The Epic Marathon Contest
A Retrospective Feature by Kingston C. Rockwell
For the past six years, the Epic Marathon has been the
grandest contest in the OHR community. When Pepsi Ranger introduced it
in 2002, he challenged the people to create a train of sequels with a
minimum of information between them. With the fifth edition now under
way, HamsterSpeak is honoring the contest with a look back on its
history from someone who was there to experience it: two-time Epic
Marathon winner Kingston C. Rockwell, HamsterSpeak's own man on the
street.
When the Epic Marathon first started out,
I was a fledgling designer still testing out his wings. I had a newbie
demo and a contest winner under my belt, but nothing really to brag
about, so, in a way, the Epic Marathon was a defining part of my
participation in the community. It's always carried a personal
relevance, a sort of prestige, so whenever a new one comes around I'm
the first guy to perk up and start listening.
Pepsi Ranger recently gave his thoughts on the purpose of the contest:
"When I envisioned the Magnus Sequel Marathon (the first Epic
Marathon) six years ago, my intention was to create something that was
unlike any other contest to hit the community so far...The first
incarnation of Epic Marathon was praised for doing just that (even if
the subject was controversial). I tried to keep that uniqueness going
for each incarnation to come along since."
The Magnus Sequel Marathon was the first of its
kind, instead of offering a time limit or a simple theme to follow,
contestants made sequels to Magnus, one of the most
infamous games made using the engine. What made Magnus
stick in the minds of the people has never been too clear. It wasn't
the worst game ever made, even when I'd joined the community in March
of 2001 Bugamon Quest was recognized for its lack
of playability, and was significantly worse. What might have made Magnus
so fascinating was the fact that it was technically finished, but
offered no substance to its plot or characters. The game's only reason
for progressing was because the progression was there to follow, but
Pepsi Ranger saw potential in that skeleton of a plot and decided to
leave it to the community to realize it.
The point of the contest wasn't to remake Magnus as
a game worth playing, or even necessarily to make it relevant, just to
take what potential could be salvaged from the indecipherable mess it
presented and build on it, to make it an epic the community could be
proud of. When I first read the contest's announcement, my interest was
piqued, but to be perfectly honest, I didn't jump immediately to the
call. I hung back a bit and waited to see how things developed. I had
other projects to see to.
Everybody was assigned a number for their sequel, the rules requiring
that if they signed up, something, whatever it was, had to be
submitted. It was about a month later that I was hanging around IRC and
Moogle1 was looking for a playtester for a little demo he was working
on for the contest. Knowing his reputation and excited about the offer,
I pulled a file swap with him, him showing me the intro to Magnus 5, me
showing him a work-in-progress for a game I was working on, Knights of The Realm that was mostly just graphics and a basic
gameplay test, lost a million hard drive crashes ago and now long
defunct. It wasn't technically cheating, as it would be another week or
two before I even knew I would be entering the contest, but it was
enough that I was sure then that he'd sweep the thing.
Back since my first days on the internet, I used to collect Final
Fantasy 7 MIDIs to compare different arrangements. One I had
was misspelled "Off The Edge Of Dispair", and joking around with that
tile, my little brother and I eventually came up with the idea of a
twin-peaked mountain and a guy who wanted to throw himself off of it.
In coming up with a reason why the guy would want to do this, we'd
discovered the plot to Magnus 17, and the next day
I signed up for the contest. The game had a lot of quirks, the one I've
heard the most was that the story was pointless. It's not so much that
I've never understood this, I just think that those people mistake a
lack of high-stakes for the lack of a point. It might not've been the
cleverest thing in the world, but what can you expect from a sixteen
year old amateur? I'd built it on the framework that Magnus gave, but
added my own personal flavor, most particularly a type of humor that
doesn't appeal to me these days, along with a haughty
self-righteousness. Those, to me, are the most dated parts about the
game.
I'd graduated from high school a little after I started on that game,
and went on to spend most of my time making the pictures for the intro.
