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ST-urday #026: Night Shift

Aren't many days left in the year now, and only one more Saturday. That means only one more ST-urday too: I said at the outset that this feature would only continue until the new year, because I'm going to run out of material fairly soon. That isn't to say I couldn't keep ST-urday rolling for another decade with the Atari ST's prolific output - there's practically thousands of games in its library, if we're including shareware and other smaller independently-developed titles - but the intent of this feature has always been to cover the ones I personally played back in the system's era of the late 80s and early 90s. That is to say, the ones I have any authority to comment on; where I can talk of my halcyon gaming days, and how my tastes have evolved since that time. All right, so there hasn't been a whole lot of personal anecdotes in ST-urday so far, but I definitely find it far easier talking up the historical merits of a game when I was there to appreciate it in its day: all too often, and with the video game medium especially, it can be hard to go back and properly appreciate archaic games without that perspective.

My concurrent feature for this month, Go! Go! GOTY!, has all but concluded with the exception of a bonus episode of sorts that I hope to finish later this weekend. After that, sometime between now and Christmas Eve, I'll put up my usual GOTY list and awards blog. Go! Go! GOTY! really helped fill that list with a few last-minute worthy titles, so I'm fairly happy with my the ten choices on that list. Hell, I'm happy I managed to find ten. Now that I have a PS4, it'll finally be time to start catching up with the new generation. Let's hope there's a few 2016 games in there as well.

Night Shift

No Caption Provided

The flavor of the week, at least as far as internet SEO goes, is Star Wars. I did get the chance to see The Force Awakens yesterday (that would be Friday the 18th of December for late visitors) and it was fairly decent. More promising than anything else. The purpose of that movie is to set up a whole new trilogy, rather than being a self-contained one-off that was fortunate enough to make enough bank to convince the studios to make sequels, so it feels a little more "to be continued" than A New Hope did. Both the new and old casts are working well, and I'm looking forward to what comes next. I think Abrams spreads himself too thin, so I'm hoping Rian Johnson's Episode VIII is a little more focused and doesn't have to worry as much about impressing everyone (especially Disney, who must still be feeling the financial gutpunch of that enormous LucasFilm purchase).

Anyway, no-one wants to hear about the new Star Wars until they've seen it, and there's going to be a lot of impressions from internet film folk more savvy than I - I'm especially looking forward to the inevitable Half in the Bag from RedLetterMedia, and possibly a Plinkett review from same - so let's get on with today's game. When it comes to the Atari ST output of Star Wars and LucasFilm, there's a handful of options. The original wireframe Star Wars Arcade game saw an Atari ST port, but... well, it's an Arcade port. It's better than most ports for the platform, but you're better off watching the original Arcade version in action. As a game developer and publisher, LucasFilm are far better known for their graphic adventure games: Indiana Jones (two of them!), Zak McKracken and the Alien Mindbenders, Loom, Maniac Mansion and, of course, The Secret of Monkey Island. Thanks to a decade-plus of SCUMMVM emulation and a whole lot of recent modern remakes, however, there's not a whole lot of unexplored territory remaining there. Instead, we look towards Night Shift.

Night Shift has a curious history: originally built without LucasFilm's involvement, the publisher decided they wanted in on this little factory assembly line simulator and injected a certain LucasFilm flair to help it sell. The actual developers were a then-fledgling company called Attention to Detail: a group of postgraduate students from Birmingham (the UK one) who originally built Night Shift as a smaller game called "Fixit" until LucasFilm helped expand the concept. They would later go on to produce Indiana Jones and the Fate of Atlantis: The Action Game for LucasFilm - its sister Adventure Game is, of course, one of the aforementioned renowned LucasFilm point-and-clicks and is presently available on Steam and GOG - and then went on to a few more interesting projects. Projects like Cybermorph: that one Atari Jaguar cyberpunk spaceship shooter with the bald green lady who yells at you for crashing into things. They ended up making a few licensed racing games before going defunct sometime in the early 00s.

The goal of Night Shift, then, is to create LucasFilm products as part of the "Industrial Might and Logic" corporation. Mostly Star Wars-related action figures, but a number of Indiana Jones toys as well. You're essentially in command of a branch of Lucasfilm's mighty merchandizing machine (literally a giant machine, in this game's case), and what better game to check out on ST-urday now that Star Wars shit is once again flooding shelves for the holidays? The player, as the newly recruited Fred or Fiona Fixit, must manage the B.E.A.S.T. automated production system (sadly unaffiliated with the Kerbal space program with the same acronym) by repairing it, ensuring its settings are correct and keeping it powered up so that it can produce the number of toys assigned for that evening's shift. Failing to meet the quota leads to an early game over, though creating a surplus will net the player additional pay. The time limit is severe, however, so it takes a few failed attempts to familiarize oneself with the BEAST and how its various components operate to get everything running before the time limit expires. While obtuse in its design and extremely challenging with the number of moving parts to keep an eye on in a short amount of time, it can be a novel and rewarding puzzle game once you've gotten into the swing of things.

