第 4 章
From Feminist Awakening to Game Concept: The Birth of Tampon Run
As the Girls Who Code program approached its final project phase, both Sophie and Andy were experiencing feminist awakenings that would shape their collaboration. Andy had long been bothered by the hypersexualization of women in video games-since childhood, she'd noticed that female characters like those in Tekken bore no resemblance to real women, appearing instead as "busty, big-eyed Barbie dolls with impossible proportions." This discomfort had deepened in tenth grade when she created a satirical game based on The Odyssey, highlighting Homer's sexist double standards.
Sophie, meanwhile, had been hesitant to identify as a feminist despite agreeing with its principles. She feared stereotypes about women who embraced gender equality when convenient but accepted traditional benefits. The supportive female environment at Girls Who Code transformed her perspective, helping her understand true "girl power" and embrace feminism proudly.
When project pitch day arrived, Sophie had no specific idea but knew she wanted to create something creative with social impact. When Andy stood up and proposed a game addressing women's hypersexualization in video games (adding she was open to other gender-related issues), Sophie immediately saw potential and rushed to partner with her.
Their initial conversations revealed a shared discomfort with menstruation taboos. What started as a joke about throwing tampons evolved into a passionate discussion about their personal experiences with period shame-from hiding tampons up sleeves to friends being grossed out by period talk. Their research uncovered serious consequences of this taboo: homeless shelters and women's prisons lacking menstrual supplies, 23% of Indian girls dropping out of school at puberty, and Nepalese women forced into dirty shacks while menstruating.
The concept for Tampon Run crystallized: a game where a female character throws tampons at enemies, challenging the double standard where violent blood is acceptable in media but menstrual blood is taboo. When pitching to their instructor Sean, his hesitation about needing approval from Girls Who Code leadership only confirmed the taboo's power and strengthened their resolve.
That night, Sophie channeled her newfound passion into writing a powerful statement about menstruation that would serve as the game's preamble. Their feminist awakening had found its perfect expression-a video game that would use humor and play to challenge one of society's most persistent taboos.
第 5 章
Building Tampon Run: Collaboration, Frustration, and Triumph
Creating Tampon Run proved to be both challenging and transformative for Sophie and Andy. After brainstorming their concept, they developed a detailed plan: the player would control a girl on the left side of the screen while enemies (cops referencing a Texas incident where tampons were confiscated from women entering the state capitol) would run toward her. If cops reached her, they'd steal tampons; if she hit them with tampons, they'd disappear. Tampon boxes would float across the screen for reloading ammunition.
They initially overestimated what they could accomplish in one week. Their instructor Sean wisely had them create an MVP (minimum viable product)-their worst-case scenario that would still convey their concept. This basic version featured simple rectangles: blue for the girl, orange for enemies, and black squares for tampons. Even this rudimentary version thrilled them when completed in just two days.
With their MVP working, they divided tasks-Andy tackled pixel art design and animation while Sophie worked on making the girl jump. This division of labor played to their strengths: Andy brought technical experience while Sophie contributed organization and project management skills. Their complementary abilities created a perfect balance.
Both faced significant technical challenges. Sophie spent seven excruciating hours trying to make their character jump, finally having a breakthrough while leaving-the character was jumping too quickly to see! She needed variables to track position and slow the animation. When she finally implemented her solution the next morning, she erupted with joy-twirling, high-fiving herself, and shouting "YEEEESSSSSSS!"
Andy faced her own roadblocks animating Luna, their main character named as a nod to the connection between menstrual cycles and lunar phases. Despite designing her with simple 80s-inspired graphics, animation proved unexpectedly difficult. She coded late into the night, scouring forums for help and trying one solution after another. Around 3 AM, she finally assembled the right code and passed out exhausted. The next morning, Luna was sprinting across their background, arms pumping and hair flowing.
By the project's completion, they had created a game featuring a girl running, flinging tampons, and jumping while enemies zoomed across the screen. They named it "Tampon Run" (after rejecting Andy's terrible working title "Texas Tampon Massacre") and prepared to unveil it at graduation.
The collaboration taught them valuable lessons. For Sophie, working with Andy made giving up impossible since she was accountable to someone else besides herself. The frustration made success even sweeter, teaching her that failing repeatedly is often necessary for growth. For Andy, who had always preferred working independently, the experience showed her the value of partnership-how two people with complementary skills could create something neither could accomplish alone.
