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#sequel to the other bull art i made months ago
julijbee · 10 months
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no, keep going. i think you're finally getting somewhere.
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dancingthesambaa · 3 years
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The Smell of Plum Blossom Tea Ch 8
Summary: Just like a butterfly wing, a single act of kindness can change the course of the future, it certainly did for MK as a black-furred monkey put out a hand towards him
Rating: Teen and up
Chapter 8: One By One
It’s been over a few weeks since the whole Bull King invasion and things have been pretty peaceful. The city has slowly begun to rebuild itself and people have steadily begun to go back to their day to day lives.
If there's one thing he can appreciate about society is that they always will keep going even when everything around them has been destroyed.
Macaque's own workload has finally eased up, the hospital didn’t anticipate that many wounded in that short span and wasn’t able to gather the materials. So, he has gotten calls from both Yanyu and some of the higher ups in the field for his assistance.
“This has been a pain in the ass,” he grumbled as he sat down on the couch with his cup of tea. “I really shouldn’t have let them off so easily for the fuckton of work they put on me.” His was then twitched as he heard a familiar/strange set of feet dashing their way towards him.
“Dad!” He sees his son, who had his jacket tied around his waist and staff nowhere in sight, smiles widely as he leaps to him and gives him a big hug, “it’s been so long!”
“Hey kiddo,” he was taken momentarily off guard by the hug, but smiled down at him as he petted his hair. “How was work?”
“Oh I didn’t go, someone is taking care of that,” he happily stated as he still held on tight.
Macaque blinked for a moment before he gave a small chuckle, “oh, is that so, well I was about to read and relax, you want to join?”
“Can you read out loud?” He cheerfully asked as he got himself comfortable on the couch as he laid down.
“Of course.”
“Yay!”
So Macaque began to tell the story of a blind girl and how she stood strong in the face of adversity and ridicule. He was in the middle of the part where the girl denies the deity gift of giving her sight when he heard the door slam open wide.
“Stay away from my Dad!/Don't worry old man, we're here!” MK and Mei respectively shouted out as they both held staff and sword out to fight the battle ahead, only to falter as they took in the scene of Mac sitting quite comfortably on the couch, while another MK laid on his lap with a content smile. “Uhhhh.”
“Took you long enough,” he said with amusement, “I was almost about to send a clone out to you myself.”
“Huh?”
“What? You don’t think I can’t tell a clone apart from my son?” He smirked as he patted the clone ahead, the only response was cuddling closer to him.
“You know?!” MK yelled out as he walked forward, still a bit cautious after his encounters with the rest of his clones.
He only raised an eyebrow as he showed off his shadow clone.
“Oooh, yeah that makes sense.”
“How come he didn’t attack you!” Mei threw her hands up in frustration. “I mean, come on! I had to deal with Portay MK and you have Mr. Cuddle Bug?!”
“Attack, Pfft yeah that's what usually happens during the first duplicate trials,” he said as he laid his book down.
“I’m sorry what?” MK has put away the staff at this point as he tried to sit next to his Dad, only to forget that the space was currently occupied by another him. He stared down at the clone laying in his spot then the clone looked up at him and just turned around and faced away from him.
“No,” was all he said as the next moment the clone disappeared and there sat the real MK with a wide grin, “so what was that about the trials?”
The six eared monkey raised an eyebrow at his son's actions as Mei wheezed in the background, “well usually when someone is learning the clone technique most of the time the clones would try to attack the user to prove their authority or their sense of identity.”
“That is actually terrifying,” he deadpanned.
“I thought you already knew this?” He questioned his son, who suddenly blushed.
“Well I may have accidentally learned I can do this,” he scratched the back of his neck as he laid on his Dad's lap.
“And you decided to test it out despite not knowing the consequences,” he sighed as he examined his son hair which was now sporting some very uneven ends and patches, “you even messed up your hair cause of this, I thought I taught you to not mess with magic unless you have me or someone competent in the arts.”
“I know, I know, but I just wanted some sleep and quiet!” He moaned out as he let the furry hands caress the knots and tangles in his hair, “I didn’t think it would lead up to this.”
“That’s how they all start,” he snorted as he felt Mei sit on his other side and lay on his shoulder, “so why don’t you tell me how this all began and tell me a bit more about your training with Wukong. I haven’t heard back on how that’s been going.”
“Training with the Monkey King is amazing!” He lit up as he talked all about his sessions.
Macaque silently listened to his son ramble on about his training sessions with Wukong and boy did that still send him reeling.
He still can’t believe that this is happening, that in all of these strange currents of events, Wukong actually made his son his successor. He still doesn't know how to feel about that cause, on one hand, damn straight his child can lift the staff no one has ever been able to before, he is so proud that he accomplished the impossible that mere words still can’t explain it. But on the other hand, Wukong recklessly decided to choose his son to be his successor despite his many enemies, does that idiot not comprehend the target he just placed on his back.
‘I swear I have half the mind to go up there and knock him silly for his complete ignorance…though how everything goes after that is the only thing that’s stopping me,’ Mac internally thought. ‘Who knows how he would react if I show up unannounced…probably would be just the sequel of our last fight,’ he bitterly thought. He has long accepted that his former friend probably wanted nothing to do with him anymore if they ever saw each other again.
“And then he goes on about how one must never- are you even paying attention?!” MK's voice broke out of his thoughts.
“Yeah I am, you were just talking about how your swings are easily blockable.”
“They are not that bad,” he huffed.
“You swing too wide comet/You hit like it’s a baseball bat,” both demon and teenager said.
“Okay, I may have a small issue.”
“And that’s why you're training,” he said as he took his hands out of his hair when he began to yawn.
“Yeah I know,” he sleepily said as he closed his eyes.
‘At least he is enjoying himself,’ he then focused his attention on Mei, who was also dozing off and began to groom her hair as well.
“Is that the best you got flame brain,” Daiyu cackled out as she flew higher in the air and dodged the fireball, “I met imps who were stronger than that-shit!” She felt a sharp pain explode from her back.
“Don’t you dare think you can outmatch me, little bird!” Red Son cockily stated as he twisted one of her wings and the two began to a downward spiral. “I have fought monsters thrice the size of you and remained victorious!”
“Not today's string bean!” She squawked out as she flips on her back as the two were falling so that the fire demon could break her fall.
It was a tense stand off as neither side gave in even when they were free falling, it was only when they were ten feet away from the ground did he jump off her. He hoped that this would have worked and broken a few of her bones, but alas it didn’t as she caught herself just before and stopped herself.
“Tch,” he clicked his tongue in agitation as he went in for another strike for her wings, only to get batted off.
“Ha, ain’t fooling me again Flicker! Or maybe that candle on your head is finally reaching its end!” She went for his neck only to get buffed by his hand grabbing her beak.
“I’ll show you who's reaching their end once I burn you into a fiery crisp that not even your brethren would want to feast upon!” He tried to keep her in his hold as he lit up, but she managed to kick free of his grasp.
“Ha! I like to see you try! My shithead brothers and sisters would eat everything and I’m not even counting the chicks that just hatched!” She flew up high and prepared for a dive bomb.
“Let’s find out!” His entire body began to lit up in flames as his eyes bore into her.
“They seem to be having fun,” Bohai said as he lazily watched them.
“Two people who like the thrill of the battle going at it, of course, they like this shit,” Minsheng scoffed as they laid down, “at least they're not doing battles to the death anymore, that usually gets bloody way too fast.”
“And leaves me having to deal with their injured asses,” Macaque grumbled as he petted the infant monkey's head.
“Your friends,” the jellyfish pointed out.
“I was forced into this,” he stated.
“And we’re still here,” the rabbit demon grinned.
“Unfortunately.”
