lost its ability to speak but it can print out and plays music to support what it is saying. A small unit, that still has its float mechanism functioning. As a wave modulator, Ellington can transport itself to other places and dimensions by manipulating the wave spectrum. On occa-sion, though damaged, it can transport beings and objects. But not always with complete con-trol.

The Echo, is neither man or machine, but the repository of all that has happened in the uni-verse – and all that will. When met, Echo slows the actions of those in it and allows them to see certain events and actions that have happened...or may soon come to be. While the past cannot be changed, future events can be altered.

 

 

The Aliens.

There are a wealth of alien characters roaming throughout The Common.

 

The High Priest Khalia, is the

 

The Androids, Computers, Morphs And Various Other Dudes.

There are a wealth of alien characters roaming throughout The Common.

 

The “Tank” Android, is the…

 

 

Weapons.

Hand to Hand Combat

While taking on aliens and androids with your hands is not desirable, sometimes it is the only way. When you are new to the game, your only hand to hand move is to throw a simple punch. As the game evolves, hand to hand combat becomes more sophisticated:a

• Single Punch

• Right Left Combination

• Right, Left Combo followed by Quick Uppercut

• Big Kick

• Spinning Kick

Basically, you start with a single hand-to-hand move, and as you develop through the game, your early moves will be replaced by increasingly sophisticated newer moves.

 

Weapons Based on Bullets and Earth Based Munitions

These weapons are only marginally effective against the tough exoskeleton of the aliens and hard armor of the androids, but at the beginning of the game, they are your only options.

• M-1 Assault Rifle

• AK-47

While the usefulness of these weapons will be short lived, players will rapidly acquires alien technology, enhancing their defensive potential.

 

Energy Based Weapons

The majority of the alien weapons are based on stored energy. These weapons all use a stand-ardized form of energy. The differences rests in fire power, rate of fire and amount of energy consumed when firing.

• Blaster (basic laser pistol)

• Laser Carbine

• Laser Canon

• Disrupter

 

Explosive Based Weapons

These weapons project an explosive radius. The Common will provide a unique chemical identi-ty (i.e. iridium, plutonium or perhaps a compound chemical).

• Stun grenade

• Scrambler (disable electronic devices like the androids)

• Fire grenades in a spread.

• Long range, energy or heat seeking projectile.

 

 

Armor.

Force Armor

This is physically the armor worn by combatants (i.e. vest, leggings, helmet, pads etc.)

There are five levels of force armor – beginning with a basic vest and evolving up to a full body suit.

• Basic Vest

• Flak Vest with Helmet

• Basic Body Suit

• Special Body Suit

• Very Special Body Suit

Obviously, we need to take some creative liberties with the names.

 

Energy Based Armor

Energy based armor draws from the same pool of energy as the energy based weapons. This armor is in addition to the force armor and allows the player to use alien technology to achieve certain affects.

• Stealth (Super Quiet)

• ECM (Electronic Counter Measures)

• Invisibility

• Holographic Imaging (create a clone of the player to

  deceive the enemy)

• Energy Field (consumes a great deal of energy, but temporarily provides super protection and damages anything that passes within three feet of the player).

The energy based armor is activated and deactivated from the PDA.

 

In The Rain Forest

an entry Level

Maybe you were better off at home.

You find yourself in a cathedral like rain forest. The trees are unevenly spaced and extremely tall. It is warm and noisy with the incessant sounds of the forest. Birds chirp, monkeys chatter and insects buzz. It is hot and muggy.

You know the ship is southeast of you several clicks and checking your compass you head off in that direction.

On the way you begin to see the different androids. The first one you spot is a checker ’droid. He spots you and scans your body for vital signs. This data is stored on him until it can be deliv-ered back to the ship. You are let go and he carries on.

You come across a guard ’droid. He turns toward you and begins to fire. You duck behind a tree and return fire. He goes down in three shots. You are able to grab his visor (vital to successfully playing the game). Soon you encounter more and more of the guard ’droids. It is if they know of your presence. Perhaps the checker ’droid has made it back to the ship and reported your whereabouts.

The forest consists of trees, rough ground, brambles and every other kind of difficult terrain you can imagine. With open ground to cover, fast moving rivers, hills and rocky cervices, you are always on your defense.

You come across clearing androids that are over fifteen feet tall. They are systematically cut-ting down the trees and creating piles of wood. This makes it difficult to hide and is terrible for the planet in general. These ’droids offer no resistance but they take time to kill, as they are so large.

While making your way towards the ship, you come across a small stream you have to ford. Occasionally, a log comes down the stream you can use for transportation. The ’droids are not able to follow you on the logs.

At times it starts to rain, which makes it more difficult to walk through the forest. It is harder to see and new, unexpected culverts appear.

You continue toward the ship. As you approach the ship you notice two things. First that you are finally able to kill most of the guard ’droids and that there are many worker ’droids busily digging away at an archeological site. You see that it is the tip of what appears to be a giant buried pyramid. As intrigued as you are you have one last battle before entering the ship.

Standing in front of you is an alien. And he’s pissed.

Welcome to another level.

 

 

The Android Factory

 a second Level

Deep in the heart of the Brazilian Jungle, the aliens are establishing a facility for the production of androids. The completion of this facility is critical to the long term success of the aliens work on earth. Currently, the aliens are limited in the number of androids that they have at their dis-posal due to the lengthy time it takes to acquire new units from the home world. The comple-tion of the facility will allow the rapid development of new androids of all types and will great-ly enhance the ability of the aliens to establish their hold of the earth.

