Archive for the ‘Gaming’ Category

25
Feb 10

Silmarils Collection for the PC

If you were a real gamer back in the early 90’s you owned an Atari ST or an Amiga (and some poor freaks also owned PCs). But all of you would have been aware of the game developer Silmarils. Renowned for an almost Cinemaware-like level of graphics and attention to detail in their games. Most of them are classic fantasy based such as the Ishar series. This isn’t surprising given that the company were named after the symbolic jewels central in JRR Tolkein’s work The Silmarillion. This love of fantasy was evident in their games, graphics and stunning box artwork.

I was pleased to read today that DotEmu will be releasing the Silmarils Collection for the PC on March the 10th. This includes 16 games. You can make out most of them from the box shots above. Personally I always thought the Ishar trilogy and the concepts of Robinson’s Requiem were superb, so as long as this collection is keenly priced I’ll be there. Hopefully DotEmu will have done as good a job on these titles as it did on R-Type and Street Fighter.

You can sign-up to their mailing list here: http://www.silmarils-collection.com and once released (March 10th) this site will probably also contain full details of the games. For now here is a link to their newsletter announcement.

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19
Feb 10

ImmorTall – or why I love Flash games

I rarely blog about Flash games I’ve played. Very rarely in fact. I don’t really see the point, as there are a hundred other blogs out there willing to tell you their thoughts on what’s “hot and new” in the gaming world. Often full of useless suggestions about how the game could be “improved”. I’d rather you just play the games for yourself, use your own sense of judgement.

Then I come across a game like ImmorTall. And I feel it warrants 30 seconds of your life to play it, and a few minutes of mine to write about it. Because it’s different. It dares to break a few conventions, to tell a story, to draw you into something you probably aren’t used to. To make you think.

And I like that. I like that a lot. I like that Flash game developers have the balls to do this. To push boundaries, to redefine the very concept of “game”. There are no rules but their own.

Then I read the comments from the knuckleheads on Armor. And I close my eyes, and a part of me inside breaks. Crushed by the realisation that there can be so many idiots on our tiny little planet.

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09
Feb 10

Droplet Game Updated

After the blissful chaos of preparing for the Droplet 2 launch party, I finally had time to take stock and catch-up. The party was an absolute success. Both the game iLKe and I made, and the Twitter wall I coded for Gav went down a treat. The Twitter wall featured this awesome video that was projected, Bat symbol like, across Bristol’s Park Street onto an adjacent building. People in the queue (and there were a lot of them!) could send their tweets to the wall and see them displayed in near real-time. Here’s a video taken from someone there. And here’s the actual SWF that was projected (give it time to download, there’s a 3MB FLV streaming in)

Before I discuss the game – can I just say you MUST check out this montage picture of the incredible custom Droplets. They were all featured in the gallery, and the level of talent displayed in some of them is nothing short of breath-taking. There’s a whole Flickr group dedicated to the Droplets.

The game was released onto the Droplet web site the day before the party. It was also mentioned on Twitter (lots!), Facebook (lots!) and best of all could be seen running on TVs in both the store and the gallery. The footage was from an earlier build, but it still looked great, and I got plenty of compliments :)

So what’s happened since then? Well there were a couple of bugs in the game, as is to be expected with the last-minute rush we endured. Most notable of which was that the scores didn’t reset when the game was completed! So people could work their way up the highscore board a little too easily ;) Thankfully Katie spotted this one and I promptly zapped it.

There was also a display issue with the background sky scroller, that absolutely no-one noticed except me – but it bugged me every time I played it. iLKe also tweaked the level layout quite a lot, refining a few areas and making others cleaner. He also saw fit to redraw my Pause screen a little. Damn pixel gurus :) I also updated the Droplet page here on my web site, to include the missing Development details.

Anyway the new build is up on the Droplet micro site. And yes I wiped all the highscores to keep things “fair”. Enjoy!

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06
Feb 10

New Game Droplet Released

This game was created to celebrate the launch of Series 2 of the awesome little Droplet vinyl toys. iLKke and I took the Droplet characters back into an 8-bit NES style era, complete with platforming action, colourful scenery and a truly micro bipbop vibe.