MK and Mei, on the other hand, still couldn’t believe their eyes as they continued to see the arrogant demon that was trying to kill them happily fighting. Well the fight part not really, but the happy thing was a bit out of left field. They had walked into the sounds of fighting and, while still being very cautious as they remembered Mac and Ahmed's last fight, quietly tried to investigate what was happening. So to see this scene was a little jarring once they realized that the two were simply sparring with each other.
“Huh, I have to say this is the quickest redemption arc I have ever seen,” Mei mused, “not even a month ago he was trying to kill us and now he is all buddy buddy with Dad and his friends.”
“To be fair, I think they mentioned him before,” MK said.
“Really?”
“Yeah,” the said monkey popped in, “I have. I actually have known him longer than the both of you. His family sometimes would stop by for some items from time to time.”
“Huh, well that’s honestly not that big of a shock,” Mei pouted as they watched Red Son finally pin the vulture demon down.
“I told you, you can’t beat me! For I am Red Son, prince to the esteemed Demon Bull King and the mighty Princess Iron Fan!” He maniacally laughed.
“You're a prince!” He was startled out of it when two voices reached over to him.
“Indeed I am! Who dares step forward and-,” he stops himself mid sentence when he sees noodle boy and biker girl familiar faces. His face drops, “oh it’s you two.”
“Like I knew DBK was your dad and all, but it never occurred to me that you would be a prince with, well you know,” Mei hummed out.
“With what?” He growled the last bit out.
“With you being a reckless, two-bit side character that likes to leap before they walk,” she bluntly said.
“I am no mere Side Character!” He bowled out as his hair flame intensified.
“Aren’t you though?”
“I’m not”
“But you can be, like how I can totally be one as well.”
“I am no mere side character,” he spat out, “I am the antagonist that stands against the hero path! I am the flame of destruction that threatens to consume all! I am the prince of the feared and mighty who takes pride in oneself and all that they do!”
“…okay but aren’t some villains side characters?” She couldn’t help it, she was having way too much fun at this point.
“I AM NOT A SIDE CHARACTER!”
“I feel like we have gotten meta somewhere,” MK muttered out and then walked forward before Mei could say anything that would trigger the raging flame demon anymore. “Hi! I know we didn’t really introduce ourselves after…that, but I’m MK and she's Mei.”
“…Red Son,” he eyed the smiling boy in front of him, “and I already knew who you are, your father talks much about the two of you.”
“Awwww, fluffy head does,” Mei cooed as she turned to face Macaque, who was resolutely not looking in their direction.
“Wait, if you knew who we were, why did you attack?” The Monkie Kid couldn’t help but ask.
Surprising the both of them, the prince blushed a bit out of embarrassment as he muttered out, “I didn’t know it was the two of you in the first place.”
“How?!” Mei sputtered out. “Like we were probably screaming each other's names so many times?!”
“No! You peasants were just screaming! Nothing short of a name has ever come up in the middle of it all!”
“Wait-so that’s why you called me Noodle boy?”
“Noodle boy?” She snorted.
“Your biker girl,” he hissed out.
“Biker girl…hmm not that bad actually,” she put her hand under her chin, “though did you seriously just come up with that because of what we were doing?”
“Yes,” the demon unashamedly said.
Both humans looked at one another before they both laughed wildly.
“Hahaha! Holy shit, you are such a dork,” the dragon girl clutched her stomach.
“By the Gods, that is kinda adorable,” the monkey's successor was pounding his fist on the ground.
“I am neither a dork nor adorable!” The Bull prince roared out as he marched over to them in fury. “Take that back!”
“NEVER!”
“And thus the start of a beautiful friendship,” Macaque couldn’t help but say as the demon began to chase the two around.
“Yeah, I worked my back off for it,” Daiyu grumbled as she finally got off the ground from where Red Son was pinning her down. “That whole time I just wanted to throttle him at them just so I could feel my wings again.”
“Don’t worry, your wings have some use finally,” Minsheng couldn’t help but say.
Daiyu promptly smacked her wings against their head.
“What do you mean disappeared?” Mei asked MK when he rushed inside their super secret base.
“All I know is that they were shopping and now I can’t contact nor find either one of them!” MK freaked out as he gripped his staff. “What if they're in trouble?”
“Take a deep breath MK,” Sandy rubbed the human back, “we don’t know that, their phones could simply be out of batteries or they got lost talking to each other.”
“Even though they’ll never admit it,” he said.
“Exactly, but the shop isn’t open!”
That drew out sharp gasps as now they began to panic.
“He has never not opened his store before!” Sandy shouted as he gripped his hair.
“I think he’s been kidnapped!” MK screamed in agreement.
“I immediately fear the worst!”
Mei rushed over to one of the screens and began to type in a few things and up on the screen appeared both people talking to a lady.
“They haven’t been carted away to treacherous territories,” the giant sighed in relief.
“Oh thank god they're still shopping,” MK sagged in relief as he saw this, “wait Mei what is this?”
“I had cameras placed on all of you and you said this was creepy,” she has already lost her brother once, that was not about to happen again.
“That still is.”
“Oh look now they're following that nice lady, see they're just fine,” Sandy inputted as they watched the two slowly follow the woman shrouded in black when suddenly there was a trap that opened underneath them, “AH! I was wrong! I was wrong! This is bad! This is very bad!”
“Nightmare hole!” The twenty year old screamed out as Mei's eyes widened in shock, “what happened?”
“It looks like?” She began to enhance and zoom into the blurred picture and when it became clear it showed an eight legged spider lady standing above them all.
“A spider demon! Come on! No! Ew! Yuck! I do not want to mess with spiders of any kind! I hate spiders! Hate, hate, hate spiders! With their beady eyes and their creepy wiggly legs and their gross butt!”
“MK, right now that spider demon has our friends so you know what that means,” Sandy pumped them up. “It’s Operation save Pigsy and Tang from the Nightmare Hole!”
“Yeah!” Both teens pumped their fists in the air along with the cat.
“Should we call Macaque for backup,” Sandy asked as he started up the engine.
“Nope!” MK quickly said before Mei could, “we can do this on our own!”
MK slowly began to back away as the Spider demon loomed over him menacingly. She had managed to capture Sandy and Mei as well and only he was the last one standing. “I regret everything I said.”
“Aww, don’t tell me you're scared of spiders!” She said as she stepped into the light then that faint tickling in the back of his head finally eased up at the full reveal.
“Wait? I know you!” His jaw dropped as he saw just exactly who was standing in front of him.
“What?” They all shouted even Spider Queen who was stunned out of sheer confusion.
“No wonder you look familiar! Daiyu talks about you all the time,” MK stated as he lost some of his fear at the relief of finally knowing why she seemed so familiar.
Though as his fear was momentarily suppressed the Spider Queen was not as she blanched at the name, “you know Daiyu!”
“Oh yeah, she has a bone to pick with you after you ripped her off, she said something about wanting to pluck the meat off of your corpse after she gets done beating you to a pulp or something like that.”
“I am now concerned by that statement,” Pigsy said.
“Oh don’t worry, she’s a vulture demon,” Mei happily responded.
“That does not make it better.”
“Does for me sweetheart,” Tang smiled, “it makes sense for a vulture to go for a corpse because they are cartoons. It’s actually quite fascinating-,”
“Tang I love you, but please don’t say that as we’re currently being tied up like a lamb ready for the slaughter,” Pigsy begged.
“…what?”
The pig and human eyes widened at what both said, but luckily they didn’t have to say anything as the Spider Queen roared in rage.
“I may be a slicker, but I ain’t no sham when it comes to my silk! Tell that chicken legged, deep fried coward that I will personally send her down under if she even instigates that I would do that!” She roared in rage as she stood tall in MK, who promptly got scared once more as he realized what he just said.
“MK run!” Pigsy yelled out.
“Don’t need to tell me twice!” MK slid between the Spider Queen legs and he began to book it.
“Get back here little monkey boy!”
“I feel like I should tell Daiyu where Spider Queen has been hiding,” MK mused as they floated along the ocean.