第 6 章
From Nervous Presentation to Viral Sensation
The morning of their Girls Who Code graduation, Sophie's hands shook as she biked to the IAC building, where she discovered they'd be presenting on a stage to rows of strangers. Despite her growing confidence in class participation, her newfound voice disappeared at the sight of the stage. She worried people wouldn't take their tampon game seriously or would feel uncomfortable with the subject matter.
When Andy arrived without having practiced their presentation, Sophie insisted they rehearse repeatedly in the bathroom. She confessed her intense speaking anxiety-the sweating, lightheadedness, and fear of appearing incompetent. Instead of judging her, Andy offered support and more practice time.
Andy had different concerns. While comfortable with public speaking, she dreaded her family's reaction to their tampon game. Throughout the Girls Who Code program, she'd carefully avoided mentioning the details to her family, vaguely describing it as "a side-scrolling platformer" without revealing the subject matter. If she couldn't talk about menstruation at home, how could she tell them about her tampon-throwing game?
When their names were called, Sophie clutched her notecard like a security blanket. When her turn came, panic bubbled up and she completely forgot her lines. Thankfully, she had her notecard, though it was upside down and damp from her nervous hands. Despite this stumble, the audience applauded loudly when they finished.
After the presentation, Andy anxiously waited for her parents' verdict. To her complete surprise, they were enthusiastic: "We loved it!" Her mom admitted being initially weirded out but ultimately found it made sense. Their positive reaction stunned Andy-she'd misjudged them completely.
That night, Sophie and Andy created a website for Tampon Run, amazed at how simple it had been. To promote the game, they created a Google doc titled "Releasing Tampon Run like Blood from the Uterus" with lists of people to contact. Sophie posted the game on Reddit, created a BuzzFeed community post, and set up social media accounts.
The next morning, they went to school with no idea what was coming. By evening, their game had been featured in Metro UK, and soon articles appeared everywhere. Within days, their inbox was flooded with press requests and supportive messages. They scrambled to add their bios and contact information to the site, having never expected this attention.
The game spread like wildfire, featured in Time, Seventeen, CBS, and mentioned on late-night shows. Most fulfilling were messages from users sharing menstruation stories or asking coding questions. Their creation had resonated worldwide-their ideas and voices actually mattered to strangers. What began as a summer coding project had become a global conversation about menstruation and women in technology.
第 7 章
Navigating Fame: The Price of Overnight Success
While Tampon Run's viral success brought incredible opportunities, it also created significant challenges for the teenage creators. Between classes, during free periods, and after school, Andy and Sophie were constantly doing phone interviews, typing email responses, or managing social media. Sophie earned the nickname "email girl" from friends as she walked through school with her laptop open to her inbox in one hand and backpack in the other.
The experience transformed their relationship with school. Sophie realized she had done something that helped people worldwide and felt fulfilled, while schoolwork made her feel trapped in an isolated bubble. She no longer needed grades to measure her self-worth-she could define success through the impact her creative projects had on others.
Both girls struggled with time management as Tampon Run consumed their lives. Andy, who had always thrived on being busy with volleyball, robotics, piano, and countless other activities, found herself missing practices, falling behind on SAT preparation, and watching her schoolwork suffer. Even her relationship with her boyfriend Nate was affected, as their schedules rarely aligned and she had to keep their relationship secret from her parents.
What suffered most was Andy's piano practice-something she'd grown up studying intensely. Unlike other activities, piano couldn't be crammed, and by year's end she failed her program's final performance. She questioned why she was sacrificing everything for Tampon Run, yet knew prioritizing it was her choice. If growing up meant letting go of things she loved, she wasn't sure she liked growing up.
The breaking point came when Sophie found herself sobbing uncontrollably in the school bathroom, exhausted from staying up late to finish homework. In that moment of clarity, she questioned why she was still obsessed with perfect grades when she'd already proven herself through Tampon Run. She began letting go-of grade anxiety, of staying up all night for assignments, of needing to be first at everything. Instead, she prioritized activities that made her happy: biking, journaling, and simply doing nothing with friends.
Both girls found themselves torn between different versions of themselves. Sophie struggled between the confident, unafraid Sophie who created Tampon Run, and the Sophie who could be scared, silly and unsure with friends. Andy wondered if the sacrifices were worth it, recognizing that Tampon Run brought immeasurable happiness, but at a significant cost.
While most feedback on their game was supportive, they also faced negative comments and one particularly uncomfortable interview with radio host Jay Thomas, who made inappropriate suggestions to the seventeen-year-olds. This experience reminded them of the darker side of the tech world, where female developers often face harassment and unequal treatment.