Read more about the game, and of course play it on the Droplet page :)

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11
Jan 10

Gravity Crash Anthems Soundtrack Available

I’ve got nothing much more to say other than – it’s out! The Gravity Crash soundtrack by CoLD SToRAGE is available to buy online for immediate download. It costs £10 (which is probably £3 more than it ought to) but you get 16 tracks for your money, including some awesome remixes – most notable of which is a C64 SID rendition of the title track Scarface.

Track previews, downloadable PDF booklet, exclusive mixes and direct support of the composer are included in the price. Have just thrown it on my mp3 player ready for the drive into work tomorrow. Even if you’ve never played the game, still check this out – as the man himself says, it’s a “buffet of 80s electro” :)

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08
Jan 10

Awesome Retroshoot 360 preview video

Dave Munsies classic Retroshoot is coming back in full force as “Retroshoot 360 – Return of the Retronauts”. Here’s a special preview video. Watch it in HD if you have the bandwidth, because this is smegging awesome!

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10
Nov 09

Nectarine Radio is Back!

logo24

Sorry if you already knew this, but out of pure chance I thought I would check to see if one of my favourite web sites – Nectarine Demoscene Radio – was back on-line today, and lo and behold, it was! Nectarine had been streaming classic and modern demo scene tunage across the tubes for years. Site admin Yes had built up an awesome collection (18,000+ mp3s!) and like lots of other people I had saved hundreds of favourite tunes on there, voted on thousands, and listened to probably weeks worth of tunes!

And then some script kiddie went and ruined it for us all. He found an exploit in a script, and wiped the whole database and back-up. The site died and the scene lost a little bit of its heart the same day.

Lots of people wanted to help bring it back. I offered my services (as did many others)  but the events obviously took their toll on the Admin, and the site was destined to be nothing more than a fond memory. I would check back every 4 months or so, just in case, and today I struck gold :)

So I putting a shout out – if you used to listen to Nectarine, or are just interested in 24-hour streaming demo scene coolness, then go over there, register and help to breathe life back into the site again.

http://www.scenemusic.eu

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19
Oct 09

Baldy Dash is released – play it to win a Nintendo DS

Baldy DashBaldy Dash is a game myself and the talented crew at Aardman Digital built. It’s to promote the new Shaun the Sheep Nintendo DS game “Off His Head” published by D3.

It marks my second game released this month, and my 5th involving sheep, farmers and lots of grass :)

The concept is similar to Star Fish – drive around, collect the wigs and avoid everything else. The sheep amble around the farmyard, trying their best to get in your way, slow you down and end your game.

If you play this game on the official Shaun the Sheep web site (and are logged-in) it will enter you into a competition to win a Nintendo DS and copy of the game. Just make sure you have the highest score on the Competition leaderboard by the end of November.

Click here to play Baldy Dash and read more about the development process.

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18
Aug 09

Spectrum Games Bible

The Spectrum Games Bible

I was really excited to receive another couple of books in The Spectrum Games Bible series today. It’s a series of 6 books that present screen shots and mini community written reviews of 1,200 Sinclair Spectrum games released between 1982 and now. Editted and compiled by Paul Johns and Michael Fraser these are fascinating reads.

I love just picking a book and opening it on a random page to see what retro gaming delight (or howler!) will greet me. The games are presented by year and alphabetical order, with a neat index at the back of each should you wish to locate something specific.

The Spectrum Games Bible

Game reviews are often quite short, but for some span a page or two. Nearly all of them have screen shots which really help to jog the old grey matter. As the reviews are written by community members they vary in quality. Some are a little too introspective, focusing on the life story behind that particular game for the reviewer, rather than the game itself. But overall they are still a great read. I’d strongly recommend them to anyone who has an interest in retro gaming, or Flash game development today – as they are a gold mine of ideas and concepts.

The books vary in price as they are printed and delivered by lulu.com, so the higher the page count, the more it costs. The print quality is excellent and the colour covers a nice touch. Layout is clean and clear and I had no printing issues with any of them. If you are extremely flush with cash then you can buy full-colour editions, which have all screen shots in full colour internally. The cost of these editions ranges from between £40 and £70, with postage on-top! However the ones I (and I dare-say most people) own are the colour cover with black and white internal pages. They are a far more reasonable £9 to £10.