“As long as I’m there, I really want to see her explode in fury before the bloodbath happens,” Mei snorted as she laid across the top.
“You know, I sometimes worry about you,” Pigsy looked at the young lady at that statement.
“Fuzz butt says that too.”
“Shouldn’t you listen to your doctor?”
“Shouldn’t you listen to what you said back at the cave, don’t you think just because we were tied up doesn’t mean I don’t have ears,” she teased as Sandy nodded.
“Wait, what happened?” MK looked at both of them in confusion.
Sandy leaned over and whispered what happened and the boy's eyes widened and sparkled with glee. “Ohohoho!”
“It was the slip of a tongue,” Tang said as he pushed up his glasses in nervousness. “Nothing more.”
“Yeah, what he said, just a slip of the tongue,” Pigsy twisted his hands.
“Some slip, some would say that it almost sounded like,” the twenty year old girl leaned in with a mischievous glint in her eyes, “an old married couple would say to one another.”
“WE ARE NOT A COUPLE!” They both shouted and they shared glances at each other only to catch a view of their red faces and promptly turn to face away from them.
“If you say so,” she backed off with her hands up.
“And we say so,” the pig crossed his arms.
“Very much so,” Tang copied.
Both Sandy and MK were in the background holding back their laughs as they could barely keep it together.
MK woke up to the shake of an earthquake and his whole world feeling off balance.
At first, he wrote this off as the aftermath of the earthquake as he quickly got ready for work as he prayed Pigsy doesn’t fire him. But as he walked down the street with his drink in hand he still couldn't help, but felt his whole world was just off balance, like everything was just missing a beat or so, it was the weirdest feeling.
“Maybe I just banged my head too hard, should probably ask Dad to check in case,” he muttered in his straw as he was about to yell out when he saw Mei standing in the middle of the road. “Mei, I’m glad you’re here!”
“Yes I am right here,” she grinned widely, “and what’s this about calling your Dad?”
“I don’t know if I have a concussion or something else, but something seems really off and I can’t put my finger on what,” he groaned.
“It’s nothing, just relax. Today is all about you.”
“Aren’t you usually the one who usually tells me to call him if things are getting too sticky to handle?” MK questioned as that off balance feeling was coming in full force.
“I am?” He could almost see her face contort for a brief moment before going back to her previous creepy grin, “I mean I am! But he’s probably busy doing stuff sweetie.”
“Sweetie,” he looked at her in pure disgust.
“I mean dear friend,” he never thought someone could grin that wide.
“Even when he’s in the middle of making medicine he always answers,” at this point he has begun to back up from Mei. He did not like just how off this whole thing was and it wasn’t helping that the crowd was just watching them.
“Don’t worry,” she ominously said, “I’m sure…”
“Macaque,” he supplied as he quickly got into position to bolt out of there as soon as he had the chance. This was definitely not Mei!
“Right Macaque will be just-!” Not just Mei, but the entire crowd of people's heads snapped towards MK.
“Did you just say Macaque!” They all yelled out.
“Yeah?!?” He was now more than freaking out as he looked for possible exits, he was not about to stay here a moment longer if he could. But then his whole world began to fade away as he saw the people just shake their heads and arms as they seem to glitch out.
“Nope, nuh uh, F this! Plan is officially done! Do not collect after Go! Finish!” He blinked his eyes as he saw that he was now in a shack and standing in front of him was a blue and orange demon. The blue one was just holding a jar of some kind, while the orange one was speaking.
“Done! Capital D.O.N.E! Done!”
“I think he gets it Jin,” the blue demon said.
“Well excuse me for being freaked out about this! Why aren’t you freaking out about this?!”
“Oh I am, one moment,” he said as he carefully put down the jar, “there we go….We freaking messed up so bad!” The demon began to panic, “like this is going to the top thirty bad.”
“Fucckkk!” Jin said as he gripped his hair.
“What is going on?!” MK yelled out his frustration as he collected the staff and kept a tight grip on it. “Who are you?!”
The two demons paused their freak out as they both dramatically posed.
“I am Jin!” The orange demon jumped up.
“And I am Yin!” The blue demon bowed low.
“And together,” they both said in sync as Jin landed on top of Yin back, “we are the Gold/Silver and Silver/Gold demons!”
There was a silence as both parties looked at each other before both brothers then began to fight over the name.
“It’s Gold and Silver nitwit!”
“No, it's Silver and Gold half bake!”
“Seriously, what is going on and why am I here?” He reiterated his point as that got the two to stop fighting.
“We heard about the great Monkie kid and knew he would be a worthy adversary,” Yin stated as he crossed his arms.
“Yes, so after our cunning plan we called out to you and you foolishly,” they both pointed to him, “answered.”
“…I was delivering noodles of course I was gonna answer,” his eyes twitched at the sheer ridiculousness of this.
“But you still answered and fell right into our plan to use you for our nefarious purposes!” Gin dramatically laughed.
“Until we knew that you were the Six Eared Macaque kid,” Yin added.
“Yeah before that,” he stopped his laughter, “we know we’re certifiably insane, but we ain’t stupid.”
“Yeah, we know better than to try to mess with what’s Macaque, I heard the last demon who tried that was tormented by him for a hundred days,” the blue demon shivered.
“I heard he once pulled the inside out of another demon just because he was having a bad day.”
“Well I heard he took on and defeated an entire army so that he could pass by.”
“I heard that he can suck some demon body and soul into a cursed item and make them fight for him.”
“Oh that one’s true,” MK butted in as at this point he sat down as he realized that they were not even a threat, just very amusing.
Both of them shivered as they looked at him in horror, “wait really!?”
“Yep!”
“Check that rumor off as being real,” Jin groaned as Yin held out a rather large book.
“Already on it.”
“What’s that?” MK asked.
“Oh it’s just a book with basically any rumors we happen to come across,” Yin proudly showed off, “most of them are probably not true, but it is amusing to hear. Like this one, it’s rumored that the Demon Bull King lost his horn after he insulted a deity and it broke off from sheer embarrassment after she had slapped him silly for a couple of hours.”
“Snrk!” He let out a sputter at the sheer ridiculousness.
“The Celestial Heavens is actually a conspiracy used to hide the good alcohol, cause if that shit was freely given the whole world would be gone.”
“Pffffft!”
“That we are actually all standing on a hand right now, but we just can’t see it.”
“Hahahaha!” MK let it out as he clutched his stomach. “These sound so stupid!”
“I know right!” Jin grinned, “that’s why we record them, cause they sound just so dumb!”
“They really do,” the Monkie kid said as he got his laughter back in control and sat back up, “so you're not gonna try to capture me again?”
“Like we said before, Monkey King is one thing, but we ain’t messing with Macaque. If you think Monkey King has a grudge, you should see that trickster when he really has time to think and plan on revenge,” the orange demon said.
“Ain’t nobody gonna get in his way,” the blue demon finished.
“Good!” He should probably ask about all his Dad’s revenge stories sometimes, he knows they would be good ones then a thought occurred to him as he scrunched up his nose. “So, why did you have Mei call me sweetie?”
“Ask Jin,” he pointed to his brother.
“Well, I thought since you guys are childhood friends and all you have feelings for one another, you know, like in the books and all that,” he shrugged his shoulders.
“Crush?! On Mei?! Grosss!” He yelled out as he can almost feel himself puke at the thought, “Yuck! No! God no! She is basically my sister!”
“I told ya.”
“You didn’t tell me shit.”
“Don’t fucking cuss around kids,” Yin hissed out.
“Well you should shut your damn trap!” Jin snarled back.
“Least threatening villains ever,” MK muttered to himself, “Wait? Did you seriously try to invoke the childhood friends trope? Like in romance novels?”
“Yeah!” Jin proudly stated.
“You read romance books?”
“You don’t? They are the best kinds of books with all the drama that surrounds them, the clashing of emotions, the tightly packed metaphors that can be placed in one paragraph to describe someone’s eyes. It's simply awesome! Have you read them?”
