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Gearheads: The Unthinkable Prophecy

In my freshman year of college, I worked in the cafeteria, waiting for juice bags to run out and change them when they did. This job meant a lot of waiting, so my imagination spun a little, lonely, beautiful world out of a casual desktop computer game I'd been enjoying - Gearheads, by Philips Interactive Media. The game involved sending copies of twelve wind-up toys across a playfield in an attempt to get twenty-one to the other side. I imagined a whole murder mystery for these mechanical beings and a setting for it to take place in. A murder is tragic enough normally, but for this tiny civilization of twelve, each death is a tremendous contraction of the known world. So the murders had to be stopped.

I typed up several scenes of this tale before classwork and its mandatory nature brought the project to a halt. Their structure was loosely inspired by the sequence of levels in the game, in which every third level is a bonus level featuring just one character with a visual theme appropriate to them. These scenes were going to be character-building flashbacks.


Introduction
Scene 1: The Orator's Platform
Scene 2: Clucketta and Kangaruffian
Scene 4: Ziggy and Handy
Scene 5: Deadhead, Presto and Orbit

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Orbit near a crack in the ice