We were forging new gameplay ground, causing a lot of growing pains. The control of the main character is the single most important thing in a CAG. I did all the programming, but Mark helped whip me along. For example saying, “he doesn’t stop fast enough,” or “he needs to be able to jump for a frame or two AFTER he’s run off a cliff or it will be frustrating.” Criticism is essential, and as a programmer who wrote dozens of world class control schemes in the years between 1994 and 2004, I rewrote every one at least five or six times. Iteration is king.