“Not really,” he admitted.
“I can give you some recommendations! Then we can-”
“Nope,” Yin drew his brother back, “we are not about to have a repeat of last time. Remember how you burned down the bookstore?”
“They deserve it for saying Ballad of the Desert was overrated,” he growled out.
“True, but we were supposed to be on the down low after nicking off with some bastard goods, I did not like having to run around with the gang on our asses, so we are leaving,” he deadpanned.
“Fineee!” He groaned out as the two suddenly stood upright and raised their hands. “We will meet again one day, Monkie Kid!” Then they threw down what was in their hands and a plume of smoke appeared in their spots.
“Bleh,” he waved the air around him as he heard a laugh and turned around to see them in the street.
“Hahaha! We’re the greatest tricksters!” Gin said with his arms crossed once more.
“Ever! Also please don’t tell Macaque about us trying to capture you! Thank you, bye!” Yin finished as the two disappeared in a flash of smoke for the final time.
MK could only stare at the empty space in pure shock as he tried to process just what happened.
“…I’m just gonna go back to the shop,” he gave up as he begrudgingly walked back to his car.
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brawlingdiscontent · 5 years
Text
the men of metal, menacing with golden face, 1/?
a.k.a sequel to terrible with the brightness of gold (ao3 link, for those who’ve just read on tumblr, the ao3 is the most up-to-date version)
(part two) (part three)
(cherik fic, viking au, subtle a/b/o)
“For who could look upon the lions of the foe, terrible with the brightness of gold, who upon the men of metal, menacing with golden face, … who upon the bulls on the ships threatening death, their horns shining with gold, without feeling any fear for the king of such a force?”
-- Encomium Emmae Reginae
----
He’s a child again, in the long, lonely halls of Normandy. The vaulted ceiling stretches above him into the darkness, the passageway illuminated only by the solitary torch he carries. The light is fairly strong, but the halls so vast that its beam doesn’t come close to revealing the top of the arch. Everyone else is asleep. As he walks the corridors he runs his hand reverently along the exquisite tapestries, painstakingly embroidered over thousands of hours. 
He holds the torch close--but not too close--as his fingers trace the knot whorl of an eye, widening in surprise as the accompanying warrior sees the spear that marks his death. Here on the cloth his death will remain forever suspended, held betwixt one world and the next. The weave is coarse beneath his finger pads. 
Further on, the linen panels reveal scores of horses mid-canter and the proud shapes of warships cutting through water, the cloth embroidered with fine woolen threads that fix these images of battles and glory. The teams of needleworkers who stitched the fabric with such care have been denied the pleasure their labour has sown--the tapestries hung here where few will see them--and yet their presence still haunts the works. The fineness of the work, the intricate level of detail, and the quality of the images, become, in the still darkness, his own private treasures.
At this time of night the hush of the halls feels like the quiet of a tomb.
Sometimes when Charles walks the halls, he will at length return to his little chamber to await the cold light of dawn, warmed by the sights he’s seen. 
But other times he’ll sit at the foot of a tapestry, tracing a thread of silver as it weaves through the couching in the laid work. Picking it out, as though it was the thread of fate weaving through the tapestry of his life. Until at last he sleeps.
….
The morning light filters in through the planiner threads of the canvas tent above him. As he awakens, Charles senses he’s alone. The light is quite high: he’s slept very late. His body must have been trying to catch up on months of stress and lost sleep.
He looks around the tent and confirms that Lehnsherr is nowhere in sight. The tent seems largely unaltered from the previous night, but for a wooden plate on the small table, bearing food presumably left for him. 
As awareness returns to his senses and marshals his limbs, noises of the camp, of the morning business, filter in from the outside. His mind already has the pictures, the smells, to accompany the sounds. He’d experienced them only yesterday, as he was brought through to this very tent. To the corner chair where he sat, awaiting judgement. In some ways, it feels like it’s still the same day, the moment stretching endlessly on in time, suspended like the tapestry soldier’s death. And yet how much now is different. 
Even with the morning’s surrealness, the many unanswered questions, and with his children half a world away; there’s no siege, no imminent danger, and he feels enlivened, lighter than he has for quite some time. It’s as though his features had been cast in silver, cold and immutable like one of Sebastian's fine chalices, and had suddenly been freed. 
Despite everything, he realizes, he hadn't really believed that he’d get to this point. This moment where there is an ‘after.’  No matter how he’d planned and scrabbled--all those months ago, the thought of to find himself in such a position, with his people relatively safe, his children’s futures assured, was ultimately unthinkable, unreachable. 
And now he’s left with what to do next. With the future that stretches before him in the form of Lehnsherr.
Rather than dwell on this and let it threaten his burgeoning good mood, he gets up in favour of getting the lay of the camp, finding out what’s going on.
Ignoring his rumbling stomach, he pulls on his boots--the only article he’d taken off last night, and only then when he was sure that Lehnsherr was asleep--and checks for their faithful knife, before flipping open the tent flap to move out into the light.
A pair of crossed pikes block his path, wielded by two men standing firm and unyielding in front of the entryway. 
His first reaction is that of sheer confusion; it takes him a moment to register what he’s seeing.
He recovers quickly. “What’s the meaning of this?” 
The guards--for that is undoubtedly what they are--are Danes. The man on his left has a braided beard and a rather formidable scar running in a jagged slash down the front of his face. His companion on the right looks younger, less severe, perhaps more workable. 
The older one turns to him, keeping his pike fixed in place, and offers just a one-word response:  "Stay."
“On whose orders do you detain me?” he demands, but even as he says it, he knows the answer well enough. The older man spares him another glance, but doesn’t deign to utter even a further syllable, before turning away once again.
Charles swallows down the indignation that swiftly rises and tries another tack. “If you won’t let me pass, I need to get a message through to one of my men. It’s rather urgent.” 
No response this time. They either don’t speak Saxon or--the more suspicious part of his mind offers--pretend not to. 
Just outside, at the tent opposite, a woman is beating clothes with a washing bat, a basin at her side. She eyes him sharply, with suspicion, and the appeal Charles is considering making to her dries up in his throat. 
He told Lehnsherr that he wouldn’t be a prisoner.
Bastard. 
With a final glance between his guards, Charles retreats back into the tent, fuming.
The satisfying thwack of a boot hitting the tent wall only marginally improves his mood. 
Eventually he sits. 
He told the man he wouldn’t be a prisoner...and yet he’d also promised his compliance. 
Closing his eyes, it's easy to call up his citadel. When Boethius had referred to the mind as a fortress within which to take refuge from life’s cares in philosophy's consoling grip, he likely hadn’t thought of it so literally. But crude though the construct is, it helps him to concentrate. His imagined inner citadel looks like the halls of home, the most familiar sight of his sequestered childhood. Never in doubt of him finding a good match, his distant parents had allowed Charles to dedicate his time to scholarly pursuits, so long as they were conducted in the relative isolation that would preserve his value as a spouse. 
The canon of Boethius is in its usual spot. Unlike the patchy scrolls that made up his meagre collection in Londres--now buried with the state documents to preserve them from marauding forces--the shelves of his mind are full, bursting with manuscripts. The Consolation of Philosophy is housed in an illuminated volume: so valuable it’s chained to the plinth it rests on, just as its contents are fixed firmly in his memory. 
He leans over to study the page on which it’s opened:
“Thou hast resigned thyself to the sway of Fortune; thou must submit to thy mistress's caprices. What! art thou verily striving to stay the swing of the revolving wheel? Oh, stupidest of mortals, if it takes to standing still, it ceases to be the wheel of Fortune.”
Not helpful.
He tries to regroup his mental resources. The sum of it is, he’s realized how little he actually knows. In all the shelves replete with facts about Lehnsherr, there’s not a manuscript that’s not fluffed up with rumour, stuffed with paranoia, and pure ornamentation. It’s why he had been so unprepared for the turns of the previous day. He opens a volume and thinks--
What does he know concretely?