The facility is enormous, it is the length of four football fields, about 200 hundred yards wide and ten stories high. It is surrounded by 40’ walls with guard towers spaced out at 50’ intervals. The guard towers are manned by sentry androids and a hidden compartments in the walls hold a 1/2 dozen hunter ’droids that can be released on a moments notice by the sentry.

This will not be an easy place to get into. With the right combination of stealth, smarts and combat skill, a persistent player may make it inside. Inside this facility, there are a variety of key areas. Barracks accommodate the small garrison of aliens that operate and protect the plant. Vast storage and warehouse areas exist to house the large quantities of raw material that will be used for android production. A mess hall, kitchen, small chapel, brig, command post and armory are all essential in maintaining the garrison as well. The main function is the production of androids. The center of the complex is a huge production floor. The floor has two long assembly lines with android parts hanging downward’s from conveyor belts. Two stories about the floor, catwalks and balconies lead from offices along the outer walls. High above the production lines and overhead is the center of operations which controls most of the production activity below. At ground level, huge constructor robots move large quantities of material to their destination. Along the walls, stock piles of material ready to be added to the line sit idle waiting for production. If or when this place goes on-line, it could signal the beginning of the end.

Using heavy weapons on the production floor might slow the aliens down, but slowing them down isn’t the idea. You need bring the whole place down for good. Behind a hidden wall lay a staircase that leads downstairs. There is a control/security center at the bottom of the stairs and beyond are the power generators for the entire facility. Using the power generators and large volumes of explosive material, an explosion large enough to wipe the APC from the face of the earth may be detonated. The trick of course will be getting out alive before you bring the whole thing down.

 

 

On The Alien Ship

 a second Level

The mothership is a elegant, ornate and vast vessel that’s initial function was to transport the legions of aliens, androids, clergy, armaments etc. on the long journey from the home world to earth. Once here, the mothership landed in the Brazilian rain forest and has become the center of alien operations.

A defense perimeter has been established around the mother ship. The defense perimeter con-sist of a sensor net surrounding the area that tracks all thermal activity. All heat signatures are registered and those that match or are close to known intelligent life forms are tracked. If a tracked figure approaches to closely to the ship, defense systems will release hunter ’droids to track down the creature and eradicate it.

Beyond that, the aliens have rigged a moat of slow time around the area. This is a field that is about 30 yards across at all points and creatures entering into this space will move at about 1/10th their normal speed. This has the affect that the hunter ’droids can target creatures in the moat and they are virtually defenseless. There are a couple of gates and guard facilities that allow safe passage through the moat, but that is intended for alien transport. Maybe a crafty player could find a way through there?

Inside the ship, is a self contained world to accommodate all of the needs of the aliens. Facili-ties for health, dining, religion, entertainment are present to accommodate the social and spir-itual needs of the aliens. In particular, a vast temple with many acolytes and a high priest maintain a constant vigil and are always available to provide the aliens with spiritual guidance. Large barracks, armories and the brig are there for the military. There is also a vast bridge area and control center for the operation and maintenance on the ship. Other shipboard areas in-clude engineering, medical, educational centers and arena for public events including athletic contest.

The ship contains volumes of information that are relevant to the aliens goals, past and the universe out there. One of the primary goals of the player will be to tap into this information.

 

The Labyrinth Of Menos

 a third Level

In the Mediterranean on the Isle of Crete exist the ancient ruins of the Temple of Menos. Hid-den deep below exist the ancient maze of the Minotaur. For one so unlucky to find their way here, it is a world of tricks, traps and deceptions.

Facing into the ancient maze, a long tall stairway leads up to a set of huge 20’ double doors. On each side of the door, statues of two fiends long since dead stand as silent sentry. With nowhere to go but up the stairs, you approach. As you pull open the heavy door, the fiends come to life. Once defeated, you may enter the maze. As you enter, you look across a vast hall. Two hundred yards ahead you see an enormous Minotaur wielding an axe sitting on a throne. Around him are his henchmen and a pack of hell hounds. You approach, seemingly unnoticed. You take one, two, three steps and then boom. Out of the ceiling drop walls and ceiling tiles. You are now in a small room with only one door. As you open door after door and wander down small split hall ways, it becomes apparent the the vast great hall has evolved into a vast maze.

As you wander through the maze you see a door in front of you opens and a hell hound races towards you. Once dispatched, you plod along. You reach a dead end except for a small foun-tain at the end with a minotaurs statue at the top. You touch the statue and the walls seem to move up and around and all about. You haven’t moved, but you are no longer in a dead end? The walls have changed, the maze has changed, everything has changed. You move forwards and start to recognize that different statues, levers and icons when activated affect the maze. Some throw the maze into confusion, some teleport you randomly and some open up long halls allowing potentially great progress.

As you proceed, are you hunter or hunted. From behind doors or behind a moving wall jump out fiends, hell hounds and the minion of the minotaur. Is he far behind? You move along. Suddenly you are out in the open....sort of. Ahead of you is the Minotaur. He is on a floating platform above you and ahead. You fire at him, but something is in the way. There are many such float-ing platforms. You move through them and begin to realize that invisible walls form a 3D maze between you and the Minotaur. You sit on one of the platforms contemplating your next move. Then a huge axe comes flying through the empty spaces at you. You slide to the side but realize now that while the walls are invisible that there are some openings as well. Good luck as the Minotaur can see the walls and the spaces, maybe you will too, if you last long enough.

With the defeat of the Minotaur you will be able to exit his maze.