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T H E P R A I S ED

T H E LOV E D
The Praised, The Loved, The Deplored, The Forgotten
A View into the Wide History of Finnish Games

Annakaisa Kultima & Jouni Peltokangas

THE DEPLORED
2019 (digital)
2017 (print)

ISBN 978-951-609-967-8 (digital) ISBN 978-952-03-1546-7 (Trepo)

T H E FO RG OTT EN
ISBN 978-951-609-873-2 (print)

Tampereen museoiden julkaisuja, 145


ISSN 2342-2904 (digital)
ISSN 1237-5276 (print) A V I EW I N TO
T H E W I D E H I STO RY
Mediamuseo Rupriikin julkaisuja, 6
O F FI N N I S H GA M ES
ISSN 2670-1081 (digital)
ISSN 1459-8329 (print)
A N N A K A I SA K U LT I M A
Publisher: Rupriikki Media Museum & J O U N I P ELT O K A N GAS
©Tampere Museums and the authors

Translator: Ella Lopperi

Photos: Saana Säilynoja (p. 20, 32, 36, 60), Annakaisa Kultima (p. 10, 39, 70, 120, 128, 182),
Taru Muhonen (p. 24, 98), Mari Lind (p. 8), Sampo Savolainen (p. 160) and Janne Käpylehto (p. 140).

Photo source (p. 17): Jukka Raunio, 1947. Vapriikki photo library.
Photo source (p. 28): Andersin, Hans: NIM-peliä - pelaava kone. Abacus, 4/1967.

Screen captures: Jouni Peltokangas, Joni Rokkanen, SPSN-group, Annakaisa Kultima, Amistech,
Colossal Order, Facepalm Games, Frogmind, Mindfield Games and RedLynx.

Graphic design: Annakaisa Kultima


INDEX I N T RO
Punaisten ja valkoisten taistelu Suomessa 1918 …. 8 Rally Trophy …………………….………….…... 114 T h e h is t o ry o f Finnis h ga m es is d ivers e. lent a h elping h a nd in p ut t ing every t h ing
Perspective: Kimmo Antila …………………...... 10 Stair Dismount / Porrasturvat …………….…..… 118 I t c o n s i s t s n o t o n ly o f c o m m e r c i a l ly together. The multiform exhibition
Pesäpallo ………………………………………... 16 Perspective: Markku Reunanen ….………….….. 120
successful digital games or board reflected the different backgrounds of
Pajatso …………………………………………... 20 Mikämikä-TV ………………………….…..…… 126
Afrikan tähti …………………………………..… 24
game classics that have knit together t h e m em bers o f t h e t ea m – w e end ed up
Perspective: Jaakko Kemppainen ………….…… 128
Nim ……………………………………………... 28 AirBuccaneers ……………….………….……..... 134
generations. Finnish game history o pening a d ivers e view t o w a rd s Finnis h
Kimble ………………………………………….. 32 Pathway to Glory ……………………….……….. 136 is multifaceted both in terms of games. Although the exhibition was
Chesmac ………………………….………….….. 36 Dragonbane ………………….………….……...... 140 technologies and execution, as well as o pen o nly fo r a s h o rt t im e, t h e s ucces s
Ässä-arpa ……………………………………...… 40 Angry Birds …………………………….……...... 144 content and impact. The reception of surpassed all expectations. The work
Painterboy ………………………………….….… 44 Crayon Physics Deluxe ……………….…….....… 146 ga m es va ries : s o m e a re h igh ly pra is ed, conducted for the exhibition has been
Sanxion ……………………………………….…. 46 Trials HD ……………………………….……...... 148 o t h e r s b e c o m e d e a r ly l o v e d , s o m e a r e upd a t ed fo r t h is bo o k, a nd it h a s s erved
Uuno Turhapuro muuttaa maalle …………….….. 48 Trine ………………………………….…….....… 150 deplo red a nd m a ny w ill s im ply beco m e as a basis for the Finnish Museum of
Miekka ja Magia ………………….………….….. 52 Floorball League …………………….…….....… 154 fo rgo t t en. A ga m e is a vers a t ile fo rm a t Ga m es o p ened in 2 01 6.
Netherworld ……………………………….…..… 56 King of Opera ………………………….……..… 156
for a variety of works, by different
A lias … … … … … … … …………………….…..… 6 0 Eclipse ………………………………….……..… 160
BatMUD………………………..………….…..… 64
creators and for different types of Game history is common knowledge,
WildChords …………………………….……...… 162
Coloris …………………………………….…….. 66 Clash of Clans ………………………….……..… 166
players. Games are valuable fixtures but not always easy to access. It is
Lohikäärmepuu …………………………….….… 69 Hill Climb Racing ……………………….…….... 168 of cultural histories around the globe. time to put more effort in recording
Perspective: Andy Pilke …………………….…... 70 Legend of Grimrock …………………….……..... 170 Finnis h ga m es a re in a precio us ro le in the history for future generations
Slicks ’n’ Slide ……………………………….….. 76 Badland ………………………………….……..... 174 t h e cult ura l h erit a ge o f Finla nd . as well as to trace the paths already
Stardust ……………………………………….…. 78 The Swapper ………………….………….…….... 176 forgotten. Games cannot, however, be
Inva-taxi ………………………………….….…… 82 Cities: Skylines ……………….………….…….... 180 T h i s b o o k o f f e r s o n ly a s m a l l s a m p l e u n d e r s t o o d s i m p ly b y r e a d i n g – t h e y
Perspective: Åkesoft ……………………….….… 84 Perspective: Tuija Lindén …..………….……...… 182 of games. The idea for the book m u s t b e e x p e r i e n c e d . H o p e f u l ly t h i s
Alien Incident / Muukalaisten yö …………….….. 90 P.O.L.L.E.N…………………………….……...… 188 was conceived during an exhibition b o o k w ill s h o w a guiding ligh t t o w a rd s
Wings …………………………………….…..….. 92 My Summer Car ……………………….……...… 190
o rga nis ed in a lo ca l m us eum d uring t h e understanding games in a wider
Eläin aktivisti …………………….………….…... 96
Matopeli ………………………….………….…... 98
N o rd ic DiGRA 2 01 2 co nference, Ta m pere s p ect rum a nd bring every o ne clo s er t o
Drop Mania ……………………………….……. 102 F i n l a n d . F o u r r e s e a r c h e r s a n d r o u g h ly t h e a ct ua l experiences .
Supreme Snowboarding ………….………….…. 104 20 students joined efforts to build an
Areena 5 ………………………….………….…. 108 exh ibit io n t o int ro d uce fo reign vis it o rs Tam pere, Finland, 2 / 4 / 2 01 7
Max Payne ………………………………….…... 112 to local games. Game developers, A nnakais a Kult im a &
journalists, historians and collectors Jo uni P elt o kang as
Punaisten ja
valkoisten taistelu
Suomessa 1918 Punaisten ja Punaisten ja valkoisten taistelu
Suomessa 1918 (‘The Battle of the

valkoisten Reds and the Whites in Finland 1918’)


ca me ou t in time for C hristma s in 19 18.
taistelu I t i s r e p u t e d ly t h e f i r s t b o a r d g a m e t o
b e c o m m e r c i a l ly p u b l i s h e d a f t e r t h e
Suomessa Finnish Declaration of Independence in
De ce mbe r 19 17.
1918 The game describes the events of the
Finnish Civil War which ended earlier
TYPE in 1918. The verse form rules are
Board game rather difficult to understand, and the
movements of the Whites are depicted
PUBLISHER in much more heroic terms than those
of the R e ds. De spite the sl ig htly ske w e d
Juusela & Levänen
w orl dvie w , the g a me ca n stil l be w on by
e ithe r pa rty.

T he g a me fol l ow s re a l historica l e ve nts


ve ry cl ose ly. T he l oca tions a nd borde rs
are in the right places and the final
battles have a clear significance. An
inte re sting de ta il of the g a me is tha t the
he a dqu a rte rs of the White s is l oca te d in
Ge rma ny, w hil e the R e ds re side in R u ssia .
T his proba bly ow e s to the fa ct tha t ba ck
in the da y the re w e re ta l ks tha t F inl a nd
should have a king of German descent
a s a ru l e r.

9
Perspective: Kimmo Antila I worked as a project manager in Museum experience that someone familiar, whom
Centre Vapriikki between 2006 and 2012 my grandparents had bought sweets
and my job was to develop permanent from, was stabbed to death and thrown
exhibitions, particularly ones related to off a bridge. It’s very likely that he did

Kimmo Antila
the history of Tampere. We bumped into not actually see it, but the story that a
Punaisten ja valkoisten taistelu Suomessa familiar person experienced such a fate
1918 (‘The Battle of the Reds and the was strong.

talks about Whites in Finland 1918’) when we were


working on the Tampere 1918 exhibition For the Tampere 1918 exhibition, we had

the board game


closely with various parties in 2007. I’ve people from the university doing back-
played digital games to some extent in ground research, and then a core group
my youth, Donkey Kong type games and formulated the storytelling for the exhi-

Punaisten ja a variety of recess games, I mean. I’ve


never really been absorbed by playing,
bition. At an early stage, the exhibition
began to form into a kind of dramatic

valkoisten taistelu
and I don’t use my time on gaming. My arc. It had a prologue leading into the
children are now in their twenties, they subject matter, then the actual turbulence
have of course been playing more, and of events the exhibition would focus on,

Suomessa 1918 through them I’ve gained a whole new


perspective of gaming, different from
and finally an epilogue of the importance
and reminiscence of the war. Punaisten

and the related


what I had back in the day. ja valkoisten taistelu Suomessa 1918,
which we placed in the epilogue, was
I became interested in history at a young discovered by Robert Alftan, with whom

museum work. age. It tells us where we are now and


what is going on, why we live in such
a country, in Europe or in the world.
we had collaborated before. Robert is a
long-time journalist and researcher, and
he happened to have a summer house
“ History is a social science. It is wonderful near Tampere. He was working on a
and important that past phenomena are documentary about a Swedish volunteer in
examined, as they help us explain the Tampere. We were, of course, able to pro-
present day. My personal interest was vide Roope with something and Roope was
kindled through my grandparents. My able to return the favour. In the winter of
grandparents were born between 1909 2007-2008, he told us he had found this
and 1910, so they had recollections of game, or game board, in a second-hand
what happened in Tyrvää, one of the shop. We were naturally very interested
arenas of war, in 1918. They had some in it, so Roope kindly donated the game
horrifying stories, too. My grandfather board of Punaisten ja valkoisten taistelu
recalled seeing the city burn down with Suomessa 1918 for the museum collection.
his own eyes as a child. Recollections may We didn’t have any clue of what this game
arise either from witnessing an event first- was, whether a number of these would
hand, or being told about it. It may well be exist or whether we would find any infor-
that he’d only heard stories of the incident. mation about it. We began to investigate,
Nonetheless, it created a strong emotional and not long after we realised that one

10 11
copy existed in the National Library. So released some of the first publications by game may have been played from another National Library, for example, but it had
we went to the National Library, took a the Academic Karelia Society, so perhaps point of view. The interesting thing is that not even crossed our minds back then
look at what they had, but their game did they were leaning somewhat towards the either side can win the game in principle, that a game with such a subject matter
not include the game pieces either. The White heritage. so it does have that kind of playfulness would even exist.
second-hand version, which we got from and opportunity. Then again, it would be
Roope, didn’t have anything besides the If you look at the rules of the game, you silly to make a game where the other side We tried to dig up material and combed
game board. So we used the game from will notice that they are written in verse would win by default. the year 1918 in many ways. We studied
the National Library to copy the protective form. They also include a rather cleverly the newspapers of the time, contemporary
case where the game had been stored, built-in hidden story about who has been Playing the game also made you consider stories, and so on. However, we did not
and most importantly, the rules. Thus, in right. However, this is not too highly what the creator of the game has actually come across any story where someone
the version displayed in our exhibition emphasised. Still, the fact that the Reds been thinking. What are they trying to say would have played this game or that the
only the game board is genuine. The case, will always start the game, for example, here? How strongly is the game building events of 1918 were handled in a game
rule book and game pieces are copies, or is already a clear reference to who it was up the winning story of the Whites, or such as this. For instance, it is quite well
to be more precise, the game pieces are exactly that made the first moves. The could it take an objective look at what known how children’s literature was
made on the basis of assumptions and game includes historically correct places happened? We also thought of strategic used as an instrument in attempting to
conclusions. of battle, and it is well demonstrated issues. In a way, playing the game gave a build a sense of national pride and the
throughout whether it was the Reds or sort of a moment of clarity to the role of story of White Finland. One would have to
We read the rules very carefully. They, in the Whites who prevailed. Finally, as the the Germans specifically. This is related imagine that if this game was more widely
fact, described the game in great detail: representative party of the Whites arrive to the result of the subsequent research available, someone would have surely
there’s a die, and these sorts of red and in Tampere, a convenient die roll will flat- and interpretation of why Mannerheim mentioned it somewhere. Perhaps an
white game pieces. In addition, it should ten the entire Red troops, and the final attacked Tampere at that exact point. advertisement or an announcement that
have pins, which are used to mark dif- victory is very close. The charge takes place in order for there such a game was now available. However,
ferent strengths on these pieces. We’ve to be sufficient time to reach a settle- we found nothing. This is pure conjecture,
attempted to play the game a couple of I have been thinking about the rules and ment before the German entry, so that but if the game were terribly popular, we
times, but the rules are very complicated, read them through several times, and the Germans would not be able to take a probably would have encountered more
at least at first glance. If you try to think of made a couple of attempts to play the larger grip on Finland. This is also included copies or mentions of it. Today, all manner
what age groups the game might be aimed game. By reading through the rules a few in the game. of items related to the events of 1918 are
at, it cannot be for very young children at times, you may notice that they have a highly collectible. I do believe that the
least, since the player must be able to do sort of educational aspect. Similar to how Interestingly, a few games similar to this value of the game has been understood
calculations and manage strategies. The children’s books and other educational one exist. One example is Helsingin valtaus as it was taken to the second-hand store.
game was made already in 1918, which is literature in the 1920s were used to (‘The Occupation of Helsinki’), of which
perhaps the most astounding thing about bolster the nation and the tale of White one of the local associations of history Generally speaking, this game astonishes
this – that it was made in the same year Finland, it is clear that the Reds were teachers produced a new edition. There people, as they tend to perceive board
the war ended. After all, this was still a the bad guys in the game. The Reds are is also a game depicting the events of games and gaming as a modern or even
time when, in perhaps the greatest tragedy described as a bunch of bandits, while the First World War, where the whole of a welfare state era phenomenon. Afrikan
of the war, a lot of people were still held the Whites get to be the noble sons. The Europe provides the game board. Juusela tähti (‘The Star of Africa’) is thought of as
in prison camps. It is a pity that not much sympathies clearly lie on the White side. & Levänen published all of these games. a really old game, for example. Another
information has been found about the ar- In a way, this is of course obvious. History Recently, I have seen at least Helsingin important thing is that the exhibition itself
tefact. We know that the game was made is written by the winners, and this is a valtaus for sale, at a steep price, of course. creates an oppressive vibe that awful
by the printing house Juusela & Levänen in game made in a certain way by the winning These are naturally quite the rarities. things have taken place. Bringing such
Helsinki. Later on, Juusela & Levänen also side. However, one could imagine that the These items are, of course, stored in the playfulness and frivolity into the picture

12 13
towards the end of the exhibition, at the leaving it as just another occurrence. By
epilogue, almost feels a bit macabre. How the time we get to the game, the story
can we, and how have they been able to, is ending and we are beginning to look
deal with the subject at the end of the back. This is just one example of it. The
year in this manner? This is usually the exhibition paints a strong picture for both
strongest reaction we get from the game. sides of the story, and also depicts the
I probably emphasise it myself in some story of the civilians. In that sense, this
ways while giving guided tours, putting it kind of a game in the epilogue is linked to
out there that on Christmas 1918 people the story of the civilians. The stories of
could play something like this. One can civilians on both the Red and the White
paint the image that the game would be side intertwine here. The game fits the
revealed unwrapping Christmas presents ending of the exhibition in this interesting
and everyone would play it together. way rather well.”
However, we do not actually know who
played it and how.

