I didn’t have jumping in the original Chimera. Why not? After all, I’d done jumping before in Jet Set Willy and in Baby Starts Walking, so why not in Chimera?

It wasn’t that it was difficult to do in 3D, it’s just that I had run out of impetus and I just wanted the game out. There was no point at which I thought the game was done as such, there never was in those days. After all, I’d submitted an earlier, crappier version of the game to Firebird and they turned it down. Had they turned down the second version and asked for jumping, and some jumping-based puzzles, I might just have put that in. Might have taken a couple of weeks.

A few nights ago I put jumping into the Unity build of Chimera that I’m experimenting with. It was so weird and jarring, but also so exciting, like a door that a prison guard had inexplicably left open. And it took a single line of code and a handful of drag and drop operations.

I feel extraordinarily liberated by the technology available. I’m like Morgan Freeman’s character “Red” in The Shawshank Redemption, asking permission to go to the toilet while working a packing shift in the supermarket. The world has changed from under me and the cars I had to hand build myself are now so abundant that I have to watch out for them running me over on the street as I gawp at the wonder of the structures built in my absence.

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