He knows that Lehnsherr needs him alive--at least until he produces an heir. 
Yet he's not sure he can sustain continued threats of offing himself, nor that that’s a viable way forward, with his children on the line. And yet this is the best possible position for them. 
He’ll need to write a letter. 
He knows that Lehnsherr cannot be so secure in his own power, that needs the security their marriage will grant him. 
And, a voice at the back of his head wonders: is this what Lehnsherr envisions their marriage looking like? Imprisonment in all but name? “Yet what rights can one exercise over another, save only as regards the body? What! wilt thou bind with thy mandates the free spirit? Canst thou force from its due tranquillity the mind that is firmly composed by reason?” Boethius supplies.
He knows that Lehnsherr wants sex--
His mind jumps to last night, to the crush of the other’s lips against his--how he’ll have to find a way to deal with his and Lehnsherr’s unexpected...compatibility. To plan what he will do when Lehnsherr comes to assert his spousal prerogative. He cannot allow himself to be distracted, or worse, show weakness, let Lehnsherr see how he’s affected--
Unproductive. He closes the book. Maybe it’s time for a new tactic.
Opening his eyes, he takes the wooden trencher and picks up the dry, flat mass left to him--some kind of bread. It’s less than appetizing; clearly the keep’s stores haven’t yet made it over to the camp. He eats it regardless, not one to waste food, as his mind turns to other points of consideration. 
Children.
He’s promised Lehnsherr an heir, and the man may possibly want more. He can’t be sure yet what kind of sire Lehnsherr will be. If it is the kind that Sebastian was, how can Charles possibly protect this child? And yet he doesn’t think he can do what would be easiest: wall off his feelings and abandon them to their fate, trading one child for his two others.
And then before he can help himself his mind slips from children to the getting  of children. Marital relations. Sebastian had never seemed to care much whether or not he enjoyed it. He’s not sure that Lehnsherr had either, but the problem is that, regardless, he had. His cheeks heat at the memory and he quashes down that line of thinking, only noting that he should delay their marriage as much as possible until he is able to figure it out, before he should be so vulnerable again--experience such loss of control--
Right. Time to move on. 
He launches himself into the task of turning over the tent. 
It doesn’t take long, sparsely furnished as it is. The whole time he keeps one ear open, lest his keepers get suspicious. Lehnsherr’s battle gear has vanished--presumably back on its owner’s body. And thus, he almost immediately zeroes in on the main object of interest. Tucked away and out of sight between the fur pile--which he skirts strategically, stooping first to rescue his fallen circlet from the corner--and the tent wall. 
It’s a beautifully carved casket, made of oak. The craftsmanship is breathtaking. The box’s top and its two ends are covered with thin, carved sheets of walrus ivory, clasped by gilt-bronze bands. The ivory panels are skillfully decorated with stylized birds and animals, all caught up in the great convolutions of the tendrils and leaf-like interlace.
He carefully pries up the bronze clasp, relieved to find that it’s not locked as it eases open. 
His eyes are drawn first to a ring of amber inside, with fine details carved into its flat top. He picks it up to examine it. They look like characters, but in what language Charles cannot say. Certainly it’s not Saxon, Norman, or Latin. He’s less familiar with the Danish script, but something tells him that this isn’t it, either. It's short, if it’s script, a couple of words at most. 
Intrigued, he nevertheless puts the ring aside and searches beneath it until he finds what he’s looking for: a short piece of semi-translucent vellum, beside some red sealing wax and stylus.
He finds ink in a thick, green vial with a cork stopper--it must be glass. Marvellous. He’s not seen it used for this purpose before--it makes the ink fully transportable. His mind quickly offers up possibilities for its existence--Viking trade routes into the far east? -- and he makes a mental note to investigate later. First the letter.
He words it briefly, keeping the sentences short, to the point, yet ambiguous. He doesn’t seal it. Even if he had a flame to melt the wax, it’s far too dangerous. If it were discovered the coded message would be instantly traced directly back to him by the seal, which could only end in disaster…
He’s just finishing up when he notes that the noise outside doesn’t match the usual rhythms of the camp. 
He turns, and has just enough time to shove the newly-penned letter up his sleeve--who knows whether the ink has had time to set--to find the tent filling with strange men. 
One man brushes past him to grab the very same casket he’s just stolen from--and Charles is grateful that he’d hurriedly shut the lid, and hopes he closed up the ink properly.
Another man--the young guard from outside--gestures him forward roughly towards the entrance to the tent, and he can do nothing but acquiesce to the rude summons, walking out into the light.
---
Note: I’m back!! Thanks to all of you who have supported me with likes and kudos and asks and comments and emphatic tags!! It’s because of you that this one-shot is continuing! I love you all!! I hope to update biweekly, but we’ll see, and have at least one more arc planned after this one.
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hexadecimalmantis · 5 years
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Argonaut Games Research
This post was originally going to be an absurdly long documentary video, but I realized it would have been a bit boring, so I ultimately decided on making a glorified blog post. 
When I joined BioMedia Project last year, I was tasked with researching Bionicle: The Game and its sequel Bionicle 2: City of Legends. I have talked about both games in great detail many times before, and I think we all know about the issues that plague both of them by now. Bionicle: The Game is seemingly incomplete, and filled with content that was cut early on, and Bionicle 2: City of Legends never made it past a private movement demo. For context about Bionicle 2: BioMedia Project managed to obtain an Xbox build of the movement demo a few years ago. It has a few issues, such as broken audio and some missing graphical effects. I began reaching out to former developers in an effort to piece together the entire story of Argonaut Games, and uncover more secrets about both games. (Initially) With the assistance of Liam Robertson of DidYouKnowGaming?, I began contacting some of the developers. For those of you that are unfamiliar, Argonaut Games was split into two different facilities during the development of Bionicle: The Game. The first being Argonaut London, and the second was Argonaut Sheffield. I decided to reach out to the former developers from the London branch first. I initially didn’t get any replies, but I remained persistent. After waiting a few weeks, I eventually I got a reply from a former artist. Keep in mind that personal details about the former developers I contacted will be expunged in order to protect their identities and to prevent harassment and spam.
This is the first message I received after I inquired about Bionicle: The Game:
“Hi, yes I was lead artist on Bionicle. I'd say that it was a game that we cared a lot about, and to be honest we had high hopes for, at least initially. As always with game dev there wasn't just one cause of the games problems, but probably the biggest was we fell in love with the games setting and bit off far more than we could chew. We should have started with far more cautious goals, but we wanted to tell the whole story. I'm surprised if there was that much unused content on the disc TBH but the original scope of the game is definitely visible in naming conventions etc. we had intended each character to have toa levels and toa nuva (if thats the right term?) their powered up versions - before adding the 7th. Given that they have different abilities that was a huge ask of the team.
(Redacted)”
This message was about what I expected, the devs were a bit too ambitious and were unable to complete their ideas during the given development time. I later asked about the developer signatures stored within the BIGB archives, and asked them if they had worked on any of the Kopaka areas, since I found their signature within a subset of those files:
“the 'signatures' probably just refer to the designers - which is a relatively small subset of the team as a whole. I oversaw the project from an art perspective, so characters env, frontend etc then I ended up doing some animation work on the bull, onua, the weird door thing. I didn't work on Kopaka - that work was done up in Sheffield, I used to visit their studio to review stuff & sign it off.”
I’m sure the Bull was probably the Kane-Ra seen in Onua Nuva’s level. There are some pre-release trailers that show a Kane-Ra attacking the player with unique animations too. After that, I asked him about Argonaut Sheffield and their work on Bionicle 2: City of Legends. To my surprise, I got this:
“No, I didn't I thought they were disbanded alongside Argo”
This essentially meant that nobody from Argonaut London was aware of the development of Bionicle 2: City of Legends. With this information, it was easy to conclude that Bionicle 2 was created solely by Argonaut Sheffield as speculated. After failing to get more replies from former developers from Argonaut London, I shifted my focus to Argonaut Sheffield, intrigued by the messages I received from the former artist.
