Professional Documents
Culture Documents
Finnish Games
Finnish Games
T H E LOV E D
The Praised, The Loved, The Deplored, The Forgotten
A View into the Wide History of Finnish Games
THE DEPLORED
2019 (digital)
2017 (print)
T H E FO RG OTT EN
ISBN 978-951-609-873-2 (print)
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.
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.
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,
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.
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 . ’
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.
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.
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 .
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.
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 .
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.
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 .
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.
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.
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.
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.
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.
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.
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 .
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
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
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.
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.
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
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
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
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
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
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
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.
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
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.
99
Drop Mania
Drop The puzzle game Drop Mania is
re me mbe re d for its u nu su a l distribu tion
103
Supreme Snowboarding
Supreme Supreme Snowboarding (published as
Boarder Zone in the United States)
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.
109
Max Payne
Max A third-person action game, Max Payne
was both a critical and commercial
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
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
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-
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
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.
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
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
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-
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 .
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.
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
145
Crayon Physics Deluxe
Crayon Developed by Petri Purho, Crayon
Physics Deluxe is one of the most
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.
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,
155
King of Opera
King of Party gaming on tablets or similar
mobile devices can be seen as a kind
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.
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.
163
Clash of Clans
Clash of The strategy and building game Clash
of Clans is one of the most profitable
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
169
Legend of Grimrock
Legend of Almost Human was founded by four
developers who had earned their spurs
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 .
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.
177
Cities: Skylines
Cities: The city-building game Cities: Skylines
took Finland by surprise in 2015. The
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
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
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.
189
My Summer Car
My My Summer Car, a game by Johannes
Rojola, who has made various game
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 .