Phantom Fingers: The Series — Part Five: Myths and Legends

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It is 1981. Somewhere between testing and mass release, interest in Nintendo’s Space Invaders clone Radar Scope had cooled. It’s not that the game was poor. It’s just that six months earlier Pac-Man had changed the arcade landscape, and in the narrowing landscape for Invaders clones there was only room for excellence. Do we order Radar Scope, or do we order Galaga? Easy choice.

Enter the slacker art school kid who was only ever hired as a favor to his family. Shigeru Miyamoto was told to recoup losses by designing another game for the returned Radar Scope hardware, preferably aimed at US audiences. Inspired by Pac-Man, Miyamoto took pretty much all of Iwatani’s new ideas of scenario, character, empathy, and play narrative, and pretty much built a whole game on them without the traditional clutter.

( Continue reading at Game Set Watch )

The Game-Maker Archive—Part 15a: The Easiest Lifting

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I’m not saying that everything has to be original. We’ve gone over this before; some of the best ideas in history began by ripping someone else off and then veering off in an original direction. One of the best ways for a budding artist to learn form and space is to trace everything in sight. That’s the way that we think; we take what’s in front of us, and we bend it and shape it until it suits our needs. The best of us just do a very good job of hiding our influences — and then if someone spots them, we call them influences.

These guys… they weren’t so good at hiding it. Over the next three columns I’m going to go into some of the stranger creative blanks in the Game-Maker community. What can be confusing is the amount of genuine talent at work — or, having grabbed and run, the bizarre directions they took their borrowed source material. One of these artists pushed Game-Maker in a way that few others did. Another chose the strangest route of influence, but at least made all his own material. The other guy just didn’t care what people thought. Most of these games I find inexplicable, one way or another.

( Continue reading at DIYGamer )

Good Games, Bad Design – Episode 2: Repeating Chaos

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by [redacted]

Sonic Team has always had trouble finishing its projects. The Sonic Heroes demo had a great premise and played well; then after E3 they just dumped in a bunch of content and called it done, without adequately bug-checking or thinking through the actual game progression. The first release of Phantasy Star Online was bare-bones, with a rushed cut-and-paste level structure, a fraction of the planned races and locations, and a tacked-on offline mode (albeit with a well-written story). Even the final, International edition of Sonic Adventure was weirdly abbreviated and riddled with bugs.

This tendency goes all the way back to the Genesis. The otherwise streamlined Sonic the Hedgehog 2 is famously crammed with unused material, some of which made its way into the third game. That right there hints at Sonic Team’s problems; they’re fine when they keep small and simple. ChuChu Rocket! is glorious, if confusing; Samba De Amigo is respectable enough. Although Sonic 2 is less diverse and quirky than the first game, it is more focused and polished — but given a hint of scale, they quickly lose perspective.

Rather than extrapolate a premise to its logical extremes, Sonic Team overloads a simple game with details and systems and drowns it in a deluge of random content, then calls it epic. Then, more often than not, they fail to complete the content in time, resulting in a half a game of padded level designs and incomplete ideas. Sometimes, as with Phantasy Star Online, they get a second or third chance to finish what they started, which basically means packs of content lumped on top of the existing unfinished structure — resulting in, well, an underdeveloped game straining under an inappropriate weight. Which is much better, apparently.

The problems first showed themselves in 1994, with the release of Sonic the Hedghog 3. The game was a slight departure from its predecessors: different music staff, different visual style, different level pacing and structure. The game was to be huge, with three characters and battery backup. Instead of blindly racing through the levels as in the previous game, players were encouraged to play over and over from multiple perspectives, to explore the game thoroughly.

Therein lay the problem: the plans were too huge to complete in the allotted time and memory constraints, and no one was willing to strip back and look at what was really necessary to make the point. The clever, if perhaps ill-advised, solution: break the game in two, and release the halves eight months apart.

The solution might have been brilliant, had their ideas stretched far enough to allow each half to be unique and vital. Unfortunately they barely had one game’s worth of ideas.