It had sixteen. They took me over a month. I decided then I wouldn't
make any more. The towns had very basic layouts, each set up in a 9x9
grid, not just 'cos I’m lazy, but because I’ve
never liked map design and generally lacked the time. Maps have never
seemed incredibly important to me, maybe because immersion isn't my
immediate goal, but I've always seen the maps as just a stage. Where a
thing is happening isn't nearly as important as what the thing is
that's happening. I think the reviewer's focus on map design was mostly
instilled by the paragraph made for it on Castle Paradox's review form,
which is probably there because one of the site's designers at the time
was very review minded and happened to have a knack for map design. The
maptiles were something of an experiment in gradients. I kind've liked
them myself, the house exteriors especially. I made a lot of original
music, but at least half of it was fragmented. They had basic melodies
that were more skeletons than songs, or they had a pretty solid idea
that just needed to be carried out all the way, and that's how I've
seen the game as a whole all these years. It had potential, but I'd
tossed too many balls in the air at the same time and couldn't catch
some of them, and the rush to get it finished gets even more apparent
from Yupifatelot (a name I made up just for the novelty of having every
vowel) on, with a meandering final dungeon with too many random
encounters and weak, though multiple, endings (I had much bigger ideas
for each of the endings. As an example, I wanted to make the Nihilistic
ending more like the credits to Final Fantasy 6,
only instead of the Falcon flying past various landscapes, it would be
Willy; it was gonna be awesome). And even with all that, it was still a
month late, finished on June 24th, according to the textfile I'd
included with it (though that same file clocks it in at an hour twenty
minutes, when I've easily spent two hours on it each subsequent
playthrough). I'd have felt bad if basically every other entrant hadn't
been just as late.
Personally, that's where my experience with the Magnus Sequel Marathon
ended. I'd taken a break from the community after releasing the game
and got my first job. I didn't really expect to win or anything, I just
hoped that somebody would have as much fun playing it as I did making
it, that enough people would seek out the sidequests to get to fight
Neo-Ryan, who, aside from being one of the hardest fights in the game
along with Jerusifa, was definitely my favorite part to make. I'd like
to look back on this game and say that a lot of the parts that made RPG
conventions feel broken were intentional, the unnecessary equipment
progression (each town is maybe ten steps apart, will you really need a
new weapon that soon?), the random encounter rate, the item drops, a
lot of it just phones it in, it's there because the genre demanded it.
All those unintentional marks against the RPG I can't take credit for,
but Neo-Ryan's design I can. The guy's a winged half-Adonis
half-octopus not only because he has to be, but because there's a
ludicrous joy in seeing something as simple Magnus'
hero turned into a grotesque parody of what king of progeny you could
expect if One-Winged Angel got it on with Ultros.
But back from that rabbit trail, of the seventeen contestants, only
eight submitted an entry, though I think Dr. Clock had been banned,
Shadowiii dropped out due to multiple hard drive crashes, and James
Smith came back as J.A.R.S. five years later, showing off his relic of
a Magnus 13 (which starred Moogle1 and myself as
terrible winged beasties for some inexplicable reason).
The entries included:
~ Gizmog1 released part three, which started with a
sewer race that I, honestly, have never gotten past.
~ Aethereal released a file that explained how his
and Fortis' Escape From Castle LEELEE was
dreadfully unfinished and ran down the basic plot.
~ Moogle1's Quest for the 38 Crystals
was complete, maybe not to the scale it was originally planned, but did
have all 38 crystals. I think I had to fix a bug to finish it.
~ I haven't played Melnazar's part six in years,
and remember next to nothing about it, but I do remember Melnazar was a
pretty cool guy, and one of my favorite graphic artists that ever
worked with OHR. What ever happened to him?
~ Part 7 was The Quest For Magna. I know nothing
about the author, but I think this was his only game, and a pretty sad
effort it was. I played it all the way through years ago, but it's not
worth bothering with.
~ Bobert made Part 8: The Fuck,
an angry, frenetic Zelda-style that was actually pretty cool, except
that actually beating it required playing through the game multiple
times, which sounds like the worst method of level grinding ever, and
is. The weirdest part is I don't see Bobert down as a participant in
any of the documentation I got from Pepsi Ranger for this article. My
best guess is Squall dropped out and passed the number off.
~ Grandtrain did part nine, which is one of the
more enduring titles of the series. With Zantetsuken gone I can't tell
you how well it did in the votes, but I remember it being pretty okay
for a game that doesn't have any battle backgrounds. It had pretty nice
graphics and starred a Ryan that was displaced in time instead of dying
when Hercil sacrificed him to "spill Minotaur's blood" (whatever the
hell that even means).
~ One of the few games Hachi-Roku of IRC idling and
OHR House fame has under his belt was Magnus
10: The Graphic Novel, a game without graphics.
~ Part eleven was my own. Yeah, I always called it Magnus 17
after its intended place in the series, but with half the contestants
dropping out, the numbering system had to stay consistent.
Interestingly enough, I think this was my first and only finished
conventional RPG.