After a bit of waiting, I got a reply from another former artist.
“Hi,
Yes, I worked on Bionicle as a character artist along side artist (redacted). He was my mentor back then as it was my first industry job. I think we modelled about 130 odd characters/modular models back then between us. The character concepts we're drawn up by (redacted).
Argonaut Sheffield was previously Particle Systems who made I-War, the PC Sci Fi game and some other iterations. It was a technically adept small team and great to work with. I didn't have much to do with the London branch. We went on to try and make some failed movie tie-ins alongside them at a later date. Catwoman, Zorro, Star Wars, Charlie And The Chocolate Factory and also Bionicle 2.. which was going to be a fluid parkour type platformer. Which never materialised as after being there just shy of two years, London shut us down.
I'm actually working back in the offices where it all happened now. Which seems strange. I did work at Sumo Digital as a lead Char artist for ten years in between. I know there's a basement full of hard drives still here as one of the old directors still rents some space here.
(redacted)
(redacted)
Hope this helps.
Cheers,
(redacted)”
I received concept art for both Bionicle: The Game and Bionicle 2: City of Legends in this message. The art was later posted on my Twitter: https://twitter.com/HexMantis/status/1099883979942084608
Aside from the plethora of art, this message provided some insight about how Argonaut Sheffield came to be. It was previously known as Particle Systems before it assimilated into Argonaut Games. After this exchange, I reached out to a former programmer from Argonaut Sheffield. This time I provided a set of questions for the developer to answer in an effort to obtain specific information. After waiting for nearly a month, I got a reply:
The questions I asked will be enclosed within [ ] to avoid confusion.
“Hey!
There's some incomplete credits here (redacted)
but you could try contacting (redacted) as he was the lead programmer there. He used to work at PKR too, also owned by (redacted).
(redacted)
[Asked about the main development platform for the games]
1) Yep it was PS2. The PS2 version was handled by Argonaut Edgeware and programmers in Sheffield did ports for the other platforms
[Asked about the cut content from Bionicle: The Game]
2) Sorry, I wasn't involved with that bit. I was responsible for adding the hyper threading features on the PC (redacted)
[Asked about interactions with the London branch]
3) Yep, we worked together on it. Designers and Artists in Sheffield were working on assets for the main game.
[Asked about I-Ninja’s compatibility with Bionicle: The Game]
4) I think they should be compatible with each other. I-ninja came out a bit later though.
[Asked about Bionicle 2: City of Legends]
5) Maybe, not sure as it was a long time ago and I then moved to the Edgeware studio. If they did I guess it was just a prototype for a pitch
Good luck with your fact finding!“
I later asked if they knew of any early builds of either game, and I got this reply:
“Hey!
Sorry for the late reply. I believe everything was archived by Argonaut and EA. I'm not sure if anyone archived it personally at Argonaut or not but there were a lot of people working on it. They created archive PCs with everything you need to make the game from the source assets.
Thanks,
(redacted)”
The concept of the supposed “archive PCs” was interesting, but I doubt any of them are still around after all this time. After this, I contacted another former programmer from Argonaut Sheffield. This time with a focus on Bionicle 2: City of Legends:
“Hi William, I must admit, I'm curious where you found my name in the demo. Do you have a source code drop to go with it, or did I leave my name in an error message in the binary package itself?
Either way, yes I did work on the demo, albeit briefly. The engine the demo is built on is largely the same engine used in Bionicle (the original PS2/Xbox/PC game), Catwoman, and I-Ninja. It has an older pedigree than that too, but those were the games it was used on while Argonaut Sheffield was part of the Argonaut group. I was one of the programmers who ported the engine over to PC & Xbox for the original Bionicle, which is why I was involved in the demo in some capacity.
I'm still in touch with a lot of the designers who worked on the movement demo; the lead designer, (redacted), has said that I can pass on his contact details if you'd like to get in touch with him. You can contact him at (redacted).
Cheers,
(redacted)”
I was not surprised to get confirmation that Bionicle 2 used the same engine as Bionicle: The Game, since most of my existing programs I wrote for Bionicle: The Game were compatible with the Xbox demo. I asked if a PS2 port of Bionicle 2: City of Legends ever existed, since the Xbox demo we have has DualShock button mappings present in the game:
“Ah, I'll bet that's because I'll have compiled and built the disc image, so it's embedded my PC's name into the image. The level select would have just been for test levels where I was looking at specific bugs, performance problems or new features.
I really can't remember if we did PS2 or PC builds of the demo, other than the development binaries the design team would have been using. It's unlikely we'll have done a full ISO for the PS2, because the spiders caused real performance problems and we'd have wanted to show it to the publishers on the fastest available hardware.
By the way, the Xbox version will have reference to PS2 hardware because the original engine was PS2 only. The easiest way to port the engine was to, as far as possible, just get the Xbox and PC versions to pretend they were doing exactly the same thing as the PS2. For example, the game scripts don't need to know that when they get a button press from Cross or Circle, they're actually getting button presses from A or B. So although the names are going to be PS2-centric, they're still doing Xbox specific stuff.”
I was surprised to find out that the Morbuzakh Spiders were the primary reason for shifting Bionicle 2 to the original Xbox. I guess it makes sense, given how little time Argonaut Sheffield had to optimize the game. Switching to the original Xbox appeared to be a quick and easy way to avoid the hassle of optimization.
I later asked about the audio issues present in the Xbox demo, and for some general information about Bionicle: The Game.
“Hi William,
I'm afraid I've got no idea why the demo would be silent - it's been far too many years for me to remember the exact details, and I have no idea which version of the demo is the one which has been circulated. The full code for the audio system will have been present, because it was just a continuation of the engine used on Bionicle, and I'm sure the designers would have had at least some placeholder audio to hook up.
Audio is habitually the last thing to get hooked up in any game development, and since most developers prefer to have a silent build and listen to their own music while they work, it's not unusual for it either to be neglected in early internal builds, or for it to have been hacked to be silent (assuming the demo was one built locally rather than for showing to a publisher).
In terms of the development situation on Bionicle, although we weren't directly in the body of main developers, I think most of us were aware that the game wasn't progressing as well as it should. As well as the code team doing the porting work, our design and art teams were making the 'adrenaline levels' - which were the short lava/ice/tree surfing levels. They were only supposed to be short breaks between much larger levels, but it became increasingly obvious towards the end that these relatively small levels were still a large percentage of the actual content, and the other larger levels weren't coming online as fast as they should. QA in particular do full play-throughs on a regular basis, so they have a very good view of how fast the game as a whole is coming together.
I'm not 100% sure on all of the reasons for the delays in development, having been a relatively junior developer in a satellite studio at the time, but the reasons discussed at the time with leads and producers are fairly common ones that I've seen and heard about on other projects since. Inexperienced publishers or IP holders who haven't worked with game developers before often don't understand the lead times involved in producing content.
It's very hard to explain to customers who are used to working with companies like advertising agencies, who can turn around a complete change of direction in a matter of days, that you need to make and lock down decisions months or even years in advance. I think the penny finally dropped for Lego about three months out from submission that if they kept holding up approvals and kept requesting changes, they weren't going to get any game at all on the shelves - which of course meant we all had to crunch like hell to get the content in good enough shape to ship!
Cheers,”
An example of the aforementioned “Adrenaline sections” is the Tahu Nuva level from Bionicle: The Game. This level is actually internally named “Ta Adrenaline” as well. It’s obvious at this point that Tahu Nuva was originally going to have more than just surfing sections in his level, given the evidence in this message and the fact that he has a full set of unused walking animations.