A game such as this would have required


wealth at a time when people could barely
afford food. It might have been a middle
class or upper class pastime, and the
middle class of the time can be thought of
as the bourgeoisie. We should also keep
in mind that it is, of course, not clear cut
that all the representatives of the Reds
were poor. We can only make assumptions
and, therefore, these things are usually
communicated to the audience through
the exhibition texts, which sum up our
perspective and what we’re trying to say.
The introduction text for this game is very
short and laconic. No tools exist to explain
it further, so we have not even attempted
to do so. We simply have not been able to
find out more about it.

The Tampere 1918 exhibition will tell


you what happened in Tampere in 1918.
In effect, this too is told from the point
of view of people, and what happened to
some of them. As said earlier, the game is
on the epilogue side of the dramatic arc,

14
Pesäpallo
Pesäpallo A ccording to cu rre nt know l e dg e , va riou s
bat-and-ball games played on the
territory of what we now call Finland
TYPE da te ba ck to the 17th a nd 18th ce ntu rie s.
Sport Influences from Germany, Sweden and
Russia, among others, fused into ‘king
DEVELOPER b a l l ’ i n t h e l a t e 1 8 0 0 s . L a u r i “ Ta h k o ”
Lauri “Tahko” Pihkala Pihkala added some extra spice from
US baseball, which resulted in a game
ca l l e d ‘l ong ba l l . ’

Through various experiments and


changes to the field, long ball
developed into the Finnish national
sport, the modern day pesäpallo
(‘Finnish baseball’). The first official
matches were played in 1922, and the
first Finnish championship was won by
H e l s i n g i n P a l l o n ly ö j ä t ( ‘ t h e H e l s i n k i
Ba l l -ba tte rs’) .

T he de ve l opme nt of pe säpal l o w a s tie d to


the spirit a nd e ve nts of its time . Be tw e e n
the wars, the sport was favoured by
the Civil Guard, as it was thought to
develop the skills needed in wartime.
Since then, the rules of the sport have
been modified on several occasions in
order to make it more interesting for
the conte mpora ry a u die nce .

17
Pajatso
Pajatso Familiar to all Finns from the corners
of restaurants and petrol station bars,
Pajatso (‘Payazzo’) is an important
TYPE pie ce of the na tiona l g a me history. T he
first of these types of slot-machines
Gambling arcade game a rrive d in F inl a nd in the 19 2 0s, brou g ht
from Germany by private businessmen.
DEVELOPER Domestic production of payazzo
RAY ma chine s sta rte d in 19 31 by A u toma a tti
Te ol l isu u s Oy.
PUBLISHER
RAY In 19 37, the F innish pa rl ia me nt de cre e d
that the maintenance of these slot-
m a c h i n e s s h o u l d o n ly b e a l l o w e d f o r
an association founded for this exact
purpose. Thus, payazzo machines
p r e v i o u s ly o w n e d b y e n t r e p r e n e u r s
w e re tra nsfe rre d u nde r the ma na g e me nt
o f t h e S l o t M a c h i n e A s s o c i a t i o n ( R AY ) ,
f o u n d e d i n 1 9 3 8 . R AY a l s o b e g a n t h e
production of their own payazzo
ma chine s the sa me ye a r.

Perhaps the most classic of these


machines was the 50 penny payazzo of
1966, which stayed in use up until the
e a r ly 1 9 9 0 s . T h e t a l e o f t h e p a y a z z o
came to its end in March 2015, when
it was reported that the machines
would be discontinued. The last coins
w e r e f e d t o s l o t s o n R AY p r e m i s e s o n
11 March 2015. The payazzo machines
ma na g e d to produ ce a tota l of ove r one
a n d a h a l f b i l l i o n e u r o s f o r R AY o v e r
the years. Since their discontinuation,
various mobile and online versions of
the pa ya zzo g a me s ha ve be e n pu bl ishe d
in F inl a nd.
21
Afrikan tähti
Afrikan Tr a n s l a t e d i n t o s i x t e e n l a n g u a g e s ,
Afrikan tähti (‘The Star of Africa’) is a

tähti cl a ssic of F innish boa rd g a me s a nd ha s


sold over four million copies. This all-
time favourite of Finnish board games
TYPE w a s o r i g i n a l ly i n s p i r e d b y H u m p h r e y
Board game Bog a rt movie s a nd pl a ce na me s fou nd on
the ma p of A frica . T he na me of the g a me
DEVELOPER itse l f ca me to Ma nne rl a a fte r the Sou th
Kari Mannerla A frica n discove ry of the w orl d’s l a rg e st
diamond, whose largest polished piece
PUBLISHER is know n a s the Gre a t Sta r of A frica .
Peliko
In 19 8 5 , A me rsoft re l e a se d a C ommodore
6 4 ve rsion of the g a me , w ith Ma nne rl a ’s
consent. Other publications include a
ca rd g a me ve rsion de sig ne d by Ma nne rl a
himself, as well as adaptations for
Android and iOS. In 2014, an expansion
called Retkikunnat (‘Expeditions’) was
published. Mannerla, who made his
actual career in advertising, developed
othe r g a me s a s w e l l , incl u ding a va rie ty
of solitaires and the board game Inkan
aarre (‘T he Tre asu re of the Inca ’) w hich
ta ke s pl a ce in Sou th A me rica .

25
Nim
Nim The history of digital games in Finland
da te s ba ck to the 19 5 0s, w he n e ng ine e r
Hans Anders, as a member of a group
DEVELOPER working to design the first Finnish
Academy of computer ESKO, came up with the idea
Finland of constru cting a g a ming ma chine .
Mathematics
Committee In Nim, pl a ye rs ta ke tu rns to re move a ny
nu mbe r of sticks pl a ce d in se ts of row s,
and whoever gets the last stick loses.
Due to its simplicity, Nim was suitable
for execution on the technologies
characteristic of its time: relays and
diodes. Similar machines had already
been built earlier in the United States
a nd E ng l a nd, a mong othe r pl a ce s.

The Mathematics Committee gave Nim


to the head of the committee, Rolf
Nevanlinna, in celebration of his 60th
birthday. The game did not see much
use and was left to gather dust in
Nevanlinna’s possession, unlike, for
example, the Norwegian NUSSE. NUSSE
piqu e d the inte re st of a u die nce s w he n it
pl a ye d the Nim g a me a g a inst the pu bl ic
on “the world’s first data days” in the
spring of 19 5 4.

29
Kimble
Kimble The popular Finnish children’s board
game Kimble is based on a licence
o f Tr o u b l e , d e v e l o p e d i n t h e e a r ly
TYPE 1960s by the US Kohner brothers and
Board game A l S t u b b m a n n . T h e H e l j a k k a f a m i ly
r e c e i v e d Tr o u b l e a s a g i f t f r o m t h e i r
DEVELOPER American relatives, and in 1967 Aarne
Aarne Heljakka Heljakka applied for an official licence
to pu bl ish the g a me in F inl a nd. He l ja kka
PUBLISHER picke d the na me for the g a me from the
Nelostuote protagonist of the 1960s TV series The
F u g itive , R icha rd K imbl e .

Ga me s l ike Trou bl e a nd K imbl e ha ve be e n


pl a ye d u nde r diffe re nt na me s a l l a rou nd
the world, and the basic principles are
based on the national game of India,
Pachisi. K imbl e ’s spe cia l ty is the pop-o-
ma tic me cha nism: the die is e ncl ose d in
a dome in the middl e of the g a me boa rd,
and pressing on the dome causes the
die to roll, accompanied with a snappy
popping sou nd.

Within the pop-o-matic resides also


pe rha ps the most controve rsia l fe a tu re
of the g a me : the rol l s pe rforme d u nde r
the dome a re not in fa ct tru ly ra ndom. In
2 014, F innish sta tisticia n Tu oma s K u kko
researched the matter and found the
dice would end up on its opposite end
more ofte n tha n it shou l d if it rol l e d in
a n a bsol u te ly ra ndom ma nne r.

33
Chesmac
Chesmac The first commercial Finnish computer
g a me a ccording to cu rre nt u nde rsta nding
is Chesmac, programmed by Raimo
PLATFORM Su onio. It is a che ss g a me prog ra mme d
Telmac 1800 for the Te l ma c 18 00 microcompu te r.

DEVELOPER I n i t i a l ly t h e p r o g r a m m i n g o f C h e s m a c
Reino Suonio was an experimental hobby for Suonio,
bu t his a ctivitie s took a comme rcia l tu rn
PUBLISHER a s Su onio l a nde d a job in F inl a nd’s first
Topdata computer store, Topdata. The game,
pu bl ishe d on a C -ca sse tte ta pe , w a s sol d
t h r o u g h To p d a t a a t a p r i c e o f F I M 6 8
(F innish ma rkka , the cu rre ncy of F inl a nd
up until 2002), and sold a total of 104
copie s.

Programmed in Telmac’s own CHIP-


8 l a n g u a g e a n d p a r t ly d i r e c t ly i n
he xa de cima l ma chine l a ng u a g e , the g a me
was a respectable feat considering the
computing power and memory capacity
of the Te l ma c. It is a l so note w orthy tha t
Suonio published separate instructions
on how to save the game’s current
situation for later use in Prosessori, a
professional electronics magazine of
the time. This came in handy, as the
g a me re a l ly took its time conte mpl a ting
the ne xt move ; on the most cha l l e ng ing
l e ve l , this cou l d ta ke u p to a n hou r pe r
move .

37
Ässä-arpa
Ässä-arpa Ässä, the most popular and longest
running scratchcard in Finland, is
an integral part of Finnish everyday
TYPE gaming. The scratchcard, now having
Scratchcard re a che d ove r 35 ye a rs of a g e , w a s first
introdu ce d in 19 8 1. Ba ck the n, the price
DEVELOPER for one was FIM 10 and the jackpot a
Veikkaus w hopping F IM 6 6 6 , 6 6 6 .

PUBLISHER The beginnings of Ässä were mottled


Veikkaus w ith issu e s w ith the printing te chnol og y,
which is why the production was
tra nsfe rre d from the printing pre ss of the
Ba nk of F inl a nd to E ng l a nd. T he mode rn
Ässä is printed in security printing
presses specialised in scratchcards in
Canada and England. After its launch,
Ässä gained rapid popularity, and
a l re a dy in 19 8 2 it produ ce d 9 . 5 pe r ce nt
of the tota l sa l e s for Ve ikka u s.

Veikkaus scratchcards have become


available as online versions since
2006. The range includes a number of
scra tchca rds ba se d on diffe re nt the me s,
a l l the w a y from sa u na to ice hocke y.

41
Painterboy
Painterboy Painterboy is a promotional game
commissioned by the major paint and
l a cqu e r ma nu fa ctu re r T ikku ril a in 19 8 6 .
PLATFORM The game features the adventures of
Commodore 64 Mestari and Poika (‘Master’ and ‘Son’),
who were the stars of the company’s
DEVELOPER 1980s television commercials and
Chart Top Design various events. According to Tikkurila,
this is the first promotional game
PUBLISHER produ ce d for compu te rs in F inl a nd.
Tikkurila
Painterboy was distributed on both
cassette and diskette, and the purpose
of the game is to perform a variety of
contract painting works in accordance
with the customers’ wishes. The player
must select the suitable paint for each
situ a tion, ste e r cl e a r of a ccide nts on the
w a y t o t h e s i t e a n d f i n a l ly s u c c e s s f u l ly
pa int w hil e a voiding obsta cl e s.

The technical aspects of Painterboy


w e re qu ite insig htfu l ; ma na g ing to fit a n
entire village and digitised audio clips,
among other things, to Commodore
64’s memory called for extraordinary
c r e a t i v i t y . B a c k i n i t s d a y , o n ly a f e w
hundred copies of Painterboy were
produced, and it has since become a
col l e ctor’s ite m.

45
Sanxion
Sanxion Sanxion, developed by the legendary
prog ra mme r Sta vros F a sou l a s, is know n
as the first Finnish computer game
PLATFORM intended for international distribution.
Commodore 64 It is a side-scrolling space shooter
Sinclair ZX Spectrum g a me , w hich is re me mbe re d pa rticu l a rly
for the music tracks produced for the
DEVELOPER game by Rob Hubbard. One of these,
Stavros Fasoulas pl a ye d in the ba ckg rou nd of the g a me ’s
title screen, is an adaptation of Dance
PUBLISHER of the Knights, a piece from Sergei
Prokofiev’s Romeo and Juliet ballet. In
Thalamus
fa ct, Sanxion w e nt on to w in the Gol de n
Joystick A w a rd for the Be st Sou ndtra ck
of the Ye a r in 19 86 .

Like other games of its time, Sanxion


is very difficult and fast-paced, and
de fe a ting the g a me re qu ire s syste ma tic
learning of several sections and
s i t u a t i o n s . I n t e r e s t i n g ly , t h e s c r e e n o f
the game is also split into two parts.
The upper displays the player’s ship
from a bird’s eye view while the lower
and larger screen displays events from
s i d e v i e w . S a n x i o n r e c e i v e d r e a s o n a b ly
positive reviews back in its day, and it
e ve n cl imbe d to the top position on the
British sa l e s cha rts for a w hil e .

47
Uuno Turhapuro
muuttaa maalle
Uuno The Finnish people’s favourite comedy
film character of the 1970s and 1980s,

Turhapuro U u n o Tu r h a p u r o , h a d t h e h o n o u r o f
playing the main role on the first
muuttaa Finnish licensed game. Borrowing its
theme from the film of the same title,
maalle U u n o Tu r h a p u r o m u u t t a a m a a l l e ( ‘ U u n o
Tu r h a p u r o m o v e s t o t h e c o u n t r y ’ ) i s
remembered in particular for the high
PLATFORM
level of difficulty. Game developer
Commodore 64
Pa si Hytöne n himse l f ha s a dmitte d tha t
the level of difficulty was “perhaps
DEVELOPER exaggerated a little bit.” Mechanics
Pasi Hytönen w ise , Uu no Tu rhapu ro mu u ttaa maal l e is
simpl e : the pl a ye r control s Uu no a cross
PUBLISHER three side-scrolling levels while trying
Amersoft to dodg e incoming obsta cl e s.

