Issue
 One
 
 January
 2003
© 2003 
by 
Cliff 
Johnson 
All 
Rights 
Reserved 
Two heads are better than one. the officious newsletter of author Cliff Johnson Too many cooks spoil the broth.
     >Take One<
     Uncertain how to proceed, I asked my best buddy “What would you want to see in a Fool’s newsletter?”
     “I dunno,” he said. “I’m waiting to see what you do with it.”
     >Take Two<
     I feel a need to write a Citizen Kanesque Declaration of Principles. Then I realized I hadn’t any. Besides, who wants Joseph Cotten spamming it back at me, two decades hence.
     >Take Three<
     Dennis Miller once said “I work in TV yet I don’t watch TV.” Then HBO cancelled him.
     >Take Four<
     Tom Lehrer once said “I feel if a person can’t communicate, the very least he can do is to shut up.”
     >Take Five<
     If receiving this newsletter is perceived as a hostile and heinous act of war, click here to cancel.
     >Take Six<
     Being an alumnus of USC Cinema necessitated that I buy a DVD player to study the film classics of Orson Welles, Stanley Kubrick, and Martin Scorsese. My research began with Starship Troopers and The Thing.
     In his commentary director Paul Verhoeven spins tales about Starship Troopers with infectious enthusiasm. He shares his creative process, his thoughts, his passions, his dreams, why he did what he did, and I was spellbound.
     The Thing commentary has director John Carpenter and actor Kurt Russell, guzzling brewski and sucking up smokes, babbling like two goofballs without dates on Saturday night watching the movie for the first time after renting it from Blockbuster. I learned “it was sure cold up there in Canada” and “those flares made a helluva lot of smoke.”
     In this newsletter, I will endeavor to share my creative process and why I do what I do. This by no means relinquishes my right to babble like a goofball, however, if Kurt Russell drops by.
     >Cut<
     >Print<
     It may come as no surprise that, when I was young, my folks made treasure hunts for my birthday and Easter. Later in life, I returned the favor by staging Mystery Game parties, inspired by the films Sleuth (1972) and The Last of Sheila (1973), both for their clever invention and keen misdirection, the former for suggesting the idea of elaborate party games, and the latter for its marvelous metastructure of clues within clues within clues.
     In this genre, typically, the detective solves a mystery by examining clues, interrogating suspects, and deducing conclusions from the facts. I knew this formula made for good reading and fun filmmaking, but would it make for great gameplay?
     I observed that people who bought the audio cassette/video tape mystery games mostly sat around and frowned and had wicked arguments over meaningless clues whereas people playing a social game like Charades or Taboo hooted and hollered and laughed themselves silly. I knew then that I wanted to create an amalgam — a fun party game that solved a mystery, not through formal deductive reasoning, but through party game puzzle play. In other words, a game that appealed to Dr. Watson, not Sherlock Holmes.
     How I accomplished this, employing the elements of a treasure hunt, is discussed in the next issue.
     Mimicking 007, the last line of the finale credits of the original 1987 Macintosh version of The Fool’s Errand read “The Fool will return in The Fool’s Paradise.”
     I meant to say the Fool will return in The Fool and his Money and then in The Fool’s Paradise.
     As the clock on the home page keeps count of the days remaining, the new game takes shape. I have the main engine built which takes care of all that New-Open-Save-Save As-Quit jazz and also loads in the correct puzzle engine with the correct puzzle data.
     Yes — the game works on both Windows and Macintosh.
     Like Errand, you can read the story, play a puzzle, or, look at the map — this time it is the Moon who offers the Fool counsel and a new map to guide him.
     Unlike Errand, I’ve planned the whole thing in advance, though I only had 15 years to do so. I leap back and forth between creating the new art and programming the new puzzles. But the sound, I know, is going in last.
     Compare Errand’s black & white illustrations to Money’s color inspirations.
     In Errand, the Hermit’s game of Thoth used the 22 Major Arcana cards of the Tarot, and after the Fool won the game, he won the Tarot cards as well.
     In Money, the Fool journeys once again to each of the four Kingdoms and ultimately wins all 78 cards, gaining 14 from each. Earning all the cards permits you to do Tarot readings to predict the Fool’s future. This is particularly useful in auctions and other bartering opportunities, that is, if you can interpret the cards correctly.
     The four Kingdoms — Wands, Pentacles, Cups, Swords — each have their own unique customs, commerce, and culture which is discussed in the next issue.
     You might’ve noticed at the bottom of the home page there’s a new animation of my mug for every day of the month. If you click it, you’re whisked to the culprit, Sheer Cliff Face, the self-portrait animation I’d intended to do at film school but never did. With Flash, a flatbed scanner, and Photoshop, that notion may now rest in peace.
     Ever wonder what became of the classic puzzle book Masquerade? I did some research and found some startling news.
     If you’ve played my games and had your fancy tickled, I ask you to consider pre-ordering The Fool and his Money so I can continue to offer you quality games for the head and from the heart.
     Til February.
     Cosmic Jet.
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