~ Kazura-Sama, whose biggest claim to fame was
being Specsplosive's little brother, made the finale, The
Adventures Of NEWB MAHN!!!1", one of the few entries that
deliberately went for the "crap" option, a design method that would
later be further explored with the Terrible Game Contests.
In the end, my entry won. Being offline during that time, I can't tell
you how much of it was design points and how much was votes, I'd only
gotten online for a bit to see how things turned out. Archives to this
vote have been lost to age.
Things were quiet for a while. Sure, life went on in the community.
Other contests were held. Zantetsuken closed, and Castle Paradox rose
in its place. I came back from my hiatus in late March, trying to find
out as much as I could about the Magnus Sequel Marathon. Luckily the
Operation: OHR archives had a .zip file with the whole series. About
half a year later, whispers of the sequel to the sequel contest were
heard. It was postponed, but in March 2004 it made its debut, now
called the Epic Marathon Contest, and with a painfully planned original
backstory called Volcanic Kings. It included a
fully devised world set across six years of a war between the invading
king of the rich Volcanic Island and the rest of the world. Locations,
timelines, continent maps, characters of interest, all of these things
came included. A handful of contestants chose a month in the timeline
to work from, some of them providing character and location details in
a thread prepared on Castle Paradox's Story Time board.
The deadline came and went. No entries were submitted. People'd put a
lot of work into their entries, Leroy_Leo especially, but no one had
anything near playable, much less finished. Disheartened by all the
wasted effort he'd put in, Pepsi Ranger swore there wouldn't be another
Epic Marathon. I remember being disappointed and it felt unfair. 2004 was a
busy summer for me, so I wasn't able to participate, but the prospect
of the Epic Marathon never happening again scared me, and I just wanted
someone to blame other than myself. If we look at all the factors,
there were a few problems with the contest that could easily have
contributed to its failure.
First, I think perhaps Pepsi Ranger put too much
work into planning it. With a world already fully realized, there
wasn't a lot for the players to create themselves. The Magnus games had
the freedom to make something that was vaguely related to the original
game, with all the details filled in by the respective authors.
Volcanic Kings offered all the details already, though it's conceivable
that someone could make a game that just used it as a backdrop, the
idea as it came out encouraged making a game centered around a provided
story. This could easily have scared some prospective contestants away.
Second, the timeframe. The Magnus Sequel Marathon ran, according to a
post of Pepsi Ranger's, for eight months (again, with the forum it was
on is no longer available, but the oldest date on any of the documents
I have tells us it was running in early February, and I'd joined myself
in late March and disappeared off the face of the internet after
releasing my entry in late June, so we'll have to take his word for
it), with every entry running at least a month late, and that's with
most of them being rushed or unfinished. Volcanic Kings ran from May to
early August, starting out, as had been discussed in the first thread,
right in the middle of finals, a bad month for gamemaking in general,
and the ones after it being contest season, there's just too much vying
for a person's attention during that period to commit to such a
large-scale project. I'm not trying to make excuses or anything, but
with the provided epic-scale story, something that matches the scope
intended isn't going to happen in those short months, especially in a
community full of people who had their "one big project" that they'd
been sitting on for years and still hadn't made any progress on. But
being that the deadline was extended for the Magnus Sequel Marathon,
I'm not sure how fair it is that the contest was immediately closed and
canceled without an offer for extension, though some of the
contestants posted about trying their best to get their entries done,
and the rules even said that entries would be accepted for another
week. My best guess is that Pepsi was just so tired from all the work
he'd put into it that the disappointment set in too quickly for him to
give it another chance.
Third, and perhaps the most minor, is the lack of design missions.
Hell, I always loved them. Fun little elements to throw into your game
for bonus points is something we've only otherwise seen in
RedMaverickZero's April Fool's Day contest, better known as The Contest
That Brought Us Super Walrus Chef, though it made
the mistake of Penalizing entries for leaving them out rather than the
Epic Marathon's method of rewarding for them.
Whatever the factors were, the failure of the second Epic Marathon cast
a shadow on, if not the community, at least myself. I've mentioned
before that the contest has a very personal relevance to me, so seeing
it disappear was a shock. A lot of things happened in that next year,
for me and for the community. I started drawing my comic, moved out of
my parent's house and on to another state, watched from both thrall and
the sidelines as the community went through various crises, and
eventually fell out of it again as my internet connection became less
dependable, so when Pepsi Ranger started testing the waters for a third
Epic Marathon in September 2005, I was getting all my news secondhand.