Welcome to Night Shift! You are now a cog in the Lucasfilm merchandizing machine. Lucky you!
Welcome to Night Shift! You are now a cog in the Lucasfilm merchandizing machine. Lucky you!
The game is one of the few of the era to let you choose the gender of your hero. There's no practical difference between the two, other than Fiona puts little circles when dotting her
The game is one of the few of the era to let you choose the gender of your hero. There's no practical difference between the two, other than Fiona puts little circles when dotting her "i"s.
The password protection involved a codewheel that you needed to spin around to match the character on the left (is that Bobbin Threadbare's head?) for a four fruit code. Secret of Monkey Island and other LucasFilm games had something similar. I wasn't able to pass it - my own Night Shift codewheel has long since disintegrated - so I'm probably not going to be allowed to get too far.
The password protection involved a codewheel that you needed to spin around to match the character on the left (is that Bobbin Threadbare's head?) for a four fruit code. Secret of Monkey Island and other LucasFilm games had something similar. I wasn't able to pass it - my own Night Shift codewheel has long since disintegrated - so I'm probably not going to be allowed to get too far.
This is our boss, Mr. Bingham, who appears at the start of each stage to give us our quota. He'll appear at the end too, to either pay us for the night's work or fire us for failing to keep the BEAST operational. I don't know if he's ever not angry at you.
This is our boss, Mr. Bingham, who appears at the start of each stage to give us our quota. He'll appear at the end too, to either pay us for the night's work or fire us for failing to keep the BEAST operational. I don't know if he's ever not angry at you.
Leaving the office, we now encounter the multiple-screens-tall BEAST itself. The machine has multiple sections and moving parts that you need to memorize. Fortunately, since this is an early episode, they keep the complexity low by sticking a lot of the components behind that red plexiglass. Each new
Leaving the office, we now encounter the multiple-screens-tall BEAST itself. The machine has multiple sections and moving parts that you need to memorize. Fortunately, since this is an early episode, they keep the complexity low by sticking a lot of the components behind that red plexiglass. Each new "night shift" opens more of the machine up to be manipulated, increasing the complexity and the challenge.
First things first: the machine is constantly losing power for as long as it's in motion, so we have to charge it up first. Cycling here increases the battery life - it's one of those Track n' Field spamming left and right alternately sort of systems - and it needs to keep going until the two lightbulbs are flashing quickly. We'll occasionally need to come back to recharge it.
First things first: the machine is constantly losing power for as long as it's in motion, so we have to charge it up first. Cycling here increases the battery life - it's one of those Track n' Field spamming left and right alternately sort of systems - and it needs to keep going until the two lightbulbs are flashing quickly. We'll occasionally need to come back to recharge it.
Our next task is to repair something at the top of the machine. The lights outside of the office's window gives you some idea of where a problem in the production line might be, with the far left light indicating a problem at the very top. The game has some simple platforming and there's no penalty for falling except that you'll be stunned for a few seconds. In a game like this, though, every second counts.
Our next task is to repair something at the top of the machine. The lights outside of the office's window gives you some idea of where a problem in the production line might be, with the far left light indicating a problem at the very top. The game has some simple platforming and there's no penalty for falling except that you'll be stunned for a few seconds. In a game like this, though, every second counts.
The top of the machine includes the Solidifier Supplier (the chemistry set on the left) and the Resin Maker (the washing machine thing), both of which are currently turned off. As this is the first stage, it's as simple as screwing in that loose bolt obscured by the steam and kicking in the Solidifier Supplier's plug.
The top of the machine includes the Solidifier Supplier (the chemistry set on the left) and the Resin Maker (the washing machine thing), both of which are currently turned off. As this is the first stage, it's as simple as screwing in that loose bolt obscured by the steam and kicking in the Solidifier Supplier's plug.
That would be this orange thing here. The BEAST is already a confusing thing to look at, so it would help if its actionable parts were better highlighted. You also have to relight the Bunsen burner's flame on later levels, which requires a match. The player has a selection of tools - the wrench, for instance, was needed for that screw - but they'll disappear after use. You have to scour the level for randomly appearing power-ups if you want another one.
That would be this orange thing here. The BEAST is already a confusing thing to look at, so it would help if its actionable parts were better highlighted. You also have to relight the Bunsen burner's flame on later levels, which requires a match. The player has a selection of tools - the wrench, for instance, was needed for that screw - but they'll disappear after use. You have to scour the level for randomly appearing power-ups if you want another one.
With everything working, the BEAST starts creating malleable matter which drops into the resin molds (the yellow blocks) which then produce the doll pieces. The order is important: every doll needs a head and a body, and they need to be attached in the right order. You sometimes have to manipulate the conveyors so that the body part reaches the Bonding Unit first. Incidentally, the conveyor belts also need to be moving the right way before turning everything else on: if they turn the other way, doll parts will fall in the trash instead.