I eventually contacted the designer mentioned by the former programmer, and got a reply after a month. (This designer was kind enough to restate my questions in his message):
“Hey,
I'm so sorry it's taken so long to get back to you. I was launching a game and I completely forgot about this.
1. What was your role as a designer like when working on both games? What kind of work did you do?
I was lead designer at Argonaut Sheffield, and we were brought in to help out on Bionicle the Game. We were responsible for what was known internally as "the adrenaline sections". The game was split into third person. exploration and combat levels (which were developed by the main Argonaut office in London), and the fast moving on rails sections that we created. As well as leading the team on these sections I was directly involved in the Tahu Nuva Boss Race near the end of the game.
2. Were you aware of content being cut or removed when working on Bionicle: The Game? Did you work on anything that didn't make the cut?
Like with any game there's work that involved that never sees the light of day. There were a lot of changes to the design over time, sometimes for practical reasons, other times because Lego wanted them.  I seem to recall that in the original design you would play as each Toa normally and each one again in their Nuva form in large open levels - with the platform adventure and the adrenaline sections seamlessly blending into each other. Quite soon after we were brought into the project a much clearer separation was made between the two, but I'm sure there was lots of the preparatory work for that ended up on the disc.
3. Do you know if any other character models aside from Matau (The green character) were created for Bionicle 2?
No other characters were made for that demo. I think we had a matter of weeks and everything had to be done very quickly.  That build represents a build that we sent to Lego (And Giant who eventually became TT Games) for approval and hopefully for more funding for the company. And we spent a lot of time agreeing the visual look of the character, as it was very different from what we'd done in the first game.
The work done on Bionicle 2 was entirely done up in Sheffield so we had a lot more control over the content. We knew that the Bionicle audience was getting older, and their gaming needs were becoming more sophisticated and we wanted to do something that would appeal both to that audience and be an interesting game in its own right. We felt that the first game had been so compromised by production issues that it ended up being very disappointing. We wanted to make something fluid and interesting that was a joy to play as a platformer, and had the dynamism and the sense of scale that the Bionicle world deserved.
4. Do you know if any other builds of the Bionicle 2 movement demo exist? Like a build that has working audio?
I don't remember for sure if we ever ended up with a build with audio. But it feels a bit unlikely that we would have got to the stage that we did without their being something in there, especially if the audio assets were on the disk. Somewhere in the depths of my home I think I have a PS2 version of the demo, so I may see if I can get that up and running and find out. As I think - so far - the only people who have had access to the game have played on Xbox, right?
Thanks”
Of course LEGO was being difficult during Bionicle: The Game’s development. They did something similar with Bionicle: The Legend of Mata Nui, and that certainly did not end well. This message was a big deal for us at the time, not only did we get a lot of information about both games, but we also got confirmation that a PS2 build of Bionicle 2: City of Legends actually exists! Unfortunately, this developer never replied again, and I was beginning to lose motivation.
I decided I had enough of Argonaut Sheffield at that point, and shifted my focus to Argonaut London once more. After waiting a bit, I got another reply from a former AI programmer.
“Hi William, sure thing, although it was a long time back so may not remember too much :)
probably easier to use my email (redacted) though as I rarely login to Linkedin.”
We later communicated via email:
“Hi William,
on the unused level front, it’s entirely likely that a bunch of the designers and strat coders ’play areas’ would have ended up in the build. Not sure if you’ve had any background info on how a lot of the Argonaut games were built, but here’s a brief rundown :)
So, when I started at Argonaut in 1997 , I joined the Croc 2 team, who were using the first updated iteration of the engine they built for Croc that had its own scripting language written (originally for the level designers to use) to write all the gameplay elements, while the engine coders focused entirely on the main engine for the PS1 (and a separate small team handled porting the engine to GameCube/Dreamcast, PC etc.). The idea being that ASL (Argonaut Strategy Language) Strats would be cross platform as they were just interpreted by the engine.
As it turned out, ASL strats were a bit too complex for the level designers to write themselves without coder assistance, so Argonaut let them focus on the actual level design itself (using the editor that just became known as the Croc Editor) and got gameplay specialist coders (like myself) to work on the strats. This worked out great as we could focus on individual items or groups of them independent of what was happening with the engine and we could quickly tweak a strat and run it on the devkit without doing a full build of the game (which took *AGES* back then ;) ) as well as some basic debugging capability.
This meant that most of the level designers and strat coders usually had a level slapped together with all the bits they were trying out. I don’t know if my one with all the Matorans following you in a chain still exists, but there were some pretty strange ones. In theory these wouldn’t end up on the disk but the build system was pretty clunky, so it’s entirely likely that some ended up there.
So by the time I got drafted onto the Bionicle PS2 project, I’d worked on Croc 2, Aladdin Nazira’s Revenge, Harry Potter and the Sorcerer’s Stone and Bionicle Matoran Adventures on GBA. All but the last one using revisions of the Croc Editor and ASL.  (The Emperor’s New Groove, Harry Potter 2, Malice, Catwoman & iNinja also got written with the engine). I say revisions as not a lot was actually added to either over time. Also, by Bionicle PS2 I was kind of an emergency response coder for strats, as I got parachuted in after the project started to help fix a lot of problems with how ASL was being used and design issues with the levels.
There were a lot of issues with Bionicle (not as many as Aladdin or Catwoman started with and my 4 days on Malice were certainly interesting, but they’re entirely different stories ;) ). Mostly from inexperience as the team working on it had a lot of new hires or ones that had been drafted from other teams that didn’t use ASL or the Croc Engine, so they weren’t familiar with its limitations. There were some HR issues going on too, but I’m not going to get into those. The team were mostly all professional and good at what they did, but struggling with a relatively clunky engine. By this point Argonaut had split off most of the engine coders to the “Tools” team and we had to officially request any engine or editor changes we wanted through their chain of command (and they weren’t interested in working on the ‘old’ engine).
There were also some issues with inexperience in games from the Lego UK side too. So a lot of the overall design rules were a bit flaky and lead to a lot of levels and gameplay getting changed. The “No Weapons” rule was one we thought was pretty odd, considering the swords, pikes etc. in use. Apparently they’re tools, not weapons. So we weren’t allowed to use them as direct combat weapons for gameplay, only for magical ranged effects. There was also a lot of issues of really big levels being designed without consideration for what could actually be rendered on screen at the required frame rate on PS2 with the old Croc engine. Even updated to PS2 and with everything the engine coders could do to optimise it, the engine and ASL were struggling to do what the designers wanted.
I don’t think it’s a case of biting off a bit more than they could chew (we successfully wrote Harry Potter from scratch in 9 months in time to release with the film using the engine but that was very much a dream team of all the right people with the right skills and a publisher working well in sync). More a case of it being a new team of people not so experienced with the system and a publisher that wasn’t entirely sure what it wanted. So things were that bit harder to get done in the time available.
In theory, some older gold disks are likely still around. (redacted) was one of our engine guys on the project and “Master of the Build” (he was the only one who had enough tasteless Hawaiian shirts for the numerous submission build days). I’ll have a dig through my CD collection, but it’s unlikely I’ve got any Bionicle builds surviving. I *might* still have some strat code floating about on an old hard disk. I do seem to have some of the Catwoman build code that used mostly the same (although slightly updated) engine though.
One thing that I think got axed was my chain of Matorans. The idea was a level where you’d be picking them up from around the level and they’d follow you to a rescue point. Normally this wouldn’t actually be that difficult to code, but ASL never actually had any arrays! I’d been asking for them for a couple of projects by that point but they never got added, so my Matorans were each working as their own array elements and frantically messaging one another in a chain, which never quite worked reliably enough with ASL, so we shelved the idea.
(redacted) was one of the strat coders working with me on Bionicle. I think he’d just joined Argonaut then, but luckily, knew his stuff.