Back in its day, the game sold around


2,000 copies, of which less than a
hundred were floppy disk versions.
Despite the reasonable volume of
sa l e s, the g a me ha s since be come qu ite
the collector’s item within the game
enthusiast community, and even the
more common cassette version along
with its supplementary material has
fe tche d a price of u p to 5 00 e u ros in a n
onl ine a u ction.

49
Miekka ja Magia
Miekka De sig ne d by R isto “Nordic” Hie ta , Mie kka
ja Magia (‘Sword and Sorcery’) is the

ja Magia f i r s t c o m m e r c i a l ly p u b l i s h e d F i n n i s h
language role-playing game, and thus
an important milestone in the history
TYPE of Finnish games. The rules of the
Tabletop role-playing game game are based on Hieta’s earlier role-
playing game Acirema. While the rules
DEVELOPER are similar to the popular role-playing
Risto Hieta game Dungeons & Dragons, Hieta’s are
in ma ny w a ys simpl e r.
PUBLISHER
Ultimate At its heart, Miekka ja Magia is quite
stra ig htforw a rd in its fig hting me cha nics
and use of spells, and unlike more
recent role-playing games, it contains
ve ry l ittl e socia l inte ra ction.

Hie ta orig ina l ly cre a te d Mie kka ja Mag ia


a s the re w e re no F innish l a ng u a g e rol e -
playing games available at the time.
The game is a rather typical small
publication of its time, and it sold a
fe w hu ndre d copie s. A s the first F innish
language translations of role-playing
games (e.g. Dungeons & Dragons,
R u ne Qu e st) e nte re d the ma rke t, Mie kka
ja Magia was destined to fade into a
fa irly ma rg ina l produ ct.

53
Netherworld
Netherworld L ike his conte mpora ry Sta vros F a sou l a s,
J u k k a Ta p a n i m ä k i w a s a m o n g t h e m o s t
famous Finnish game developers in the
PLATFORM 1980s. During his rather short-lived
Commodore 64 (and others) ca re e r, Ta pa nimäki ma na g e d to produ ce
f o u r c o m m e r c i a l ly p u b l i s h e d g a m e s , a l l
DEVELOPER o r i g i n a l ly d e s i g n e d f o r t h e C o m m o d o r e
Jukka Tapanimäki 64. Netherworld was the second in
orde r.
PUBLISHER
Hewson I n N e t h e r w o r l d , Ta p a n i m ä k i c o m b i n e d
elements from problem-solving and
space shooters. The player must
na vig a te the ir ship throu g h ima g ina tive
levels while collecting diamonds. Back
in its day, Netherworld received praise
not only for its distinctive ide a , bu t a l so
for its implementation. The controls
of the game are precise, and although
t h e l e v e l o f d i f f i c u l t y i s f a i r ly h i g h , i t
is balanced in such a way that it feels
re w a rding to pl a y.

Ne the rw orl d is a l so re me mbe re d for the


music track by Jori Olkkonen, as well
as its cover art, onto which the game’s
p u b l i s h e r H e w s o n p l a c e d Ta p a n i m ä k i ’ s
f a c e u n b e k n o w n s t t o Ta p a n i m ä k i h i m -
s e l f . Ta p a n i m ä k i w a s g r e a t ly s h o c k e d
t o f i n a l ly d i s c o v e r t h i s a t t h e p r e s s
confe re nce he l d for the g a me in L ondon.

57
Alias
Alias Va riou s g u e ssing g a me s a re a n inte g ra l
pa rt of the l ong history of re cre a tiona l
and party games. A prime example
TYPE of these, Alias, developed by Mikko
Board game Koivusalo, first spread into Finnish
home s in the 19 9 0s. K now l e dg e of trivia
DEVELOPER i s n o t r e a l ly r e q u i r e d t o p l a y A l i a s , b u t
Mikko Koivusalo verbal dexterity and social intelligence
de finite ly come in ha ndy. It ha s be come
PUBLISHER one of the most popu l a r boa rd g a me s in
Nelostuote F inl a nd.

The name Alias comes from the Latin


word alias, meaning “also known as.”
The aim of the game is for the players
to explain words on the game cards to
me mbe rs of the ir te a m. F or e a ch corre ct
guess made within the time limit, the
te a m g e ts to move the ir g a me pie ce one
ste p cl ose r to the g oa l .

Numerous and various versions of


Alias have been made since its original
publication – a Sami language Alias to
na me one e xa mpl e . T he ma nu fa ctu re of
the game still continues by Nelostuote
Oy (now ca l l e d Ta ctic Ga me s Oy) a t the ir
fa ctory in Pori.

61
BatMUD
BatMUD Opened in 1990, BatMUD is one of the
largest text-based online games ever
ma de . A t the sa me time , it is a l so one of
PLATFORM the first a nd the ol de st re pre se nta tive s
Cross-platform of the genre still in operation. BatMUD
derives its name from the first server
DEVELOPER the g a me w a s hoste d on (ba tma n. cs. hu t.
B.A.T. ry fi) combine d w ith the w ords Mu l ti Use r
Dungeon. These types of MUDs were
PUBLISHER p r e c u r s o r s t o t h e m o d e r n m a s s i v e ly
B.A.T. ry mu l tipl a ye r onl ine rol e -pl a ying g a me s.

BatMUD is a mu l tipl a ye r fa nta sy a dve n-


ture, offering numerous possibilities
and freedom of choice. For instance,
the game includes 44 different races,
experience levels up to a hundred, de-
ta il e d spe l l -ca sting a nd ba ttl e syste ms,
trading between players as well as a
large and open world with mountains
and oceans. The game is played by
typing comma nds su ch a s “tra ve l sou th, ”
and the game responds with detailed
explanations of what follows from the
pl a ye r’s a ctions.

H a v i n g r e s p e c t a b ly s u r v i v e d f o r o v e r
a quarter of a century, BatMUD still
continues to be updated and hosts
thou sa nds of a ctive pl a ye rs.

65
Coloris
Coloris Coloris is a puzzle game similar to
Te tris, a nd did not a chie ve mu ch su cce ss
back in the day. The game was never
PLATFORM e xporte d ou tside of F inl a nd du e to fe a r
Amiga of legal issues, as Sega had released a
Atari ST very similar game called Columns not
l ong be fore C ol oris.
DEVELOPER
Signum Victoriae L ike Te tris, C ol oris a l so fe a tu re s va riou s
type s of bl ocks fa l l ing into a sha ft, w hich
PUBLISHER the pl a ye r a ims to ke e p cl e a r for a s l ong
a s p o s s i b l e . H o w e v e r , u n l i k e Te t r i s , t h e
Avesoft
blocks in Coloris are uniform in shape,
and consist of three parts, the colours
of which the player can alternate. As
three of the same colour are stacked,
the bl ocks disa ppe a r from the scre e n.

Coloris garnered positive attention in


hobby ma g a zine s, a nd Ju kka Ta pa nimäki,
a well-known game developer himself,
gave it top marks in his review for
Mikrobitti (a Finnish computer maga-
zine ) , for e xa mpl e .

67
Lohikäärmepuu
L o h i k ä ä r m e p u u ( ‘ T h e D r a g o n Tr e e ’ ) ,
Lohikäärmepuu aired on the young-adult oriented
na tiona l ra dio cha nne l R a dioma fia (Yl e X
TYPE since 2003) at the beginning of the
Call-in radio show 1990s, is a unique part of both Finnish
g a me a nd ra dio history.
DEVELOPER
Andy Pilke Lohikäärmepuu was an adventure role-
Jari Pauna playing game broadcast on the radio,
to which listeners could participate by
PUBLISHER calling in on the live show. The show’s
hosts dou bl e d a s story te l l e rs a nd g a me
YLE
ma ste rs. T he rol e of the ca l l e rs w a s to
try and advance the story by thinking
c r e a t i v e ly a s t h e y e n c o u n t e r e d v a r i o u s
pu zzl ing situ a tions in the g a me .

Scripting the show was done by the


creators of Lohikäärmepuu drawing up
various maps of the adventures. Live
transmissions and unexpected choices
made by the players caused constant
fl u ctu a tions in the g a me a nd se t va riou s
challenges for the hosts. A large part
of the game’s popularity was indeed
owed to the real-time insights and
improvisa tiona l skil l s of the hosts, A ndy
Pil ke a nd Ja ri Pa u na .

69
P e r s p e c t i v e : A n dy P i l k e “I’ve been working in radio as a journalist, I believe the statute of limitations has
but moved on to online and new media passed, so I suppose it is okay to admit
business – as it was called back in the that the name Lohikäärmepuu was picked

Andy Pilke reminisces


day – as early as the 1990s. I created after a US role-playing brand Dragon Tree.
content, multimedia implementations Jari thought of the name and it just clicked
and web pages and, during the first half immediately. We produced Lohikäärmepuu

about the era of of the 2000s, I taught these things in


technical colleges and universities of
on a weekly basis on Radiomafia from
autumn 1990 to late summer 1991, after

one unique radio


applied sciences. At the moment, I make which I continued solo on a version called
a variety of online training solutions from Seikkailupuu (‘Adventure Tree’). It aired
videos and interactive implementations to once a month on Saturday mornings.

show and a staple of varied mobile content. I started working


in radio in the early 1990s. I worked as a The radio producer initially asked us to

Finnish game history,


quiz writer, music programme editor and do a test transmission, a so-called dry
interviewer for the Finnish radio station run, of Lohikäärmepuu, where a previ-
Radiomafia. Later on, I worked on an ously determined caller would participate

the role-playing evening programme called Kaapparilaiva


(‘Privateer’) at a local radio station, among
in the show. The run was a success, we
gained the producer’s approval and the

game Lohikäärmepuu.
other things. The programme involved a programme was slated to be aired. The
game similar to Ariadne’s thread, where first transmission was unnerving and it
people had to guess what really happened seemed at first that no one would call.
after hearing the story that aired. Re-listening to that first broadcast af-
terwards, it does sound a little uncertain.
Lohikäärmepuu (‘The Dragon Tree’) was Our confidence grew as soon as people
a role-playing game played on the radio. started calling in, and the show eventually
I had dabbled in some classic role playing took off really well.
before, and pondered whether it could
work on radio. My initial concept was a We always broadcast live; the story was
pre-scripted story with all its twists and never recorded beforehand. The story that
turns, plus some additional freeform bits. initiated the programme was usually quite
This, however, turned out to be too com- short. It roughly outlined the genre and
plex to really work. In any case, I’d been the situation of the protagonist, whether
thinking that I would not do this alone. I it would be set in a Middle Age fantasy, a
called up people here and there in hopes Tolkien style story, somewhere in the Wild
of finding someone with experience in be- West in the 1800s or a spacecraft. The
ing a game master and with whom to mull current situation, characteristics and age
over the programme’s script. I managed of the protagonist were also disclosed. We
to get a hold of Jari Pauna, who became take pride in the fact that even if we’d say,
the other host for the programme. for example, “a young warrior,” this was
by no means gender-focused. There were
a handful of courageous girls or women

70 71
who called in to participate. In these cases, some of these sound effects on synths, quickly. We were always able to drag it out Although the early 1990s was rather
the protagonist would then turn out to be by my own voice, or by other means. For and come up with more relatively credible experimental in terms of interactive sto-
female. In general, the characters could example, the sounds of someone dying stuff. Of course people are different, so rytelling, I don’t know of anything quite
be of either sex, this made no difference. were usually my own rattles and wheezes. we just had to try and guide the players like Lohikäärmepuu. It really did receive
We alternated between taking in the first on a case by case basis. high praise in the world of radio. When
caller before reading the initial story and Being a call-in radio show meant that executives from European national broad-
reading the story first before waiting for the mechanics of Lohikäärmepuu were We got next to no prank calls, which was casters were visiting, the station’s then
calls to come in. quite different from regular tabletop pretty amazing. On some of the very first chief introduced them to our show. It was
role-playing games. The why and how shows we’d have stuff like a young kid pretty awesome to sit there in the studio
It must be emphasised that this was the things which affect each other in tabletop calling in, getting through, and saying while the execs applauded and cheered for
beginning of the 1990s, everything was games are usually regulated. They use “crap” in a hushed voice. There was also us. Our producer said he’d heard of some
mechanical, landline phones were used dice or similar to measure the success of an older man, who participated in more or European guy who was doing a show in
for calls and so on. We usually only saw actions and the game master tells what less all of the phone-in and song request the same vein. It wasn’t fantasy, but had
some lights flashing, which indicated will happen based on the numbers. We did shows on the radio. You could almost various everyday situations. For example,
there were callers on the lines. Then we’d not use dice to decide our storytelling, but hear him sitting in his rocking chair and a person would have to go to the kiosk,
press a switch to pick a caller. Later on, might roll bone dice on a stone table for being completely confused about our but had lost their wallet. Our producer
we moved to another studio and a sound special effects. whole concept. That was alright, though, told me that the host of this show was
engineer came along who would then take as he seemed like a really likable guy. very skilled in manipulating people and got
the calls. This engineer was able to do a We would normally create a map, or an Nonetheless, we had to move on pretty them to cry or lose their temper. People
little pre-check on the next caller, ena- approximate floor plan, of the game’s quickly and think of something nasty that really had to struggle in those situations,
bling us to greet them by name and so on. events in advance. I usually had such a would happen to that character, maybe and it was pretty harsh, but that was the
strong vision for a particular story that that he acted too slowly and thus got his idea of it. Our producer then thought that
U s u a l ly t h e a m b i e n t s o u n d s f o r we were able to empathise with different head chopped off. we, too, should be more like that. Sure, we
Lohikäärmepuu were played from cas- situations quite spontaneously. Sometimes killed everyone, but we should have been
sette tapes. They ran on an endless sound we would intentionally plant honeypot Working together with the callers was re- more ruthless, to wring more emotional
loop, which I had compiled. If a special traps to corner the players, but I will ally nice. Afterwards, I’ve heard that there reactions from our callers.
effect was required, we’d run that single never admit to trying to cause anyone to were a lot of people who did not take part
sound separately. The cassette was placed fail. However, if other players were trying in the game themselves, but listened to I feel that at its best Lohikäärmepuu was
in the slot beforehand and played from to, say, crush some orcs, and one player the broadcast or recorded it on a cassette an experiment based on the tradition of
there. On the table, we had a massive pile would say, “I’ll run away,” we might say, to discuss the show with friends the next storytelling, combined with role-playing.
of these cassettes, which we then played “You cannot run away, you will die.” Then day. We also got quite a lot of varied fan Although it was in a way a product of
alternately. It was a kind of guessing they’d be on the line for maybe two sec- mail. Some had drawn cool stuff, really its time, many have subsequently said
game for us to divine what the player onds. We could afford to do this because put some thought and effort into it. The they feel it’s a pity that stuff like this is
would do next – will they shoot or make we had so many people calling in. whole thing had a real communal feel not done anywhere anymore. A lot has
a run for it. Then, we’d quickly replace the to it. After a year of doing the show, the changed in the radio business; nowadays,
cassette and adjust the story around this; Sometimes we’d have to cut corners and producer and the channel decided that it’s either hit music only or some special
“well your weapon is jammed and didn’t leave out previously planned steps in the show would be cancelled, and there speech programmes. In the 2010s, we did
fire yet, oh, now it fired, but the bullet order to advance the story far enough was a huge outcry from people saying it two remakes of Lohikäärmepuu on Radio
strayed and hit a wall.” The technological over the course of the transmission. I was the best show ever and “I will never Moreeni (a local radio station in Tampere).
constraints, therefore, contributed to the don’t think there was ever a time when listen to Radiomafia again.” It was very nostalgic, and a nice experi-
kind of story we were telling. I also made we would have reached a certain point too ence. Of course, at first you’re thinking

72 73
about what it will feel like and will this
amount to anything; but sure enough, I
still had the touch for it. I was able to pull
it off with a good vibe.”