( Continue reading at Game Career Guide )

The Game-Maker Archive—Part 14: Laser Light

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by [redacted]

My association with Recreational Software Designs started early, maybe around the time of my first game. I don’t remember the circumstances. Maybe I wrote in with some suggestions. Maybe I was trying to show off my work. Whatever my motivation, I was fourteen and unhampered with caution or tact. I mailed a letter and maybe a 3.5” diskette, and then forgot about it. Weeks later, the phone rang. Against my normal habits, I picked up. The voice, which asked for me by name, sounded uncannily like one of my friends. Being fourteen and tactless, I told the voice that it was an idiot. The voice was confused. I unleashed more rudeness. The exchange continued until the voice identified itself as the president of RSD, a certain Oliver Stone. Tickled with the oddness of the situation, I laughed for a minute or more.

I’m not sure why he stayed on the phone, or indeed continued contact with me. Eventually we developed a rapport. He would mail me pre-release versions of new Game-Maker updates; I would scour them for bugs and inconsistencies. I would mail in my newest creations; he would introduce me to other Game-Maker users and show me their work. This went on for a few years.

For the 3.0 release of Game-Maker, RSD chose to transition from floppies to CD-ROM. In 1995, this was a big step. It was like having a book or an album published. Within a year AOL mailers and demo discs would render the CD common; in 1995, it was still a magical endless data well. So RSD now had a whole CD to fill, and to justify the leap they needed to fill it.

I was prolific, and able to hide my ineptitude behind polish and an intimate understanding of the game engine, so evidently I was just what RSD needed. They contracted me to design six games, and to sign over another two. My rudeness persisted; when asked to contribute, my first impulse was to toss them a couple of my least favorite games. It was only with later discussion that I twigged their desire for new, flashy, and instructive content. With that goal in mind, a certain inspiration struck me. I progressed at about a game a week. Some of the games served to demonstrate certain design concepts; others spun themselves out of a whim.

At reader request, here are those six games, in the rough order of development. I’ll hold off on the overt criticism, and instead try my best to explain what was going through my head. We’ll just see if a sensible train of thought develops.

( Continue reading at DIYGamer )

Paul Greasley takes you Under the Garden

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The same game jam that brought us Whale of Noise and Pigeon Racing (and indeed Deltoid Onions) has inspired Edmund and My First Skydiving Academy creator Paul “Farmergnome” Greasley to contrive a side-scrolling survival-based take on Animal Crossing. At least, that was his stated goal. The end result is a highly original cross between Lost in Blue and Metroid. Sort of, not really.

You take the role of a middle-aged farmer whose house has collapsed. You collect your tools and you set out into the wilderness to gather much-needed supplies while your stamina drops from the cold. You chop and gather wood to burn and restore your stamina. You kill rabbits for meat. You chip at rocks to find, er, cookies and bullets. Never mind; you gather bits and pieces to help you rebuild your house, and to expand your range thereby to find more stuff, thereby to get hardier and further expand your range.

( Continue reading at DIYGamer )

Deltoid Onions Will Puzzle You

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Deltoid Onions, AKA Onion Warriors, is one of those single-player cooperative puzzle games where you play as a character then switch roles then switch again to accomplish tasks. In this case the enigmatic Fabienne has unleashed on us a Kwirk-flavored push-and-pull action-puzzler. In place of a tomato, we’ve three onions with slightly different mustaches.

To move forward you push rocks, stand on switches, plug holes, and lower barriers. The goal is to get all three onions to the goal, signposted with an energetic camel. Overall I’m pretty impressed with the level design. The game is a little glitchy and bare-bones, but it’s got oodles of personality and it’s legitimately clever.

( Continue reading at DIYGamer )

Tiptoe the Tiles in Meong

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Kyle “Neonlare” Riley has reforged the baffling Action 52 opus Meong into a NES-styled action-puzzler reminiscent of Adventures of Lolo. The story involves a blue-robed thief who goes tomb raiding in China. Avoid traps and occasional mind games to get to the next screen.

The game uses just the arrow keys and a single button, which is used to reset the level when you get stuck. Unlike its older cousins, Meong comes from the modern indie school — so don’t worry too much about dying. You fail, you just try again from the start of the screen. Sometimes the music restarts; usually not.

As it stands, Meong has a great tone and some pretty good level design. It’s worth an eyeball!

( Continue reading at DIYGamer )