The response was overwhelmingly positive, and within a week of the
water-testing post, the third Epic Marathon was underway. Mynorety
Whispers was everything the past two contests did right with
none of their problems. Instead of spending months on the concept and
wearing himself out, Pepsi Ranger spent a few hours putting together
basic common elements for the games to share the way any Zelda does,
which was the idea, not to make stories that carried on where the last
left off as games that all took place in the same land and had heroes
that all looked the same and had the same name, but weren't necessarily
the same person, just an inheritance of the mantle and spirit of the
hero, Mynorety, appearing to take on the same recurring evil, The Echo.
It had the design missions ready right off the bat, since there was no
world-building to get in the way of their devising, and a generous
timeframe that still ended up being extended by another month.
After a number of dropouts, five entries were released, none of which,
to be perfectly honest, I have ever played:
~ Rimudora released two entries, Not In
The Face (which actually, I think I did play; it was mostly a
joke entry, made just to use one of the more ridiculous title examples
Pepsi gave, I'd bet) and Mynorety Report. Though Mynorety
Report featured a custom Zelda-type system, neither did
particularly well on the votes. Both suffered huge penalties by leaving
out the textfile information that every Epic Marathon has required, as
well as leaving out all the described locations, but in the end, their
position in the rankings wouldn't have changed without the penalties.
~ Leroy_Leo released The Mysterious Rogue,
an apparent culmination of the things he'd learned working on his game
for the second Epic Marathon.
~ RedMaverickZero released Ties of Chaos,
a game, I, to be honest, hadn't even heard of before researching for
this article. It hasn't had the staying power of other games in his
repertoire, though it did get more votes than the other games in this
contest.
~ It however, came second to Moogle1's Darkmoor
Dungeon, a game that is still hailed as one of the designer's
greatest, Darkmoor is a collection of the best boss
battles you've seen in games, with a few original ones thrown in, and
recently joined Surlaw Armageddon as one of the
biggest OHR games among Brazilians. It was created as a standalone,
where the connection to the series is only available after completing a
subquest, but due to the various design missions it included, it easily
overtook the lead Ties of Chaos had accumulated
from votes.
And so, another Epic Marathon had closed. Another year went by. When
Officer Buford made his debut at CP on April Fool's, no one thought
much of it, even when his IP was confirmed as Pepsi Ranger's. When he
was still around a week later, he was met with some scorn and paranoia,
but the site had pulled April Fool's jokes that overstayed their
welcome before, so we weren't sure what to think. As we went into May,
his posts gained a more foreboding air. Something was happening,
something big.
We all know now what that something was, but how
hush-hush the whole deal was at the beginning is still pretty
impressive. Pepsi's shown me his logs of the behind the scenes planning
of the thing, and even a lot of the people who were involved didn't
know what was up, only that it was a lead-in to the fourth Epic
Marathon. The only people who knew the full story before it was
revealed were Pepsi Ranger himself and James Paige, but the work the
two of them did with Inferior Minion to set up all the clues was pretty
impressive.
I've spoken about Who Shot Bob The Hamster? in
this magazine before, but let me give you the full story now,
straight from someone who was there. The clues were set up June 1st,
but the first two had a slow-going. I sat back and waited to see how it
would play out. Jack found the first clue in the Security Center, but
most people weren't going at it the right way, until Artimus Bena came
in and solved it. That was all I needed, to see the basics of what I
was looking for and how I'd find it. Within two days, I'd found a
majority of the clues with my sharp wits, knowledge of detective
stories, and general intelligence, but mostly just with CP's "Search"
function. A few others helped fill in the blanks, most often Moogle1,
but a stranger by the name of Dried Thorn dropped the solution to the
one that'd been stumping us the most right in our laps. They'd all been
found and put in order by the 11th, a little under two weeks. After
that, it was all speculation of what the clues meant, mostly happening
between each sleuth and Pepsi Ranger in private messages. Reading the
behind the scenes document shows how hard we really did attack this
deal, Pepsi was clearly surprised at how close some of us came to
solving different aspects, and how we managed them. I'd got the motive
out of an identity clue, Moogle1 was compared to the Rain Man (though
this document mostly only has the one side of the conversation, so I
couldn't tell you why), and the stranger Dried Thorn displayed a
Sherlock Holmes-like quality that had the shooter on the run.