74
Slicks ‘n’ Slide
Slicks Sl icks ‘n’ Sl ide is one of the be st-know n
F innish sha re w a re g a me s. In this ra cing

‘n’ Slide game, players compete either against


the compu te r or e a ch othe r in tiny motor
vehicles ranging from motorcycles and
PLATFORM ra cing ca rs to UF Os a nd ta nks.
PC
T he top-dow n vie w of the tra cks a l l ow s
DEVELOPER the m to be fu l ly displ a ye d on the scre e n,
Timo Kauppinen a nd it is e a sy to g e t a g ra sp of the g a me .
Juha Kauppinen The responsive feel of driving in the
game has received particular praise.
PUBLISHER A l thou g h Sl icks ‘n’ Sl ide is a pu re ra cing
Timo Kauppinen game at heart, newer versions of the
g a me a l so ca me to incl u de w e a ponry a s
w e l l a s da ma g e to the ve hicl e s.

While Slicks ‘n’ Slide can be played by


u p to fou r pl a ye rs simu l ta ne ou sly on the
same machine, another popular feature
is the track editor, which accounts for
the longevity of the game’s popularity.
Thanks to new tracks produced by the
fan community, there’s no shortage of
ma te ria l to pl a y throu g h.

77
Stardust
Stardust O r i g i n a l ly a h o b b y p r o j e c t , S t a r d u s t i s
a s p a c e s h o o t e r , w h i c h s u b s e q u e n t ly
g re w into the l ong -l ive d Su pe r Stardu st
PLATFORM fra nchise . Bl oodhou se a nd Te rra ma rqu e ,
Amiga hailing from the Finnish demoscene,
Atari STE merged in 1995 to form Housemarque,
PC which has continued to develop the
franchise. Housemarque is the oldest
DEVELOPER Finnish video game company still in
ope ra tion.
Bloodhouse
Compared to its contemporaries,
PUBLISHER
Stardust was graphically quite
Team 17 impressive and received praise for its
gameplay. The player must shoot at
asteroids and enemies floating on the
scre e n w hil e dodg ing the m a t the sa me
t i m e . C h a r a c t e r i s t i c a l ly o f i t s g e n r e ,
the ship may be enhanced with more
powerful weapons, protective shields
and other accessories to facilitate this
ta sk.

Ove r the ye a rs, a nu mbe r of se qu e l s ha ve


be e n ma de to Stardu st. Of the se , Su pe r
Stardust, published in 1994, received
the honour of being the first Finnish
console game along with its 1995 port
to the A mig a C D32 .

79
Inva-taxi
Inva-taxi Åke soft w a s a g rou p forme d by te e na g e rs
a ctive in the mid-19 9 0s, w hich du ring its
r e l a t i v e ly s h o r t l i f e c y c l e m a n a g e d t o
PLATFORM produce a host of games and software
PC a p p l i c a t i o n s w h i c h w e r e m a i n ly b a s e d
on rather questionable humour. Rather
DEVELOPER than gameplay or gaming itself, this
Åkesoft tongue-in-cheek style was also the
driving force be hind Inva-taxi (‘Taxi for
PUBLISHER the disabled’). However, this cult game
Åkesoft ma na g e d to find its a u die nce , a s se ve ra l
people who spent time with computers
in the 19 9 0s stil l re me mbe r it.

The game itself is rather simple: the


player is the driver of a taxi for the
disa bl e d, w ho mu st drive the cu stome r to
the requested location. The customers’
s p e e c h h a s b e e n d e l i b e r a t e ly m a d e
difficu l t to u nde rsta nd, a nd inte rpre ting
the se spe e ch sa mpl e s is a t the he a rt of
the g a me .

T he me mbe rs of Åke soft ne ve r re ve a l e d


their true identities, but appeared un-
der pseudonyms. Some may also re-
member Åkesoft from the questionable
Be paqu e st re l e a se , w hich e ve n e nde d u p
in cou rt du e to ha ra ssme nt a ccu sa tions.

83
Perspective: Åkesoft rudimentary games with graphics. The Finnish demoparty, for example, took the
first of these was a simple construct in demos. Making our own demos with our
which the player swam around the pool unique style seemed like a good way to

The members of
“Åkesoft was born out of a few young as a yellow rubber ducky, dodging various rile them up.
lads’ desire to cultivate strange humour obstacles. The duck was named Åke, and
and publish their own, deliberately quirky thus the name Åkesoft was born. One of our key ideas was to test the

Åkesoft talk of software. The group was in operation


from the spring of 1993 until early 1996. Our game ideas were the outputs of a
patience of people and how far we
could push the boundaries. The game

their teenage
The demoscene was quite lively back then, rebellious teenage mind. Inventing vulgar Sokkomato (‘Blind Worm’) was actually
and far too serious in our opinion. The and offensive humour is relatively easy. not even a game. The idea was to test
level of skill on the PC side also began to The game ideas often came as a side whether we could make people believe

hobby of game climb up to rather high standards for that


time. I do not think there were groups of
product of joking around, since we were
a group of friends rather than a real game
it would be some kind of a game. In real-
ity, Sokkomato was twenty lines of code,

making, share
game developers quite like ours, at least company. Our ideas were limited by our and as you ran the application it waited
not with a similar attitude. There were minimal programming skills, so we invest- a random amount of time between 0-5
some individual humour games, but no ed in what we knew best: absurd humour. seconds, after which it told you that you

current thoughts real long-standing groups. Our group was


pretty much outside the demo and game
We made games on subjects that would
not cross the minds of anyone else, and
had died. We only made one issue of the
fabricated news web-zine Ilta-Panomat

on their games’
scene, and we were certainly thought of parodied the more serious game and demo (a cheeky pun on the Finnish tabloid Ilta-
as quite the nuisance. Then again, that groups. Game ideas were formed both as Sanomat). As for the real-time Tampere-
was exactly our aim. I believe nowadays a result of individual brainstorming and as Rovaniemi train simulator, we meant for

vulgar humour this is called ‘trolling.’ Some Åkesoft


members had contacts with other groups
by-products of the time spent together.
The software and games by Åkesoft were
it to be experienced through the eyes of
the passenger, but with our skills all we

and explain
in the demoscene, but more as individuals jokes. We were learning to program, and could manage was to create a map of
rather than as Åkesoft. However, some of we wanted to publish software, but we Finland’s railways. We found this mishap
us also “represented” at industry events. could not be bothered to do anything much more fun than the original idea. In

why they wish From the start, Åkesoft worked without


revealing the members’ identities, so
well. Any serious release might have felt
wrong anyway, so we ended up taking the
Last Animal Action Hero, the player had
to escape their pursuers and try to get

to remain
our contacts were minimal. We still ac- role of the jester. Åkesoft was taunting to “boning” in peace. This was perhaps
tively hung around the BBS world and the the seriousness and self-importance of the most technically advanced work by
demoscene. In 1996, we had quite a few the BBS world and the demoscene. We Åkesoft. Kehkeytyksen riemulähteet (‘The

anonymous. unfinished projects, but they were never


finished as life was taking us in different
directions, and the whole thing began to
made fun of how each release package
had to include certain types of files, and
what they said; how the same patterns
Gleeful Founts of Emergence’) was a
never-ending, epic story generator, which
naturally had no rhyme or reason. A large
seem too childish. were repeated and greetings sent in intros part of the humour was vulgar and bad,
and demos. Åkesoft’s own “demos” were but we also had some fun stuff. For exam-
Our two original founding members mainly meant as tools of jeering for our ple, Kuolinilmoitusgeneraattori (‘Obituary
learned the basics of programming lan- demoscene enthusiast acquaintances. It Generator’) just gave us a laugh, and was
guages in the early 1990s, and made a was amusing to watch how seriously and not meant for bullying anyone. We kept
variety of text-based adventure games. with great passion some acquaintances our bar for releasing games very low.
Soon, text-based games turned into and enthusiasts we met at Assembly, a

84 85
The culmination of our operation was tongue out of your mouth and say, ‘What a result of recklessness at a young age. friends that formed around Åkesoft is a
perhaps the Assembly ‘95 4k Intro com- are we taking?’” As the listeners did the Intellect and judgement are still quite poor little scattered around, but as our activi-
petition, to which we churned out four aforementioned, the response was a joy- at the age of 14. ties were based on friendship in the first
works worth of garbage. fully squealed, “The taxi for the disabled!” place, all the members continue to keep
The joke was in such poor taste that it was We do not know how much and what in touch on a more or less regular basis.
Games were crafted by each member repeated over and over in school during kind of bullying exists among schoolchil-
on their own computers. Our tools of recess. We pretty much knew right away dren and young people of today. Back in Making games inspired us to learn pro-
the trade were mainly QuickBasic, Turbo that we would have to make a game out of the day, we never thought of Åkesoft’s gramming, and delve deeper into the inner
Pascal and Assembler. Scream Tracker it. Inva-taxi was not, however, a malicious works as bullying, with the exception of workings of computers. In 1995, coding
was used for producing music. Some of game. It was not meant to offend anyone Bepaquest. Even then, we did not fully un- was not yet a trendy skill to teach chil-
the works were created by one person on and we do not recall anyone giving nega- derstand the gravity of that game. Today, dren in primary schools. Our know-how
their own from start to finish, and some tive feedback. The epic starting screen looking back to just over twenty years has been easy to commercialise in the job
were joint efforts by the whole group. was made by one of our members, whose ago, we can see how we did bully various market, and breaking into the industry
Only about half of the games ended up Åkesoft name we cannot remember and parties through our activities. Any form without an education in IT was actually
being ever released. Ideas that were too the real name we will not disclose. The of bullying is unacceptable, of course, quite easy, thanks to the basic skills we
complex for us to implement or a single cutscenes were directly lifted from the and no bullying should be tolerated. It is learned while making games. Åkesoft
programming bug we could not figure remake of Leisure Suit Larry. We believe unacceptable. gave us courage and taught a lesson in
out could mean the project was left un- the decisive factor for the game’s success how software in general is published.
finished. Sometimes we would all gather was a short article published in Mikrobitti The reputation of Åkesoft may not have Similarly, our graphic design skills from
around, especially when making sounds (a Finnish computer magazine). The com- been particularly positive. Secret identities logos to fonts originated during Åkesoft,
for the games. Brainstorming for games edy in other Åkesoft software and games were a part of Åkesoft and came with the unintentionally of course. We can make
probably took place in school during re- focused mostly on the nether regions, territory. We worked anonymously from use of a lot of these skills at work nowa-
cess or just hanging out together. so they might not have humoured larger the beginning, and with the attitude that days. In other ways, the influence on our
audiences for long. That’s possibly why our identities would never be revealed. lives has not been that considerable.
Inva-taxi (‘Taxi for the Disabled’) most Inva-taxi was the one to emerge instead We also did not want to associate our
likely turned out the way it did precisely of some other title. names to the kinds of stories published Due to its inappropriate humour, we can-
due to a lack of programming skills. The back then, and neither do we want it now. not really say we are proud of Inva-taxi. In
simple displaying of graphics, playing As for Bepaquest, it was just another Our everyday selves are not related to any case, it is amusing to see how much
sounds and controlling the game with a project for us. The tasteless and offen- Åkesoft, and it would be quite a drag to attention our hobby has attracted. We
mouse was barely within our capabilities. sive humour targeted many parties, but reveal our identities now. were quite baffled and humbled to have
If we would have had more skills, the we were used to shooting up in every our game chosen for the Finnish Museum
game would likely have been more seri- direction. Bepaquest was an unfortunate As for the post-Åkesoft time, we can of Games. It is great that a humorous
ous. Skill had to be replaced with rude incident, and the subsequent trial was reveal that one of us has worked as a game also gets to be included. On the
humour. Moreover, with our attention surely a tough process for all the parties programmer in international projects all one hand, we are rather embarrassed, but
span we could only tackle ideas that took involved. The legal process also contrib- over the world for about 15 years, and still you have to admit all of this makes
a couple of nights to finish up. Back then, uted to the fact that our enthusiasm for another has worked as a software archi- you laugh, a lot. We are not laughing at
there was a popular show on the radio publishing more Åkesoft works waned. tect and engineer in various companies as the fact that we made a game poking fun
on Friday nights, hosted by this foul- During our time in Åkesoft, we could well as made their own product develop- at people with disabilities when we were
mouthed presenter Pertti Salovaara. He not see the games we made as tools for ment. A third person works in the theatre young. We laugh at the fact that such an
had a competition for the worst joke of bullying in the same way we can today. and music industry, both as a performer absurd piece of work has achieved such
the week, which was won by, “Stick your Bepaquest was an unfortunate episode, and on the technical side. The group of a status over the years.

86 87
Åkesoft seems to have been an experience
of the generation for youth at the turn of
the 2000s, which is quite baffling. It seems
that it is part of the popular culture of its
time, which is now wistfully reminisced by
men approaching their forties. In recent
years, we’ve been quite surprised to see
how many Finnish people of our age ac-
tually know Åkesoft. The reputation of
Inva-taxi is living a life of its own.

The reputation and significance of Åkesoft


has stretched much further in Finland
than we ever dared to imagine. Since
games were distributed by copying and
downloading from BBSs, we had no clue
of how many games were downloaded and
played at the time. We thought Åkesoft
was a marginal phenomenon within our
neighbourhoods and small circles. It be-
came evident much later that the games
had spread to the whole country, and that
especially Inva-taxi had gained renown.
Some were appalled, and some amused
by this. One of us was once on an assign-
ment on the other side of the world and
was listening to the YleX web radio during
their workday. All of a sudden, Inva-taxi
and Åkesoft were reminisced on the show.
It felt bizarre that our humorous hobby
garnered so much attention that some
people still remember it.”