Despite these challenges, both girls continued to embrace the opportunities that came their way, learning to balance their newfound fame with the normal aspects of teenage life they weren't ready to sacrifice.
第 8 章
Beyond the Game: Professional Growth and Future Paths
Tampon Run's success opened doors neither girl could have imagined. Pivotal Labs offered them a seven-week contract with two full-time developers and a designer-all pro bono-to develop a mobile version of their game. Every day after school, they'd rush to Pivotal to work with professional coders who patiently taught them Objective-C.
The experience transformed Andy's view of working as a programmer. Rather than isolated coding, she saw a social, balanced environment where programmers constantly worked on new projects and contributed ideas. After seven weeks, they completed the iOS version of Tampon Run with new enemies, graphics, and progressive difficulty.
Their journey took them to Silicon Valley when gaming start-up Weeby.co invited them to California to learn their gaming technology and participate in a game jam co-hosted with the Stanford Alumni Association. There they created "CatCall Run," a game addressing street harassment, working for 27 straight hours and ultimately being named finalists.
Sophie realized she didn't want to simply be a coder implementing others' ideas-she wanted to launch her own startup someday. Her internship at WayUp, founded by Liz Wessel who had just raised $7.8 million, taught her valuable lessons about startup life. Initially uncomfortable in the office environment, she discovered she could bring her personality to work through creative designs, producing better results when she was authentic.
Andy secured a game development internship at DoSomething.org, where she worked on a choose-your-own-adventure game about preventing unhealthy relationships. Though years younger than other interns, she gained valuable technical skills using GitHub and new coding libraries. Most importantly, she learned from college students who were constantly changing directions and pursuing their passions.
By summer's end, Andy realized she genuinely wanted to be a programmer, not just to please her parents. Her mother surprised her by saying, "Just do what you want. And do it well." Thanks to Tampon Run and everything after, she learned to be comfortable with uncertainty about her future path, knowing computer science skills would remain valuable no matter what direction she chose.
Both girls carried these experiences to college-Andy to the University of North Carolina as a Robertson Scholar and Sophie to Brown University. Sophie continued with computer science despite occasionally resenting debugging frustrating code. The thrill of pressing Enter and watching something come to life made it worthwhile. She became determined to follow her curiosity without fear of failure, even taking a poetry seminar despite never having written poetry before.
第 9 章
Coding Their Own Future: Lessons from Two Teenage Tech Pioneers
The journey that began with a summer coding program transformed both girls in profound ways. Sophie, once paralyzed by fear of speaking up, found herself giving successful speeches to large audiences. At one event's after-party, she floated around enjoying free food while people approached to tell her how much her talk inspired them. One man even tried to give her a hundred-dollar bill as an "investment" in her future.
This breakthrough wasn't sudden-it was the culmination of a year spent on literal and figurative stages, learning to value her voice and its power to move people. Unlike previous triumphs, this one was entirely her own-she'd practiced alone, spoken alone, and networked alone. Though she couldn't have navigated the past year without Andy, her mom, and countless others, she now knew she could make strides independently.
For Andy, the experience confirmed her genuine passion for programming while expanding her vision of what that could mean. She discovered that coding environments could be collaborative and social rather than isolated, and that computer science skills could be applied across countless fields. Most importantly, she learned to trust her own desires rather than simply following her parents' expectations.
Through their journey, both girls discovered important truths about creativity, collaboration, and courage:
First, that coding represents unparalleled creative power-the ability to build products from scratch and reach millions instantly. The frustrations of debugging are balanced by the thrill of watching your creation come to life.
Second, that collaboration can produce results neither person could achieve alone. Andy's technical skills complemented Sophie's organizational abilities and creative vision. Working together made giving up impossible, as each was accountable not just to herself but to her partner.
Third, that fear never completely disappears, but shouldn't prevent action. Sophie's inner voice still bubbles with anxiety when trying new things, but now asks "what's the worst that could happen?" rather than retreating to safety.
Perhaps most importantly, they learned that success often comes from addressing taboos others are afraid to discuss. By tackling menstruation stigma through an approachable, humorous game, they sparked conversations worldwide about both periods and women in technology.
Andy and Sophie will always share something special, forever bonded by their creation of Tampon Run and the unexpected adventures that followed. The experience set their lives on new courses, showing them the importance of diving in despite fear. They look back at their former selves-those scared juniors plagued by insecurity-knowing parts of those girls will always remain. But they've discovered that those who succeed are those who overcome their fears and dive into the unknown to learn, create, and build.
As they wrote in their advice to their past selves: "Just try. You got this!!"