| In 1990, I created with my friend Jonathan Jacques the programming company Diplodocus, which was as serious as a 12- and 13-year-old can make it. Using QuickBasic 4.5, I was primarily in charge of programming, with Jonathan doing art design. Our tasks often overlapped, and one might say we acted as consultant for each other's position. |   | Jonathan and I weren't always working together, in fact the majority of Diplodocus projects were my own solo undertakings. Also, the Diplodocus logo and music were designed by me. Some programs were school projects done with other partners. Others date even further back than 1990, added to the Diplodocus canon after the fact. |   | Jonathan and I didn't live in the same neighbourhood or attend the same school, but when we got together it was basically the old "spending - whole - weekends - up - trying - to - tweak - an - engine - whose - sole - function - was - to - randomly - generate - a - world - that - looked - to - all - others - like - a - plate - of - vomit" kind of thing. |
| But it was fun, creative, and productive. I sometimes even wrote and programmed music for them, and in fact, one might say these projects provided my very first scoring assignments ever. However, a habit of mine that took a long time to break was designing these games in French, so my apologies if you have problems with that. |   | Few 100% completed projects ever came out of this period, and even fewer were bug-free or actually any fun to play, but I've tried to take the most comprehensive ones (even a few still in their embryonic stage), painstakingly adapt them to today's computer speeds, and make them available here. |   | I tried to make my updates as minimal as possible, with an eye toward preserving as many as possible of the original bugs, limitations, spelling and syntaxical mistakes, as well as the original language. You're greatly encouraged to review the ReadMe files, and always, always play with CAPSLOCK on! |