88
Alien Incident /
Muukalaisten yö
Alien Incident/ Alien Incident is the first commercial
F innish point-a nd-cl ick a dve ntu re g a me ,
Muukalaisten yö and continues to be one of the few
Finnish representatives of the genre. A
F innish l a ng u a g e ve rsion of the g a me w a s
PLATFORM pu bl ishe d u nde r the na me Mu u kal aiste n
PC yö. This was rare in the sense that,
due to the rather small language and
DEVELOPER market area, Finnish-language releases
Housemarque of games were few and far between,
e spe cia l ly ba ck in those da ys.
PUBLISHER
Toptronics A l ie n Incide nt tips its ha t to the tra dition
of adventure games, throwing humour
and witty remarks into the mix with a
va rie ty of pu zzl e s, l ike its pre de ce ssors.
T h e m a k i n g o f A l i e n I n c i d e n t o r i g i n a l ly
b e g a n b a c k i n 1 9 9 2 , a n d i t w a s i n i t i a l ly
developed under the wing of the game
company Bloodhouse. The developers
a l so inte nde d to cre a te a ve rsion for the
C ommodore A mig a . In the e nd, how e ve r,
the g a me w a s only re l e a se d for the PC ,
a n d s o f a r r e m a i n s t h e o n ly a d v e n t u r e
g a me de ve l ope d by Hou se ma rqu e .

91
Wings
Wings I n t h e 1 9 9 0 s , v a r i o u s c a v e - f ly e r s w e r e
popular among home PC enthusiasts.
Ty p i c a l ly f o r g a m e s o f t h i s g e n r e ,
PLATFORM players must take on each other while
PC flying a rou nd in cra mpe d ca ve s on sma l l ,
bu t he a vily a rme d ships. Wing s, re l e a se d
DEVELOPER in 1996 for the MS-DOS operating
Miika Virpioja system, was one of the most popular
re pre se nta tive s of this g e nre in F inl a nd.
PUBLISHER
Miika Virpioja Wing s offe rs tw o diffe re nt g a me mode s,
‘de a thma tch’ a nd ‘l a st ma n sta nding ’ a s
w e l l a s more tha n thirty diffe re nt type s
of weapons. In addition to the solo
mode , u p to fou r pl a ye rs ca n join e ithe r
on the same machine or by connecting
computers to each other via a null
mode m ca bl e or mode m.

O r i g i n a l ly , W i n g s w a s r e l e a s e d a s a
shareware game, and the field editor
and other additional features were
a v a i l a b l e o n ly i f t h e y w e r e p a i d f o r
s e p a r a t e ly . S i n c e t h e n , t h e g a m e w a s
released as freeware, which increased
its popu l a rity.

93
Eläin aktivisti
Eläin Characteristic of the computer subcul-
ture of its time, Eläin aktivisti (‘Animal

aktivisti A ctivist’) ca n ha ve a pol itica l ly incorre ct


tone, but it also serves as an example
of news games. Eläin aktivisti took its
PLATFORM inspira tion from a w ide ly re porte d con-
PC frontation in 1997, where a fur breeder
from Orima ttil a ope ne d shotg u n fire on
DEVELOPER the Animal Liberation Front activists
Mikko “Bemmu” Sepponen w ho ha d inva de d his fa rm.

PUBLISHER In Eläin aktivisti, the player controls


Mikko “Bemmu” Sepponen a fur breeder, whose fox farm is the
target of animal rights activists. The
aim is to prevent the release of foxes
by shooting the activists before they
ma na g e to re a ch the a nima l ca g e s.

The game can be seen as a comment


on a topical, controversial discussion
concerning the incident, and there are
various interpretations of the game’s
meaning. Depending on your point
of view, the game can be viewed as a
response to the actions of the animal
rights activists, or it can be thought
to suggest fur breeders are reckless
shoote rs.

97
Matopeli
Matopeli The first version of the well-known
‘ s n a k e g a m e ’ i s p r o b a b ly t h e 1 9 7 6
arcade game Blockade. A couple of
PLATFORM decades later, Matopeli (Snake) by
Mobile Ta n e l i A r m a n t o s p r e a d f r o m t h e N o k i a
6110 model to almost all Nokia mobile
DEVELOPER phones. Nokia also held Finnish Snake
Taneli Armanto cha mpionships in 19 9 9 a nd 2 000.

PUBLISHER The concept of the game is simple: the


Nokia player controls a snake that eats dots
a ppe a ring on the scre e n. E a ting the dots
ma ke s the sna ke g row in l e ng th, a nd the
g a me is l ost w he n the sna ke hits e ithe r
the side s of the fie l d or its ow n ta il .

The Nokia 6110 version offered a


multiplayer mode, which was made
possible by connecting two phones to
each other via the infrared port. Snake
was the most widespread Finnish game
of its time, and the phones containing
the game were the bestsellers of their
time .

99
Drop Mania
Drop The puzzle game Drop Mania is
re me mbe re d for its u nu su a l distribu tion

Mania cha nne l . You cou l d not bu y it in store s,


but instead it was sold by Suomen
Kotijäätelö Oy (a Finnish ice cream van
PLATFORM c o m p a n y ) . D r o p M a n i a w a s n o m i n a l ly
Windows priced at FIM 180, and owners of the
Kotijäätelö club card could purchase
DEVELOPER one for F IM 15 .
Ninai Games
D r o p M a n i a i s a Te t r i s - l i k e a c t i o n a n d
PUBLISHER pu zzl e g a me in w hich bl ocks drop dow n
Suomen Kotijäätelö from the top of the scre e n. T he pl a ye r’s
task is to get these blocks removed
before the space is filled up. This is
achieved by arranging the blocks of
the same colour into groups that can
be demolished with a special explosive
bl ock.

Ninai Games made further use of Drop


Mania for their game Rampage Puzzle
Attack, published for the Nintendo
Game Boy Advance in 2001 as the first
Finnish handheld game. Drop Mania
also received a sequel in 2005 called
Super Drop Mania. It was published for
the Symbian OS and Windows Mobile
pl a tforms.

103
Supreme Snowboarding
Supreme Supreme Snowboarding (published as
Boarder Zone in the United States)

Snowboarding is remembered as one of the most


impre ssive g a me s of its time . T ha nks to
its spe cta cu l a r visu a l s, 3dfx Inte ra ctive
PLATFORM a nd Inte l , for e xa mpl e , u se d the g a me to
Windows showcase the performance capabilities
of the ir ha rdw a re a t the 19 9 8 E 3 a nd the
DEVELOPER Game Developers Conference, among
Housemarque other events. Supreme Snowboarding
also marks the first Finnish digital
PUBLISHER g a me to se l l more tha n a mil l ion copie s
Infogrames inte rna tiona l ly.

In addition to its graphics, Supreme


Snowboarding also received praise for
i t s g a m e p l a y , a n d m o r e s p e c i f i c a l ly f o r
its well thought out controls which
comprised the arrow keys and three
a ction bu ttons. T he pl a ye rs de l ig hte d in
the opportunity to pick their downhill
r o u t e s f r e e ly w i t h i n t h e g a m e ’ s f i e l d s ,
which was quite rare back in the day.
Supreme Snowboarding received a
s e q u e l , Tr a n s w o r l d S n o w b o a r d i n g , i n
2 002 , w hich w a s the first F innish re l e a se
de sig ne d for the Xbox g a ming consol e .

105
Areena 5
Areena 5 Orig ina ting from a te xt g a me e xpe rime nt
ma de for the C ommodore 6 4, the A re e na
franchise has established itself in the
PLATFORM he a rts of F innish pl a ye rs. A re e na 5 is the
Windows l a st of the se rie s ma de for the Window s
ope ra ting syste m, a s the ne w e r re l e a se s
DEVELOPER a re brow se r-ba se d.
Seppo Suorsa
Game developer Seppo Suorsa has
PUBLISHER sta te d tha t the A re e na e me rg e d from the
Seppo Suorsa idea of combining a football manager
game and fantasy themed role-playing
game. This idea gave birth to a series
of inventive management simulations,
where the player’s task is to guide
their band of gladiators from humble
beginnings to the big leagues. The
Areena games never sought to impress
by their visuals, but rather focused on
the gameplay. In addition to thinking
of suitable strategies, the management
of the team’s finances also requires
a tte ntion.

The latest and seventh part of the


franchise was published in 2014. All of
the games, save for the very first one,
have been available for download from
the game developer’s website free of
cha rg e .

109
Max Payne
Max A third-person action game, Max Payne
was both a critical and commercial

Payne success and the best-selling Finnish


computer game of its time. The
production values of Max Payne were
PLATFORM high and the game was made in grand
Windows (and others) style. For instance, the developers
v i s i t e d N e w Yo r k t o f i l m l o c a t i o n s t h a t
DEVELOPER were used to help provide an authentic
Remedy a tmosphe re .

PUBLISHER In addition to its storytelling, Max


Gathering of Developers Payne is remembered for the bullet
time fe a tu re . Inspire d by the Hong K ong
action flicks of the 1990s, the bullet
time mode slows down the events of
the game world, allowing the player to
a c t m o r e q u i c k ly t h a n t h e s u r r o u n d i n g
w orl d. T he ra the r da rk pl ot of the g a me
presents the player with a revenge
story, where Max wages his one-man
w a r a g a inst crimina l s.

In 2 002 , R e me dy sol d the rig hts to Max


Pay ne to R ocksta r Ga me s, w ho w e nt on
to pu bl ish su bse qu e nt se qu e l s. T he g a me
came full circle in terms of its movie
inspira tions in 2 008, a s Max Pay ne w a s
m a d e i n t o a H o l ly w o o d m o v i e s t a r r i n g
Ma rk Wa hl be rg .

113
Rally Trophy
Rally R a l ly Tr o p h y i s s t i l l f o n d ly t h o u g h t o f
a mong st F innish ca r e nthu sia sts a nd ca r

Trophy game lovers alike. Unlike conventional


racing games which tend to focus on
m o d e r n v e h i c l e s , R a l ly Tr o p h y h o s t s
PLATFORM historic ca rs from the 19 6 0s a nd 19 70s.
Windows T he g a me incl u de s a nu mbe r of cl a ssics
of the era, such as the Mini Cooper,
DEVELOPER t h e V o lv o A m a z o n a n d t h e F o r d E s c o r t .
Bugbear T he pa rt of the co-drive r of the F innish
language version of the game was
PUBLISHER pe rforme d by F innish ra l ly l e g e nd R a u no
JoWood A a l tone n.

R a l ly Tr o p h y i s e s s e n t i a l ly a f a i r ly
serious game; it could almost be
t h o u g h t o f a s a r a l ly s i m u l a t o r . T h e
realism of the game is not limited to
ju st the su pe rficia l a spe cts, a s the ve ry
believable handling of the various car
models provides a tough nut to crack
e spe cia l ly for ine xpe rie nce d pl a ye rs.

R a l ly Tr o p h y m a r k e d t h e f i r s t r e l e a s e
for Bugbear, which has been focusing
on ra cing g a me s. Bu g be a r l a te r be ca me
k n o w n e s p e c i a l ly f o r t h e F l a t O u t
franchise, which in turn was all about
re l a xe d a nd re ckl e ss driving .

115
Stair Dismount /
Porrasturvat
Stair Porrasturvat is an interesting example
of the creativity of game creators

Dismount / operating in the margins. The player


mu st nu dg e a fig u re ca l l e d Spe ctor dow n
Porrasturvat the sta irs, ca u sing him a s mu ch inju ry a s
possible. The more injured Spector is,
the more points the player scores for
PLATFORM the ir pe rforma nce .
Windows (and others)
According to the game’s programmer,
DEVELOPER Jetro Lauha, he came up with this
tAAt exceptional idea for a game as he
was about to stumble on the stairs at
PUBLISHER his workplace. Published under the
tAAt demoscene group tAAt, established in
1992, Porrasturvat was made for the
2 0 0 2 A s s e m b ly g a m e d e v e l o p m e n t
competition, which it also went on to
w in.

Porrastu rvat is one of the first compu te r


games to make use of realistic physics
modelling and the so-called ragdoll
effect. Versions for Mac, Linux and a
va rie ty of sma rtphone s ha ve since be e n
made, and the game has also received
a nu mbe r of se qu e l s ba se d on the sa me
the me .

119
Perspective: Markku Reunanen “I am a lecturer at the Aalto University number and quality of publications on
Department of Media, a position where I the subject was not terribly high at the
ended up largely through demos. I’d al- time, so I aimed to remedy the situation

Lecturer Markku
ready taken an interest in programming, on my part.
graphics and sound back in the 1980s
when I got my first home computer. I come The origin of ‘demo’ is the word demon-

Reunanen sheds from the rather small town of Vammala,


which didn’t really have an active scene.
stration, in this case usually attempting
to showcase a new technology or audio-

light on the past


We saw some demos and the like in the visual expertise. Demos are executable
early 1990s, and together with some programs that display graphics and of-
like-minded, enthusiastic people, with ten play music. They are expressions of

and present of the few contacts and limited knowledge, we


began to explore what this ‘demoscene’
expertise made both for the community
and for the makers themselves. An intro,

Finnish demoscene,
was about. Eventually in 1994, we got to in turn, is a small demo, ranging from one
experience the grand world style as we to sixty-four kilobytes in size. An intro can
took off to the Assembly demoparty in also refer to ‘crack intros,’ which were

which also had its Helsinki and the Abduction demoparty


in Rovaniemi. It was a slow and difficult
placed at the start of pirated games to
display prior to the actual game. The first

hand in giving rise


start, as we didn’t really have any con- intros were often mainly customisations
tacts; we had to build a team and learn of the starting screens of games, replac-
the tools, software and other technologies ing the original graphics and texts. These

to the Finnish game more or less from scratch. began to appear as early as the start of
the 1980s. Various audiovisual effects in

industry.
I was the founder of our demo group crack intros became common in the mid-
called Fit (1991). The first demo by Fit 1980s. Soon after this, there was a rise in
was Division by Zero (1993), to which demos that were no longer associated
a friend drew some pictures, and then with games per se, but functioned as inde-
the program displayed the pictures and pendent works. Initially, for example, the
played music on the background. Soon music might just be snatched off wherever
we began to learn things, making 3D instead of being composed by the crea-
graphics and getting some multi-channel tors. By the 1990s, a sort of artistry had
music to play. When things really took begun to form, and people took pride in
off, the development was rapid, and we the fact that the music, graphics and code
discovered some documentation and so were home-made.
on. Later, as young researchers together
with Antti Silvasti, we wondered if demos Of course, the thing about demos is that if
were ever researched academically. We you’ve made some yourself, you’ll be able
began to make a list, which grew into the to better appreciate and understand them.
Demo Scene Research bibliography. My At times, people have attempted to make
licentiate thesis for Helsinki University demos more visible and understandable
of Technology was about demos. The by taking them to an art museum, for