With everything working, the BEAST starts creating malleable matter which drops into the resin molds (the yellow blocks) which then produce the doll pieces. The order is important: every doll needs a head and a body, and they need to be attached in the right order. You sometimes have to manipulate the conveyors so that the body part reaches the Bonding Unit first. Incidentally, the conveyor belts also need to be moving the right way before turning everything else on: if they turn the other way, doll parts will fall in the trash instead.
There's also paint to worry about: in later stages, the quota will also include specific colors for the toys. Thankfully, it's one of the many features of the BEAST that is closed off to us this early on. I believe it becomes a factor around stage 3 or 4.
There's also paint to worry about: in later stages, the quota will also include specific colors for the toys. Thankfully, it's one of the many features of the BEAST that is closed off to us this early on. I believe it becomes a factor around stage 3 or 4.
Here it is, for future reference. I think you have to manipulate the three primary colors to create the desired hues, but those valves are presently locked away from sight with these red windows. Sometimes it feels like I'm looking at a QIX board.
Here it is, for future reference. I think you have to manipulate the three primary colors to create the desired hues, but those valves are presently locked away from sight with these red windows. Sometimes it feels like I'm looking at a QIX board.
The machine is operational and continues to spit out Stormtroopers in various colors, so all that's left is to jump around looking for bonus items and to keep pumping away at the stationary bike so it doesn't all shut down.
The machine is operational and continues to spit out Stormtroopers in various colors, so all that's left is to jump around looking for bonus items and to keep pumping away at the stationary bike so it doesn't all shut down.
Might as well show off a few more tools. Besides the wrench and matches, which are required to make parts of the machine work, you also have vermin-eliminating equipment when that eventually becomes a problem: those rodents will wreak havoc otherwise. The remaining two include this balloon, which quickly moves you up the level if you're too pressed for time to do the necessary platforming.
Might as well show off a few more tools. Besides the wrench and matches, which are required to make parts of the machine work, you also have vermin-eliminating equipment when that eventually becomes a problem: those rodents will wreak havoc otherwise. The remaining two include this balloon, which quickly moves you up the level if you're too pressed for time to do the necessary platforming.
While the umbrella does the opposite, if you can't afford to take the quicker way down and get stunned for too long. All pieces of equipment will randomly spawn in the level, so there's no point hanging onto something if it can be of use at any given moment.
While the umbrella does the opposite, if you can't afford to take the quicker way down and get stunned for too long. All pieces of equipment will randomly spawn in the level, so there's no point hanging onto something if it can be of use at any given moment.
At the end of the shift, indicated by that candle in the bottom left corner, the number of correctly built dolls is counted up and deducted from the quota. Surplus ones add bonus money to the total.
At the end of the shift, indicated by that candle in the bottom left corner, the number of correctly built dolls is counted up and deducted from the quota. Surplus ones add bonus money to the total.
The game also takes a small penalty for faulty dolls, like this incorrectly color-coded Stormtrooper doll. I'm sure if you eBay that thing, it'll make more than the ten dollars it cost you. Factory defects are super valuable with collectors.
The game also takes a small penalty for faulty dolls, like this incorrectly color-coded Stormtrooper doll. I'm sure if you eBay that thing, it'll make more than the ten dollars it cost you. Factory defects are super valuable with collectors.
Naturally, we're fired anyway. I knew that security protection failure would come back to bite us in the overalls. Time to sue LucasFilm for wrongful termination! I bet I'll make more than three grand, too. Alas, that would be more of a Night Court game than a Night Shift game, so here this LP ends.
Naturally, we're fired anyway. I knew that security protection failure would come back to bite us in the overalls. Time to sue LucasFilm for wrongful termination! I bet I'll make more than three grand, too. Alas, that would be more of a Night Court game than a Night Shift game, so here this LP ends.

What struck me while replaying the flawed but inventive Night Shift is how well it could work in a modern context, say as a multiplayer co-operative puzzle game in the vein of a Guns of Icarus or a Lovers in a Dangerous Spacetime. Players would take the various stations of an enormous 3D B.E.A.S.T. with Unreal Tournament-style jump pads to get around to ensure every part of the production process was working correctly, and team communication would be of paramount importance. Idle backseat-designer talk, perhaps, but while Night Shift was acclaimed in its day for being a good-looking anomaly in the field of unimaginative 2D platformers and very dry simulators, it perhaps didn't see its full potential with the limitations of the era.

Either way, it's probably not a 16-bit LucasFilm game most folk are particularly familiar with, so here is its time in the (very subdued) spotlight. Happy holidays everyone! If Santa gives you a BB-8 toy in the wrong colors, sorry about that!

(Back to the ST-urday ST-orehouse.)

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