No one knew about Dried Thorn's brilliance until after the results were
posted, being that all his findings were private, but the first time I
read the clue solutions, I was pretty impressed. He had the location
down pat, including a rundown of where each shot was fired. He found a
secret, until now undocumented clue that directly linked the contest
with Lineality, but dismissed the game as another
clue rather than the culprit because it lacked any definable characters
to commit the crime. As far as actual entries go, this contest was
pretty lacking, but the variety of methods used to create those entries
is interesting. Pepsi encouraged each sleuth to make a game to add all
our sleuthing points to, and Moogle1 made a short comic suggesting
Zombie Robot Bird Hitler as the culprit, which was retroactively titled
Who Shot Bob The Hamster: The Graphic Novel. I made
the first deadline with an outline of a detective story about the
mystery, by the second I had the story written.
Lemme give a little background here. In summer of 2004, at the same
time I hadn't entered the second Epic Marathon, I had the idea of a
private investigator in a film noir setting who spoke aloud the
conventional narration throughout the story. Nepenthe and I tried to
make it for the 48 hour contest, but computer issues and the fact that
I had overestimated our ability to make that short deadline were our
downfall. I'd tried revisiting the story a few times, but it never made
it. By the time the fourth Epic Marathon came around, I thought it
would be perfect for the character, and even worked in my own writer's
block as a plot point. Thus, A Soliloquy Mystery
was born. It was just a simple Notepad file with what would've been the
title screen attached. My original plan was to make an OHR movie with
illustrations, but laziness prevails. The story proposed that the whole
thing was a hoax put on to motivate the community to action, with a
poor red herring named Herr Ingred as the scapegoat.
Shadowiii had a pretty bold idea of making a game that could be entered
in both the Epic Marathon and the Dating Game Contest, a contest
inspired by a game he'd made a few years past anyway. Who
Shot Bob The Hamster: Love + Order would've been a game where
you took witnesses out on dates to get information out of them, and it
would've been pretty cool. All of the witnesses were characters
borrowed from other authors, with permission of course. What was
released was far from finished, although much of the story was outlined
in the textboxes, and Pepsi Ranger took that into consideration when he
judged it for the design missions. The game is still unfinished, though
Pepsi, talking mostly to Shadowiii, offered us another month to work on
our entries, though it was declined as much more time would be
necessary to make anything worthwhile out of the mess.
Among all of this, OHR House 2 came back from the
dead to give its own take on the case, whether it was intended to be
entered or not. From the Week 6 results to the end of Week 8, the
housemates had a murder mystery of their own on their hands, which
Surlaw narrowly escaped prosecution for when SDHawk finally admitted to
the crime. The motive in this one involved, again, inspiring the
community to get off its collective asses and do something productive.
After the votes were in and the points were counted, Dried Thorn won on
clues, while my short story took the rest of the contest, being the
only complete story in it. If I could've only solved four more clues I
could've swept the whole thing, but that's what I get for not focusing
on the case itself as much as what kind've story I could craft out of
it.
And that leave us at today. The fifth Epic Marathon opened last month,
and it could be the most unrestrictive contest in the series. The idea
is to make a game, though OHR movies are encouraged, told in episodes For
The OBC Network (I’d imagine that to stand for OHR
Broadcasting Channel, except that then it would be a channel network?).
What the entry itself is about is completely up to the author. In fact,
YouTube videos and screenplays are also acceptable methods of entering.
The only real restriction on what the entry is would be the inclusion
of a "No Graphic Novels" rule. Whether that's because of the contest's
theme relating to a medium that isn't friendly to comics or just
inspired by the Epic Marathon's bad history of graphic novel entries is
anyone's guess. I know it's funnier to assume the latter, though.
Another way the current contest is opening up the restrictions is by
making the contest window coincide with the real-life television
season, from late September to the end of May, simultaneously
reinforcing the theme and doing away with the Epic Marathon's most
common and crippling foe: deadlines. There are no excuses this time,
guys.
In addition, if you've entered an Epic Marathon before or wanted to,
one of the design missions includes finishing or drastically revising
your old entries or creating a new entry for any of the contests other
than the Magnus Sequel Marathon for a whopping 50 bonus points toward
your entry this year! So get to work, everybody. I've already won two,
I don't need to win a third, but that doesn't mean I'll let you take it
easily. You'll have not one, but four Soliloquy
mysteries to contend with. Don't let the length of the rules scare you
away, they've always been like that, and there's a condensed version available this
time, too!
Let's make it happen in a big way this year, folks, you've got till the
end of May, so get cracking.
Number six is coming 'round in January, and who knows what Pepsi's got
in store!