120 121
instance. On the other hand, some of the The demoscene is, on the whole, a fairly The fundamental and obvious connection questioning tone, “oh, he’s commercialis-
demos made are so marginal that they Western and Northern European phenom- between digital games and the demoscene ing his expertise now.” Then again this
must be intended for a very limited audi- enon, whose heyday coincides largely with is that the cracker scene, of course, was was also seen as cool, since it brought
ence. It’s difficult to talk about the scene Commodore computers. Countries where entirely dependent on games, and revolved visibility for the scene. On the other hand,
as a whole, as it is rather divided into a Commodore 64 and Amiga devices were around them completely. The cracking the scene circles have lamented the fact
variety of device-specific and national abundant were the heartland of the demo- and circulating of games is the kind of that many of the groups that used to
scenes. Then, you have these old crackers, scene. Since the demoscene has its roots connection which exists historically, even be active and prestigious disappeared
and there may be multiple generations in crackers and pirated games, and the if in the case of the demoscene it has into the gaming business, possibly never
inside the same devices or countries, Commodore 64 was once a very popular practically died out. The other tie-in is making demos again. The demoscene has
and so on. What you appreciate now, computer, the development grew and then that many game companies of the 1990s given rise to such Finnish game companies
what you’ve seen when you were young continued quite naturally on the Amiga. especially were founded by people in the as Housemarque, Remedy, Mr. Goodliving
and what left an impression creates this demoscene. After all, the people of the and Riot-E. Similarly, Bugbear has its
kind of multidimensional nature. For my Demoparties, in turn, were initially called demoscene have played a lot. Back in background in the scene as well as the
own part, I best recall the State of the Art copy-parties before any actual demoscene the 1990s, this was not widely discussed, now defunct Sumea, which even took its
demo (1992) on the Amiga, which had the existed. In the Netherlands and Germany, as the demoscene aimed to stand apart name from a demo.
kind of techno video look, which at that homes to Europe’s largest piracy and from mere players. Nowadays, gaming has
time was my favourite style of music, too. cracker scenes, people gathered at week- become more presentable, and of course Thinking of the present and the future of
Realising you could do such a different ends to copy games from each other and skills in performance oriented low level the demoscene, the skill level is high. All
type of demo, and that not everything to show the latest titles they’d acquired. programming languages as well as pixel the lessons learnt have accumulated over
had to be cut from the same cloth, was Later on, as piracy had disappeared from graphics and composing are well suited the years due to the fact that the same
an awe-inspiring moment for me. the mainstream, or at least from sight for for making games. Of course, today there’s people who made demos back then are
various reasons, these meetings started so much computing power and you can still making them now. Of course nowa-
Back in the day, I mostly contemplated to focus more on demos. In Finland, one always buy a new graphics card and so days they’ll have all the demands of real
demos on the basis of whether they were event rises above all others: Assembly, on, that breaking the limits is no longer life with families, jobs, and so on, weighing
technically feasible, new and amazing. which has been organised since 1992, really a thing, except perhaps in terms of on the background. New demos still keep
Nowadays, I observe the overall design and can stand up to international level algorithms, style and space, how small appearing at a fairly stable rate, so I don’t
and rhythm more, and this is the direction in terms of its size, and especially earlier a space can you fit the demo into. The see the demoscene going away in the
the demoscene has taken anyway. For also in terms of contests held for demos, hardware itself is not so constricted these near future. When these old-timers start
example, in the 1980s and early 1990s, a audio and graphics. Typically, these major days, so it’s not as exhilarating to try and nearing the grave, perhaps the demoscene
new way to scroll would be considered traditional parties, The Gathering, The squeeze every last drop out of it. will pass away along with them. Not many
super cool. During the 1990s, the demo- Party – which has since ceased – and young, new groups appear nowadays. The
scene itself started talking about design Assembly, have at some point began to It’s hard to say how things went outside current high level may also scare people
specifically. We began discussing design, include gaming. They’ve come full circle of Europe, but in the 1980s there was al- into thinking that it’s not worth taking
creating uniform colour schemes, pacing in a sense. However, the social aspect has ready quite a large group of crackers and years to learn new things in order to be
the demos differently and so forth. The always been there, nowadays perhaps early democoders moving on to making able to produce anything new or cool.
sense of community was a natural part of even more than any real competitive games for the C64. This was not viewed
it all, and very few people would probably atmosphere. in any way strange. I personally recall If you think about what your average
be making demos if it weren’t for demo- how in the 1990s, when these noticeable citizen of today should know about the
parties, demo groups and friends as well game companies began to rise from the demoscene, the least would be the fact
as being a part of the scene. demoscene, the surrounding discussion that such a long line of digital culture
had, not exactly a negative, but a rather exists. Even if it’s quite hidden from the

122 123
mainstream, it has given rise to a huge
amount of talent. Another is the existence
of such media art and a community, of
which not much is known, but which has
been very active and played a significant
part for those involved. Rather than think-
ing of whatever useful business skills
were acquired, I would like the latter point
to be the takeaway from all this.”

124
Mikämikä-TV
Mikämikä-TV Around the mid-2000s, various SMS
based services and games had become
popular screen time fillers outside of
PLATFORM re g u l a r te l e vision broa dca sts in F inl a nd.
TV/SMS The Finnish Broadcasting Company
joine d the ra nks of se rvice provide rs in
DEVELOPER 2 003 w ith the Mikämikä-T V (‘Whatw hat
Outer-Rim T V’) qu iz, pl a ya bl e via SMS.

PUBLISHER The quiz was broadcast during night


YLE time on the T V2 cha nne l , a nd offe re d the
players four possible answer options
to va riou s qu e stions, to w hich the y ha d
one minute to respond. The players
cou l d a l so orde r hint me ssa g e s to the ir
phone s.

Mikämikä-TV was rather long-lived a


produ ction for its kind, bu t ne ve rthe l e ss
public interest in these expensive SMS
games began to decline over time. In
April 2011, The Finnish Broadcasting
Company ceased these types of paid
services and began to broadcast a
va rie ty of ne w s fe e ds in the ir ste a d.

127
P e r s p e c t i v e : J a a k k o K e m p pa i n e n “The earliest TV game I remember see- TV games such as these no longer ex-
ing is probably Vesisota (‘Water Wars’). ist in the same sense as they did in
The players would send SMS commands the early 2000s. At that time, YLE (the

Game designer
to make the game characters move in a Finnish Broadcasting Company), for
grid and shoot at each other with water example, broadcast a test transmission
guns. I don’t recall seeing anything like after programmes ended, and commercial

Jaakko Kemppainen it before this. My career with TV games


began when I moved on from multimedia
channels had nothing to air after official
broadcasts either. SMS playable games

reminisces about
and programming, and started working were thought to be appropriate fillers for
for Outer-Rim in 2002. Our first projects these times. These games were broadcast
were also television games playable via on television channels, which provided

TV games, a game SMS, such as Putti mini golf, quiz games,


memory games and so on. The vast mul-
a screen for the players. The players in
turn sent text messages from their mobile

history curiosity
titude of such games came out between phones to influence the game’s events.
2003 and 2006, as a sort of a golden age For example, Putti mini golf appeared
for TV games. On one of the company’s as a miniature golf course on the televi-

in Finland, some of summer outings, we visited a local home


electronics store and tuned all the televi-
sion screen, and anyone of the viewers
could start playing by sending an SMS

which he also took


sion receivers to display the games we’d to the number displayed on the screen.
made. Our games were broadcasted on A golf ball would then appear, and after
four different channels simultaneously, this the game was controlled by sending

part in creating. as I recall.

Starting the work on our first TV game


messages such as “strike by force 100
in the direction of 360.” The lane was
displayed for a few minutes and it could
was exciting in all possible ways. We felt host as many as fifty players making at-
like the project would be a dark horse, as tempts simultaneously. After a couple of
no one had done anything like it before, minutes, a new lane would load onto the
and thus it was also uncertain whether it screen and new players could take their
would amount to anything. Expectations turn in trying out the game.
were rather high and the project had
massive potential to grow into some- Participating in these games was techni-
thing really huge. The initial success was cally quite difficult. The player would
indeed quite good, we made more games, have to write a text message including a
the company kept growing and so on. At specific, usually one-letter command for
best, we had eight people making games, the controls, followed by a series of num-
and these TV games were at the heart of bers. This had to be sent to the correct
everything. number, and there was a several-second
delay. Dozens of other players appeared
simultaneously on the same small televi-
sion screen. Every player’s operations had
to be presented in such a way that they

128 129
could make out what they were doing The general public and media perceived some games broadcasting in Hong Kong or In Finland, this phenomenon was panned
and also got the idea of other players’ these games as a real gravy train, and the wherever. There were, however, so many completely and sunk into oblivion. It is
advancements. This proved quite the chal- makers of the games as rich tycoons, and intermediaries, that after all this I’m not such an oddity in our national game his-
lenge for the developers of these games. so on. These journalists had made some even sure how much money eventually tory that only a few people would even
calculations based on maybe an hour came back to us. Around this time, I was want to look back on the whole era, and
As I recall, back then, one SMS sent to of following the programme, counting beginning to feel a little bored with this nowadays it is rather difficult to find much
YLE’s channels would cost 70 cents, and the number of text messages coming in, job myself so, after taking a year off, I information about these games.”
slightly more, maybe 80 cents, for the multiplying the numbers by the prices and went to work for another company to
commercial channels MTV3 and Nelonen. pulling some more numbers out of their create casual games, virtual worlds and
Subsequently, prices climbed to 95 cents hats. Then they figured all of the money that kind of stuff.
per SMS. This was indeed quite expensive must go to the developers of the game,
and the topic was discussed, for example, concluding that they must earn tons. While Looking at the TV games of today, a
in an editorial of a Finnish tabloid news- fingers were pointed mainly at the game variety of guessing games and such, you
paper Iltalehti. The editor ruminated that developers, broadcasting companies did must admit they’re pretty lightweight
these idle, trivial games were depriving receive some of the blame, too. No one for games. Back when we were making
children and the parents of children of seemed to notice the phone operators’ similar games, they would invariably in-
their money. And there were indeed some part of the business. In reality, we received clude strong gameplay features. Although
players who must have sunk hundreds of only a very small part while the phone they were designed to turn a profit, we
euros per month on these SMS games. operators and television broadcasters always tried to make the games fair to
hogged the larger pieces of the pie. an extent so that people had a genuine
However, any profit from these games possibility to succeed instead of simply
was primarily pocketed by telephone op- The Finnish game company RedLynx being cheated out of their money. Since
erators and television channels, and the also made some successful games. Their then, game hosts have gained a pivotal
game developers received a rather small games were very pretty and often much role in trying to attract players to call in
percentage in the end. I was left with the simpler than ours. Perhaps this was also and participate in the games. The medium
impression that a large part of the players the reason behind their greater success. of television invites human interaction,
were adults who played on a workplace Later on, games like the beach volley and the current trend with these games
provided mobile plan or similar. Peak hours game were introduced – I cannot recall seems to revolve quite strongly around
for Putti were in the afternoon before whether this particular game was pro- a living person.
the popular Finnish soap drama Salatut duced by RedLynx. Anyway, the game
Elämät, whereas Mikämikä-TV which, as included a show hostess in a bikini play- In a way, these TV games were ahead of
I recall, was broadcast during night-time ing beach volley against the players. This their time. I believe that these SMS games
on YLE channels, attracted players evenly showed such direction in innovation that were a Finnish invention, but they never
throughout the transmission. The same the shine of our nerdy games began to got much coverage abroad. There are
people might play this quiz game every wane little by little at this point. times when you might be channel surfing
night for weeks on end, which is of course in a hotel room somewhere in the world
terribly expensive. As far as I see it, a big I suppose at this point the so-called early and happen to bump into something simi-
incentive for such games has always been adopters started to move on. New game lar. Now, years later, I’ve met people who
that people get their name to appear on concepts were introduced and the players’ are telling me they are doing “this kind
the TV, and it is kind of cool, especially if journeys would continue. Foreign trade of interactive television, and they have
you manage to place high on the score list. never really picked up either. We did have games on TV, and this is a rising trend.”

130 131
AirBuccaneers
AirBuccaneers Modding, aka modifying of computer
software and games, has long been a
g ood w a y of ma king the tra nsition from a
PLATFORM g a me e nthu sia st to a pro. A irBu ccane e rs
Windows b e g a n a s a m o d f o r U n r e a l To u r n a m e n t
2 004, a nd it pl a ce d third in the inte rna-
DEVELOPER tional Make Something Unreal Contest
LudoCraft in 2 005 .

PUBLISHER The game pits forest bandits and


LudoCraft notoriou s Viking s a g a inst e a ch othe r in
a ba ttl e for the domina tion of the North.
In the De a thma tch type ma tche s pl a ye rs
steer hot-air balloons equipped with
cannons, which are used to fight other
teams. The landscapes and themes of
the game have a strong basis in old
F innish or Northe rn mythol og y.

A irBu ccane e rs w a s born in the Unive rsity


of Oulu Game Research Unit, which has
operated as an independent company
under the name LudoCraft since the
beginning of 2007. Alongside other
projects, LudoCraft has also produced
t h e i m a g i n a t i v e D r a g o n f ly V a r i a t i o n s
(2005) and Spawns of Deflebub (2006)
mods for the UT 2 004 pl a tform.

135
Pathway to Glory
Pathway T his tu rn-ba se d stra te g y g a me , re l e a se d
e xcl u sive ly for the Nokia N-Ga g e g a ming

to Glory p h o n e , w a s a n e x c e p t i o n a l ly a m b i t i o u s
undertaking for a gaming device with
su ch a sma l l scre e n. T hou sa nds of ima g e s
PLATFORM of authentic venues formed the basis
Nokia N-Gage for the l e ve l de sig n of Pathw ay to Gl ory ,
and the developers consulted experts
DEVELOPER on the Second World War to ensure
RedLynx the accuracy of the historical aspects
fe a tu re d in the g a me . Move me nts of re a l
PUBLISHER F innish sol die rs w e re re corde d throu g h
Nokia motion capture technology in order
to make the characters as realistic as
possibl e .

P a t h w a y t o G l o r y w a s a l s o t e c h n i c a l ly
very complex, as it utilized the GPRS
network for its multiplayer game,
bringing together players from all
around the world. Pathway to Glory
attracted plenty of positive reviews,
a nd it ha s be e n conside re d a s one of the
be st g a me s re l e a se d for the N-Ga g e . T he
N-Gage itself, published in 2003, never
achieved wide popularity. However, the
de vice se e ms to ha ve be come qu ite the
col l e ctor’s ite m now a da ys.

137
Dragonbane
Dragonbane A live action role-playing game
org a nise d in Älvda l e n, Sw e de n, be tw e e n
J u ly a n d A u g u s t o f 2 0 0 6 , D r a g o n b a n e
TYPE h a d a b u d g e t o f n e a r ly o n e m i l l i o n
Larp euros, and is remembered for its high
produ ction va l u e s. On site the re w a s, for
DEVELOPER instance, a mechanical fire-breathing
International dra g on. T he produ ction of the dra g on’s
production movements caused the organisers
pl e nty of he a da che s.
team
L o o s e ly b a s e d o n F i n n i s h a u t h o r M i k e
Pohjola’s work, Myrskyn aika (‘The
Time of the Storm’), the setting for
Drag onbane ’s a dve ntu re s w a s the w orl d
of Va l e nor, w hich dre w inspira tion from
the Iron and Middle Ages. The players
could choose to take on the role of a
dragon worshipper, dragontamer or
w itch.