(redacted)”
I guess a few of the unused levels I found in the PS2 port of Bionicle: The Game are examples of “play areas” given how small some of them are. This message also provided some insight about ASL, the proprietary language both games were created with. This gave me a good idea about how difficult ASL was to use as well. The fact that Arognaut also had many new hires that couldn’t handle ASL’s idiosyncrasies certainly didn’t help Bionicle: The Game at all.
I later reached out to another former AI programmer affiliated with the previous one. They had some interesting things to say:
“Wow, I'm really surprised that anyone is that interested in Bionicle, because I didn't think it was a very good game, but I'm happy that you felt strongly enough to do this, I guess. That's quite an impressive bit of digging.
[Asked about ASL]
Q1) ASL wasn't a great language to use, it was being developed at the same time as the engine so it was constantly changing and was occasionally broken as well. The turnaround from making a change in code to testing it on the target device was quite slow. And coming from C++ the lack of modularity was frustrating. There was some talk in the team about wanting it to be object oriented, but anything that made it cleaner and less prone to repetition would have been good. My memory of it isn't that good since it was 20 years ago. I remember the collision and animation systems being awkward and crude as well though. Do you know about the other games that the system was used for? Catwoman took the animation engine a bit further, but it was really horrible trying to program the animation blending for finite state machines with a language that was so hard to debug.
[Asked about scrapped content in Bionicle: The Game]
Q2) I don't remember much about what was scrapped. There were different teams working on different levels and playable characters, I mainly worked on the Tahu levels and the final boss. I think there might have been some stuff scrapped from the other characters. One or two of them were developed by the team who were doing the cross platform conversion for us, and we didn't see much of what they were doing and only saw it quite late.
[Asked if any early builds of Bionicle: The Game still exist]
Q3) I have no idea - perhaps Sony or EA have archives of the earlier builds. Someone on the engine team might do, I can't think how or why a strat coder would have one.”
The issues with the collision system they mentioned are definitely present in Bionicle: The Game. It’s quite easy to glitch out of bounds, as speedrunners have demonstrated many times. We later talked about general programming concepts and discussed ASL further:
“Reassuring to know that I'm not imagining Bionicle being pretty bad! I think object oriented was just flavour of the month in 2003, Java was a highly respected language at the time and we thought it was the future. It would have been nice to work in a language that was used in other places, because having ASL on your CV was a pretty crappy prospect for seeking other work. At least if you used Fortran or Pascal it was recognised by employers as a mainstream language. WTF is ASL? I worked in two other organisations that had proprietary languages and it was annoying. The good thing about starting work at Argonaut at least was that ASL was a proven language that you could make games with, and it did let you get down to the relevant bits of gameplay you wanted to take control of. Before that I worked at Phase 3 studios where they had never made an action game before, and we spent a lot of time programming systems that had hardly any effect on gameplay. So I was grateful for ASL and the toolchain for making it easy to do some limited things. I was very impressed by someone on the iNinja team for getting ropes to work with a vertlet algorithm, we stole that later for the green Bionicle to use. I think the High Voltage Software studio might be using a different language with the same initials? I can't see how it could possibly be Argonaut's language. I'm pretty sure there was some talk about opening it up as middleware to sell other studios but I don't think we ever got there. Many of the staff from Catwoman went on to work at Rocksteady, Sony and Ninja Theory, but I think they just started using whatever engine was in place there. You could find hundreds of people who had brushes with the language.”
I asked about other studios using ASL for their games:
“What release date were the games? Argonaut folded in 2004 I think, so the creditors might have managed to sell off the technology as cheap middleware of last-gen consoles
or perhaps they were licensing the tech while we were using it, and I just hadn't been aware of it”
I sent him some notable examples of games using ASL from other studios, such as The Conduit and Ben 10: Protector of Earth:
“That fits the picture then - liquidation in 2004, sell the technology in 2005, two years of learning the systems and developing content, release in 2007
The PS3 would be the current gen console by then, but the PS2 had a large enough user base to make it a viable market, especially for movie tie-ins and children’s games”
I later asked if there was any possibility that Argonaut received parts of ASL from other sources:
“That's an interesting question... I don't know but I think Argonaut were using strats since 1993 and the language gradually evolved from Starfox to Croc and so on. I think it was around before High Voltage existed. It does seem like a massive coincidence that the header is VOLT but there aren't many words that sound cool to programmers so I still suspect it is just a coincidence. Programming was Argonaut's strongest suit, it doesn't make sense that they would buy tech in like that. I was only at the company for two years or so, ask someone who was there longer.”
Then out of the blue, another former designer from Argonaut Sheffield reached out to me about Bionicle 2. After that, I asked them a few questions:
“Hi William,
Great to hear from you. Let me see what I can do to answer your questions!
[Asked about the development process of Bionicle 2]
1. Designing the demo was a bit of a break from the usual licensed Dev. We had creative control so got to decide what direction we'd like to take things in (hence a departure from the 'standard' platforming fare of the time!) My role was predominantly as a technical designer - that was, creating ideas and prototyping/building in the tools. For the demo I was responsible for populating and scripting some of the functionalities in the level.
[Asked about the broken audio in the Xbox port of Bionicle 2]
2. Not sure on the silence in the build tbh... I seem to remember doing some work on creating and implementing some spot FX and seem to remember we put some audio track on the front end screen. With this being a closed pitch demo, I honestly can't remember if we'd created the track or sourced it from elsewhere!
[Asked if they knew about any other builds of Bionicle 2]
3. I believe a have a variety of unreleased games and demos on various formats somewhere. Most of them will be PS2 from that period.
Thanks”
When they mentioned owning a variety of unreleased games and demos, I was immediately intrigued. I later asked if they had a PS2 build of Bionicle 2 and offered to send him a copy of our Xbox build of the game in exchange for it, and to my surprise I got this:
“Hey William,
Cool, I'll have a search when I get some time and attempt to extract it for you!
Thanks”
I was ecstatic. Finally, after months of searching, I was about to get something tangible! But the days passed, and those days turned into weeks. I was beginning to lose hope until I got this message:
“Hey William,
Quick note on my progress - I've not forgotten! I delved into my garage over the weekend and came away with 3 CDs labeled bionicle 2 with various dates on!
I'll attempt to create an ISO of the latest date and share with you when I get a mo (most likely the weekend again!)
Thanks”
Not only did he have a build of the game for the PS2, but THREE of them! After seeing this, I decided to wait for the weekend to arrive. Unfortunately I would be very busy on this particular weekend, but Bionicle was still my top priority! So I proceeded to bail on my friends to wait for an obscure as hell prototype game from a discontinued children’s toy line to show up in my inbox. However, on Sunday, the weekend was coming to a close, and I had heard nothing from the former designer. My waiting and persistence later paid off after I got this message:
“Hi William,
Give this a go - no idea if it works - let me know!
(redacted)”
At last! I finally got it! The latest known PS2 build of Bionicle 2: City of Legends! But there was a problem. The game didn’t boot. Just my luck. But I wasn’t ready to give up. I ended up rebuilding the entire iso with some proprietary tools, and by some miracle, it booted up in my emulator. It’s about what you would expect: It’s similar to Xbox build in many ways, but it is also different. Unlike the Xbox port, the audio works, and there are some extra graphical effects and animations. I was also able to get the game to boot up on a real PS2 without issue.
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I can’t say exactly when BioMedia Project will release this build to the public, but I'm sure it will happen soon. Until then, feel free to watch some gameplay footage of the demo on my Youtube channel: https://youtu.be/Dvmzz92F3oo
These past couple of years have been pretty crazy for Bionicle. The Legend of Mata Nui was found TWICE, and there has been so much more activity within the community as a result. I’m glad I was able to make my mark and get this unreleased build of Bionicle 2: City of Legends into the hands of the Bionicle community where it belongs. If you made it this far, Thanks for reading. If you liked this post, don’t forget to share it. I spent a lot of time researching this, and I would really appreciate it. Special Thanks:
BioMedia Project
Liam Robertson
Fraug L. Coolman
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