Drag onbane ha s g one dow n in the history


of Finnish and Nordic games as an
ambitious project, which also received
a l ot of a tte ntion from the pre ss ba ck in
its day. The Cinderhill set village, built
during the year preceding the event,
was left unused after the game ended.
In the e nd, the vil l a g e w a s bu rne d dow n
a nd cl e a re d by the l a ndow ne rs in 2 012 .

141
Angry Birds
Angry With over several hundred million players
a nd more tha n a bil l ion dow nl oa ds, A ng ry

Birds Birds is w ithou t a dou bt one of the most


su cce ssfu l produ cts of the F innish g a me
i n d u s t r y . W h i l e o r i g i n a l ly p u b l i s h e d f o r
PLATFORM Apple’s touchscreen devices, after its
iOS (and others) ra pid su cce ss the g a me ha s be e n porte d
to va riou s de vice s a nd syste ms.
DEVELOPER
Rovio The Angry Birds brand has been suc-
cessful throughout the world. Almost
PUBLISHER e ve rything ima g ina bl e from soft toys to
Rovio cookbooks a nd from ke y ring s to the me
pa rks ha s be e n ma de , sol d a nd ma rke te d
u nde r the w ing s of the se fie rce birds.

A number of expansions and various


themed add-ons or sequels have been
published after the game itself. For
example, Angry Birds Space, released
in March 2012, was marketed in
collaboration with NASA. Additional
releases include Star Wars and
Tr a n s f o r m e r s t h e m e d g a m e s , a m o n g
others. The actual Angry Birds 2 was
pu bl ishe d in 2 015 , a nd the a nima te d fil m
A ng ry Birds l a nde d in movie the a tre s in
the su mme r of 2 016 .

145
Crayon Physics Deluxe
Crayon Developed by Petri Purho, Crayon
Physics Deluxe is one of the most

Physics distinctive Finnish game releases. This


pu zzl e g a me w on the g ra nd prize a t the
Deluxe 2 008 Inde pe nde nt Ga me s F e stiva l . Pu rho
designed and programmed the first
version of Crayon Physics in five days
PLATFORM as part of his broader project focusing
Windows (and others) on the ra pid de ve l opme nt of g a me ide a s.

DEVELOPER In Crayon Physics Deluxe, the player


Petri Purho must carry a ball on the screen to a
predetermined goal. This is achieved
PUBLISHER by doodling among the figures and
Kloonigames shapes already existing on the screen.
T he doodl e s a re the n tu rne d into mobil e
e l e me nts in the 2 D w orl d by the g a me ’s
physics e ng ine .

The game’s graphics, as the name


suggests, look like they have been
drawn with a crayon. The sketchbook-
l ike l a you t e ncou ra g e s pl a ye rs to try a nd
doodle all kinds of different solutions
a nd stru ctu re s to a dva nce in the g a me .

147
Trials HD
Trials HD Vote d by Xbox pl a ye rs a s the be st a rca de
game and the best innovation in 2009,
Tr i a l s H D i s b a s i c a l ly a r a t h e r s i m p l e ,
PLATFORM b u t e x t r e m e ly c h a l l e n g i n g m o t o r c y c l e
Xbox 360 game, which has sold over two million
Windows copie s w orl dw ide .

DEVELOPER T h e p l a y e r m u s t p a s s t h e i n c r e a s i n g ly
RedLynx difficult tracks within the time limits
and with as few mistakes as possible.
PUBLISHER Whil e the g a me doe s not a im a t re a l ism,
the controls of the bike and driver
RedLynx
are still credible in its own way. The
controls, consisting of a couple of
bu ttons, a re e a sy to g e t a qu ick g rip of,
bu t tru e comma nd of the g a me re qu ire s
tria l a nd e rror.

Tr i a l s H D c o n t a i n s a l a r g e n u m b e r o f
different secrets and references; so-
called “Easter eggs.” All of these
c o m b i n e d r e p o r t e d ly f o r m a g r e a t e r
mystery, the brainchild of RedLynx’s
c r e a t i v e d i r e c t o r A n t t i I lv e s s u o , w h i c h
the g a ming commu nity ma na g e d to solve
in 2 012 . In tota l , five Trial s g a me s ha ve
be e n pu bl ishe d by 2 016 .

149
Trine
Trine Trine ha s sol d w e l l ove r a mil l ion copie s
a n d h a s b e e n w i d e ly a c c l a i m e d f o r
its gameplay, as well as its beautiful
PLATFORM graphics and dreamlike atmosphere.
Windows (and others) Tr i n e a l s o r e c e i v e d t h e E 3 E d i t o r s ’
Choice award for Best Downloadable
DEVELOPER Ga me in 2 009 .
Frozenbyte
Tr i n e , t h e t h i r d r e l e a s e i n l i n e b y
PUBLISHER Frozenbyte, is a platform puzzle game
Nobilis se t in a fa nta sy w orl d. T he pl a ye r mu st
solve va riou s pu zzl e s the y e ncou nte r by
alternating between and combining the
ta l e nts of the thre e pl a ya bl e cha ra cte rs,
a knig ht, thie f a nd w iza rd.

In 2014, Frozenbyte released an im-


proved version of the game under the
n a m e Tr i n e : E n c h a n t e d E d i t i o n . I t w a s
a l s o f o l l o w e d b y s e q u e l s Tr i n e 2 a n d
Tr i n e 3 , o f w h i c h Tr i n e 2 w o n t h e B e s t
A rtistic A chie ve me nt a w a rd a t the 2 012
Nordic Ga me A w a rds g a l a .

151
Floorball League
Floorball De ve l ope d w ith the he l p of fina ncia l a id
granted by the Nordic Game Program,

League F l oorbal l L e ag u e , l ike the 19 9 6 Sw e dish


MER Innebandy, is one of the few
fl oorba l l g a me s e ve r ma de .
PLATFORM
Windows Prodigium Game Studios managed to
acquire the official sports licence for
DEVELOPER the game, which was then made in
Prodigium collaboration with the International
Floorball Federation, the Finnish
PUBLISHER Floorball Federation and the Finnish
Prodigium Floorball League. The licence allowed
the game to include actual players
from the Finnish Floorball League as
well as the World Cup. Different game
modes include, for instance, show-
matches, league matches, the World
C ha mpionships a nd a pe na l ty shoot-ou t.

T he de ve l ope r of the g a me ha s g ive n the


gaming community access to the team
a nd l e a g u e e ditors of F l oorbal l L e ag u e ,
so players can create more content if
the y w ish, a nd ke e p compositions of the
te a ms e qu iva l e nt to re a l ity.

155
King of Opera
King of Party gaming on tablets or similar
mobile devices can be seen as a kind

Opera of continuum of traditional board


g a m i n g . F i n n i s h g a m e c o m p a n y Tu o k i o
has specialised in making a variety of
PLATFORM touchscreen playable multiplayer party
iOS games, of which King of Opera is the
Android first in l ine .
Windows Phone
In King of Opera, each player controls
DEVELOPER the ir ow n ope ra sing e r w ith the obje ctive
Tuokio of getting past the other players and
into the limelight. The game, based on
PUBLISHER one-touch mechanics, is a kind of an
e l e ctronic ve rsion of the K ing of the Hil l
Tuokio
chil dre n’s g a me . T he g a me ca n be pl a ye d
by u p to fou r pl a ye rs simu l ta ne ou sly on
the sa me de vice .

A fte r its re l e a se , K ing of Ope ra a chie ve d


mode ra te su cce ss. T he g a me tu rne d ou t
q u i t e p o p u l a r p a r t i c u l a r ly i n A s i a , a n d
e ve n spe nt a short w hil e on the top l ist
of pa id iPa d a ppl ica tions in Hong K ong .

157
Eclipse
Eclipse Various board games that require
time and concentration have become
incre a sing ly popu l a r. T he spa ce the me d
TYPE Eclipse is a great example of such a
Board game modern game aimed at a more mature
a u die nce .
DEVELOPER
Touko Tahkokallio In Eclipse, players control the civilisa-
Sampo Sikiö tions of the ir ow n e mpire s in a n a tte mpt
to e xpa nd a nd to de fe a t the ir oppone nts
PUBLISHER a t the sa me time . To a chie ve this, pl a ye rs
mu st re se a rch a nd de ve l op a va rie ty of
Lautapelit.fi
technologies, manage resources, wage
wars while conquering new areas and
so on.

E cl ipse ha s re ce ive d pra ise in pa rticu l a r


for its fu nctiona l re sou rce ma na g e me nt
a nd ba sic me cha nics. Some boa rd g a me
e nthu sia sts ha ve conside re d it a s one of
the best, if not the best Finnish board
g a me . T he w e bsite Boa rdGa me Ge e k, for
example, has ranked Eclipse as one of
the top tw e nty boa rd g a me s e ve r ma de .

161
WildChords
WildChords Va r i o u s e d u c a t i o n a l g a m e s a n d a p p l i -
cations have been developed for all
kinds of special purposes. WildChords,
PLATFORM developed by Ovelin, is an application
iOS a ime d a t be g inne rs inte re ste d in pl a ying
the guitar, and is played by strumming
DEVELOPER a real guitar. The aim is to learn the
Ovelin ba sics of pl a ying the g u ita r in a fu n a nd
e a sy w a y.
PUBLISHER
Ovelin T he pl ot of Wil dC hords is l oose ly ba se d
on the story of the Pie d Pipe r of Ha me l in;
the player is tasked with catching
a nima l s w ho ha ve e sca pe d from the zoo
by playing their favourite chords. The
game’s successful implementation led
it to be elected as the best European
e du ca tiona l g a me in 2 011.

Since the n, the de ve l ope rs of Wil dC hords


have published Yousician, a more
serious application aimed at learning
a n instru me nt. Tow a rds the e nd of 2 014,
Ovelin also changed its company name
to You sicia n.

163
Clash of Clans
Clash of The strategy and building game Clash
of Clans is one of the most profitable

Clans F innish g a me s e ve r pu bl ishe d. In C l ash of


C l ans, pl a ye rs g ove rn the ir ow n vil l a g e ,
which they defend from other villages
PLATFORM a nd cl a ns. Du e to its fre e -to-pl a y mode l ,
iOS starting and playing the game is free,
Android bu t a va rie ty of ite ms to boost prog re ss
or success may be purchased through
DEVELOPER micropa yme nts.
Supercell
The success of Clash of the Clans has
PUBLISHER brought wide recognition for its developer,
Supercell Supercell, which was founded in 2010 by
game developer veterans who previously
worked for Sumea (acquired by Digital
Chocolate in 2004). In 2012, Supercell was
honoured with both the title of Finnish
game developer of the year and best
Nordic start-up company of the year.

To give an idea of the scale of Supercell’s


growth and success, it is worth mentioning
that Chinese Tencent bought a little less
than three quarters of the company from
the previous owner, Japanese Softbank,
for 6.45 billion euros in June 2016.

167
Hill Climb Racing
Hill Hill Climb Racing is a racing game
se rie s for mobil e de vice s, ma de by Toni

Climb Fingerroos who programmed his first


g a me a l re a dy a t the a g e of 10. T he g a me
Racing has reached top spots on both the App
Store a nd Goog l e Pl a y dow nl oa d cha rts
in the Unite d Sta te s.
PLATFORM
iOS The controls in Hill Climb Racing are
Android limited to pressing the gas and brake
Windows Phone pedals. All of the vehicles are more or less
rickety, and the environments become
DEVELOPER more imaginative and more difficult as
Fingersoft the game progresses. The goal is to get
as far as possible before the fuel runs
PUBLISHER out or a fatal accident occurs.
Fingersoft
Following the success of Hill Climb
Racing, Fingersoft has grown from a one-
man bedroom code shop into a successful
game developer and publishing house. A
sequel containing a multiplayer option,
Hill Climb Racing 2, was released in late
2016.

169
Legend of Grimrock
Legend of Almost Human was founded by four
developers who had earned their spurs

Grimrock working for Remedy and Futuremark.


Their first game, Legend of Grimrock,
w a s pu bl ishe d in 2 011, only a ye a r a fte r
PLATFORM the company was started. Following in
Windows the footsteps of classics of the past
macOS decades, such as Dungeon Master and
Linux Eye of the Beholder series, Legend of
iOS Grimrock is a cl a ssica l du ng e on cra w l e r
w ith a mode rn-da y a ppe a ra nce .
DEVELOPER
Almost Human Legend of Grimrock is faithful to its
predecessors, right down to the game
mechanics: movements span the whole
PUBLISHER
l e ng th of the scre e n a nd the pl a ye r ca n
Almost Human
only tu rn by 9 0 de g re e s a t a time . Unl ike
its conte mpora rie s, L e g e nd of Grimrock
does not provide much help or advice,
and the player must figure the game
w orl d ou t on the ir ow n.

This debut game by Almost Human


received laudatory reviews around the
w orl d, a nd a fte r its re l e a se be ca me the
most downloaded game on Steam. A
se qu e l for the g a me , L e g e nd of Grimrock
2, has since been published, and the
g a me ha s a l so be e n porte d on to A ppl e ’s
mobil e de vice s.

171
Badland
Badland Badland, winner of the Apple iPad
G a m e o f t h e Ye a r A w a r d i n 2 0 1 3 , i s a n
atmospheric, side-scrolling action and
PLATFORM puzzle game. The gameplay of Badland
iOS (and others) h a s b e e n o p t i m a l ly r e f i n e d w i t h m o b i l e
devices in mind; touching the screen
DEVELOPER makes the game character rise higher,
Frogmind while lateral movement and falling
dow n occu rs a u toma tica l ly.
PUBLISHER
Frogmind T he l e ve l s of the g a me a re divide d into
themes according to seasons, which
change little by little as the game
prog re sse s. Badl and ha s g a rne re d pra ise
for both its successful appearance and
dre a m-l ike styl e a nd a tmosphe re .

F rog mind, fou nde d by Joha nne s Vu orine n


a n d J u h a n a M y l ly s w h o h a v e f o r m e r ly
w orke d on the Trial s g a me s a t R e dLynx,
be ca me one of the big g e st F innish indie
developer successes following the
release of Badland. Supercell bought
more than half of Frogmind in the
autumn of 2016 for the price of seven
mil l ion e u ros.

175
The Swapper
The Swapper One of the first g a me proje cts to re ce ive
funding from the American Indie Fund,
T h e S w a p p e r o r i g i n a l ly s t a r t e d a s a
PLATFORM leisure project for two students. This
Windows (and others) science fiction themed puzzle game
l e a ns on its strong storyte l l ing , a nd its
DEVELOPER specialty is levels and platforms made
Facepalm Games of cl a y. T he de ve l ope rs of T he Sw appe r
created scale models, which they shot
PUBLISHER and recorded into the game instead of
Facepalm Games resorting to conventional, computer
g e ne ra te d 3D mode l s.

The idea of The Swapper is also inno-


vative. The player can create synchro-
nou sly moving cl one s of the ir cha ra cte r,
a nd in orde r to su rvive the da ng e rs a nd
obsta cl e s of the g a me w orl d the pl a ye r
can change the places of, or “swap”,
the se cha ra cte rs. In a ddition to re ce iving
positive re vie w s from a rou nd the w orl d,
T he Sw appe r ha s w on nu me rou s a w a rds,
including the Best International Game
A w a rd a t the 2 011 F re e Pl a y e ve nt.

177
Cities: Skylines
Cities: The city-building game Cities: Skylines
took Finland by surprise in 2015. The

Skylines game, which has, for instance, reaped


the F innish Ga me De ve l ope r of the Ye a r
award for Colossal Order, was both a
PLATFORM critical and commercial success. On
Windows the week of its release, the game sold
macOS more than 500,000 copies worldwide,
Linux and by the end of 2015 it had already
s o l d a p p r o x i m a t e ly 1 . 8 m i l l i o n c o p i e s .
DEVELOPER It could almost be said that the game
Colossal Order has conquered the grandfather of the
genre as players disappointed with the
PUBLISHER latest instalment of the SimCity series
are known to have switched to Cities:
Paradox Interactive
Sky l ine s.

Built on the Unity engine, the game is


de sig ne d w ith possibil itie s for a va rie ty
of building and modifying in mind. The
game developers encourage players to
produce their own content and game
modifications. Cities: Skylines has also
been used as an aid to real-life urban
planning. Colossal Order has been
c o n t i n u o u s ly r e l e a s i n g m o r e c o n t e n t
for the g a me , a nd officia l pa tche s ha ve
added, for instance, a day-night cycle,
natural disasters and snow with many
othe r w inte ry e l e me nts.

181
Perspective: Tuija Lindén “I have worked as the chief editor of Pelit you can stand behind. Playing can feel
(‘Games’) magazine for 25 years. I’ve also like work, for sure. I do still enjoy playing
been involved with various computer games that are mentally challenging and

Tuija Lindén,
magazines: starting up Mikrobitti, working have a good plot, but I mostly tend to play
for Tietokone and being the managing edi- lighter games on the iPad.
tor for C-lehti. After sort of drifting on to

editor-in-chief this side, I’ve now worked with magazines


my whole life.
Pelit magazine first came out in March
1992. Prior to that, we’d made a series of

for Pelit magazine,


computer game yearbooks, Tietokonepe-
My own game history started by playing lien vuosikirja, since 1987, from one to
Bubble Bobble, it must have been one of three volumes per year. The first of these

talks about game the very first. We played it a lot at work,


and I’d still be quite happy to play more.
books came to be when Risto “Nordic”
Hieta, Niko Nirvi and I rounded up all the

magazines and
Another game I enjoyed playing was game reviews from Mikrobitti and C-lehti,
Rainbow Islands. Dungeon Master, of which was a Commodore magazine. The
course, made a lasting impression. Some first yearbook had a short review text

the Finnish game of my most treasured gaming memories


include LucasArts adventure games, such
and one black and white image for each
game. There were also a few additional

industry.
as Monkey Island. As for Finnish games, pieces written specifically for the book.
the Legend of Grimrock series is close to The yearbooks were a success, and
my heart. Back in the golden age of the people still recall them with nostalgia.
1990s, games were quite literally played There’s this retro boom currently in the
until “worn out,” and that was part of game world: people are combing through
the fun. At some point during the 2000s, second-hand bookshops and such for
a huge number of war games came out, these yearbooks, but they are very rare.
but in a kind of a backlash I didn’t want to The yearbooks were made until 1991, when
play them at all. Since then, gaming has three volumes came out: the spring and
taken a bit of a back seat for me. I have to autumn editions, as well as a PC games’
confess that nowadays I don’t really play yearbook. At this point, the need and
much. I try to go through all these Finnish desire to have a magazine dedicated to
games and mobile games as much as pos- games was great. Around this time, C-lehti
sible. The first mobile game that made an was discontinued as the Finnish importer
impression was Angry Birds. I’ve probably of Commodores went bankrupt. We then
played through all of the possible levels. established the Pelit magazine, in a man-
I really enjoyed playing it, and still have ner of speaking at least. Tietokonepelien
all of the games on my mobile. Somehow vuosikirja went by the name Pelit at the
I feel that the kind of long-term, all-night time, and we simply expanded it into the
gaming sessions are no longer part of my magazine. This is the reason behind the
world. It occasionally gets rather hard on simple name of the magazine.
you that games often require quite a bit
of playtime before you can write a review

182 183
Other game magazines have come and Game magazines were the first to migrate really paid any attention to the game and Queen of Norway, and gave advice to
gone, but Pelit has been successful in to the Web, and since it is hard to make an industry. At the end of the day, Remedy Norwegians on how to do these things.
staying relevant and interesting. We have earning online, little by little they all went and Housemarque weren’t really national Seeing the Norwegians humbly seeking to
monitored the market closely, and shaped under. Nowadays, YouTubers are the ones gems, but now they’ve started receiving learn from us really felt good. They called
the magazine according to it. We’ve been who devour websites. People used to play grand appreciation as well. The massive us their big brother the whole time, and
able to adapt, and we’ve worked together by themselves, but nowadays watching success of the modern time mobile games for once we were thinking that we Finns
with our community since the beginning. other people play is great entertainment. came almost out from the blue, as well as are really good at something. After all,
In 1996, we set up Pelit BBS, and in 1997 the success of Colossal Order. It was an we’ve come a long way from having to
we went online. In a sense, we built a com- Long before Facebook, our discussion amazing feat for a city-building game to defend our works and doings to get to
munity before such a word even existed. forum participants always had to post on sell more than SimCity, which was thought meet the King and Queen of Norway.
This happened quite by accident, I don’t their own name, and their accounts were to have no competition on the market. We
think we could manage to do the same bound to their subscription number. You knew that the Cities: Skylines was good, Some Finnish games are perfected, world-
again. We started as an Amiga, ST and must be a subscriber to join in. No one but having it sell so rapidly at the time wide successes, but many fade straight
C64 magazine. At some point, the PC came could hide behind an alias. These mem- was quite incomprehensible. into oblivion. And you have to learn to
along, and towards the end of the 1990s bers then began to meet each other at walk before you can run. Even Supercell
we turned purely into a PC magazine. various gatherings and became friends. For 25 years now, we’ve been fighting and Rovio made a multitude of games
Then, along came the PlayStations and we Discussions were terribly tidy because against the notion that games would before they hit the jackpot. As these wild
established a magazine called Peliasema no one would fool around under their only be for children’s entertainment. All success stories become more common,
(‘Game Station’), which was published own name. Of course it’s quite different the statistics show that adults play, and however, people actually start thinking
for about four years. Subsequently, we nowadays even on Facebook, but at that they play a lot. Sometimes people say that that making games is simple and easy.
decided that Peliasema should be merged time things were a bit different. The staff they do not understand anything about This is, of course, not the case. But sure,
with Pelit. That was the first time we also participated under their own names, games or playing. I’ve began to respond we’re great especially in the mobile busi-
involved consoles. We were at our grand- answered questions, were given direct that they must’ve played Afrikan Tähti or ness. You can’t really deny it when, for
est at that time, and had a circulation of feedback and presented with wishes. something similar before. Therefore, they example, Supercell has three different
about 40,000 for a long time. It was the For example, we might ask what kind of can understand quite enough; it’s just the games constantly in the worldwide top
golden age. a cover the readers would like to see on same whether you play on a computer or ten. And now Supercell and Colossal
the next issue. It was rather simple, but a board. It’s all gaming, having fun and Order, among others, are going to, or have
Game magazines have been important to very important to them that they had a playing. Rovio’s Peter Vesterbacka, taking already, hit the Chinese market. If we can
the Finnish gaming enthusiasts, since prior direct connection with us. We genuinely off in a grand way and declaring they were break through there, we will genuinely be
to the Internet information was not eas- hear our readers out, and we interact the real deal and their game would be big, global. It still won’t be easy, as there are
ily obtainable. There were some English with them all the time. This was a pretty was rather exceptional. Nothing like this quite a few cultural differences.
magazines for sale at Finnish kiosks, but big deal especially back in the day before had ever happened in Finland before. In
they did not sell significantly. We had Facebook. that sense, Peter made a terribly good job I do believe and trust in our cooperative,
some licensed magazines, such as PC in daring to open up and to think globally. international game industry, and the fact
Gamer and others, as well as a Nintendo I’m grateful that I got to see the rise of The industry was, in a way, also misunder- that we still have a lot to contribute to
magazine called Super Power. Pelaaja Finnish game companies, and that the stood because, for example, Housemarque the global game culture. We might yet see
(‘Player’) was launched fifteen years trade has evolved from this nonsense and Remedy had foreign publishers and some great success stories arising from
ago, and remains the only one to survive industry into a significant export industry. the market was somewhere outside of the field of serious games, for example.
alongside Pelit. The situation in Finland Remedy and others have done well in the Finland. We’ve come far enough from I’m glad that we’ve already come so far
is actually rather exceptional in the sense line of business, but prior to the success the image of games being nonsense that that there is a lot to present, and plenty
that we still have two print magazines. stories of Supercell and Rovio no one Finns held a game seminar for the King which we can be proud of. People should

184 185
understand that our history is much older
than Supercell and Rovio. Games have
been made in Finland for all computers
from the start, the Commodore 64, and
so on. People have had a burning desire
to make games and get into the game
business already back then. The Pelit
magazine celebrates 25 years of age on
the year of independent Finland’s 100th
anniversary. Back in the day, I wouldn’t
have dreamed of seeing this day. I think
we may be the world’s oldest print journal
about video games still in circulation –
perhaps with the exception of Famitsu.”

186
P.O.L.L.E.N.
P.O.L.L.E.N. P.O.L.L.E.N., a first-person sci-fi ad-
venture game, is the first release of
Mindfield Games. It is also said to be the
PLATFORM first Finnish game making use of higher
Windows class VR technology.
PS4
De ve l ope d spe cifica l ly for virtu a l re a l ity
DEVELOPER goggles, P.O.L.L.E.N. has garnered
Mindfield Games p r a i s e f o r i t s b e a u t i f u l ly e x e c u t e d
retro-futuristic world. Set on Saturn’s
PUBLISHER m o o n , t h e s t o r y l e a d s p l a y e r s t o s o lv e
the myste rie s of a spa ce ba se in homa g e
Mindfield Games
to cl a ssic scie nce fiction a dve ntu re s.

In te rms of u til ising the mode rn virtu a l


reality technologies in Finnish compu-
ter games, P.O.L.L.E.N. can be thought
of as a great and ambitious example.
Although the game is designed with
ne w te chnol og ie s in mind, it ca n a l so be
pl a ye d on conve ntiona l PC s.

189
My Summer Car
My My Summer Car, a game by Johannes
Rojola, who has made various game

Summer prototype s a nd mods since the 19 9 0s, is a


qu irky ca se in the fie l d of F innish g a me s.
Car It a l so offe rs e xhil a ra ting nosta l g ia a s it
ta ke s pl a ye rs ba ck a cou pl e of de ca de s
and into the car-tinkering (and other)
PLATFORM cu l tu re of the spa rse ly popu l a te d a re a s
Windows of F inl a nd.

DEVELOPER In the ca se of My Su mme r C ar, the w ords


Amistech “realistic simulation” almost fall short,
since before the player gets to cruise
PUBLISHER along rural dirt roads on their Datsun,
Amistech they must assemble the car with their
own hands, even down to the smallest
de ta il s of the e ng ine . T he g a me ne ithe r
guides nor holds the player’s hand,
and the player has to cope with the
challenges of everyday life all on their
ow n.

The truthfulness of the game, while


p e r h a p s p o l i t i c a l ly i n c o r r e c t a t t i m e s ,
ha s stil l de l ig hte d pl a ye rs from a l l ove r
the w orl d. T his is e vide nce d by nu me rou s
Yo u Tu b e v i d e o s a n d t h e n u m b e r o f
pe opl e l ive -stre a ming the g a me a s w e l l
a s E a rly A cce ss sa l e s of ove r one mil l ion
e u ros.

191
T H A N K YO U
Many people h av e bee n c om men t in g a n d wor kin g on th i s b o o k as w e l l as th e p r e l i m i n ar y
wo r k f or it. We w ould es p ec ia lly like t o t ha n k t he wo r k gr o u p s o f b o th th e 2 0 1 2 e x h i b i t i o n
Finnish Games Then and Now (Suomalaiset pelit silloin ja nyt, SPSN) and the Finnish T h e Finnis h Gam es T h en and N o w exh ibit io n
Museum of Games as well a s t he n u mer ou s g a m e d e v e l o p e r s an d o th e r p r o f e s s i o nal s f o r w a s h eld a nd o rga nis ed b y t h e Univers it y o f
thei r assistance and in t er views . Ta m pere Ga m e Res ea rch La b in co lla bo ra t io n
with Media Museum Rupriikki, the Manse
The Committee for Pu b lic In f or m a t ion in F in la n d Games project, the Nordic DiGRA 2012
has supported the com p let ion of t he b ook. c o n f e r e n c e , P e l i k o n e p e i j o o n i t a n d Ta m p e r e
Univers it y o f A p plied S ciences .

T h e S P S N w o r k g r o u p a n d pa rt n ers: The exhibition project was carried out


between 27 April and 17 June 2012. The
A nnak aisa Kultim a O u t i P en n in ka n g a s e x h i b i t i o n w a s o p e n t o t h e p u b l i c f o r o n ly
K ati Alha Nikla s Ny lu n d six days, during which it had a total of
1 , 01 8 vis it o rs . T h e fina l s elect io n o f ga m es
Erik a Kallinen J u kka O . Ka u p p in en co ns is t ed o f 4 5 ga m es m a d e o r im plem ent ed
Sampo Sav olaine n by Finnish makers, and more than 30 of
Taru M uhonen M a n u P ä r s sin en t h em w ere m a de a va ila b le fo r p la y ing.
R iina Ojanen M ikko H ein on en
El la Lopperi T h e w o rk do ne fo r t h e exh ib it io n a ls o s erved
Jouni Peltok ang a s S u vi L a t va as a basis for the crowdfunded Finnish
Vi lle Lindström Koop ee H ilt u n en Mus eum o f Ga m es w h ich w a s es t a blis h ed in
K laus Törnk v ist Ta m pere in 2 01 6.
Sami Junk k ari P et r i S a a r ikos ki
Vi lle Kank ainen J a a kko S u omin en
El ina Kosk inen
Mark o Ah lg ren Nu mer ou s F in n ish
Jark k o Laak sonen g a m e d evelop er s
Mik a Uusi-Kilpon en a n d en t hu s ia s t s
Vappu M ak k onen

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