Visit the web site for more details: http://www.spectrumgamesbible.co.uk

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17
Jul 09

Octopod! One of my first ever games :)

While digging through a huge stack of old Atari ST disks I found one which contained a bunch of my first ever ST games and demos. Created with STOS these are extremely primitive pieces (even by the standards of the late 1980s!) but I found it amusing watching and playing them all the same.

My very first real game was called Octopod. It involved shooting octopus, which for no sane reason would drop a gold coin after they exploded in red meaty chunks. Shoot the coin and you got points. Don’t shoot the octopus fast enough and you lost a life. Playing the game back tonight I found it insanely hard! Either my reflexes are vastly reduced now, or it doesn’t run quite the same under emulation ;)

Eitherway I present you a video of Octopod (sans music, as Camtasia was being a dick re: recording inputs)

Get Adobe Flash player

At the start you will see it’s inside the STOS editor. At the time this was a quite nice place to work, and reasonably well featured. You could have memory resident programs loaded into membanks, so you could switch between say the compiler or sprite editor at the press of a few keys. The block across the top is where you’d assign a sequence of key commands to function keys. The nasty salmon colour scheme is my fault, the default was white text on black. Remember back then most of us coded using TV sets, so this could be quite painful after extended periods of time!

I do a “list” at the start so you can view the source code and have a giggle. Oh and yes, you had to use line numbers! Only with AMOS on the Amiga did they drop that restriction. You can find out loads more about STOS at the STOS Time Tunnel web site.

I’m now considering re-coding it in Flash as part of the GYM Board 30 minute challenge :)

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25
May 09

Announcing Turbo Stripe Software

I was digging through some boxes in our attic when I came across an old folder. It contained computer magazines and comics I had made back in the mid 1980s, aged around 10 years old. I used to sit there and literally draw my own magazines. I’d draw the covers, the layout, even screen shots for the games I was reviewing. One such magazine I called Arcade & Software. Very much inspired by Computer + Video Games (C+VG) of the mid 80s:

Arcade and Software Magazine Cover

Here is the cover of issue 1. I only ever made 2 issues. The two games I’ve drawn on the cover are Knight Tyme (on the left) and Alien 8 on the right. Not that the robot looks a thing like the robot in Alien 8 mind you.

While flicking through Arcade & Software what caught my eye however was the inclusion of the Turbo Stripe Sofware Catalogue. This catalogue contained a list of games that as a 10 year old I really wanted to be making myself, complete with box cover artwork, short descriptions and even prices and ordering instructions.

These games never existed, I didn’t actually code them back then. I simply wasn’t capable of doing so at that age. It would be a couple more years before I started programming for myself. Reading through this fictitious catalogue there was something captivating about knowing that several decades ago this is what I really wanted to be doing. And these were the sorts of games a 10 year old me wanted to making.

So you know what? It’s time to fulfil a small part of that childhood dream and actually make one of those games. But which one? To decide let’s push embarrassment aside for a moment and dive right in …

… I present to you, in all its time-warped yellow-sellotaped glory the Turbo Stripe Software Catalogue (1987). Please excuse the horrendous spelling. And I claim no responsibility for copyright infringement re: the game ideas shown.

Turbo Stripe Software Catalogue Page 1

So here’s the front cover. The first thing to explain is that as a child I owned a Toshiba MSX 8-bit computer. In hindsight this was an incredible machine. It had a built-in cartridge port for which you could get some amazing games from the likes of Capcom and Konami. Games such as Nemesis (Gradius), Road Fighter, Sky Jaguar and Castlevania. It also had a tape recorder for the cheap tape-based games from Mastertronic, Ocean, Gremlin and other software houses of the day.

It was a great computer, even if virtually no-one else owned one (which made acquiring games in the school playgroup extremely difficult).

Obviously the kid playing on the MSX on this front cover is doing so with some kind of advanced invisible Wiimote. Turning the page …

Turbo Stripe Software Catalogue Page 2

And here we have the first two games. I’ll give you no clues as to what Hoppin Harry was going to be a clone of. As you can see collecting the “lady frog” would net you “bounes points” [sic]. I think the 00010 number is the ordering code. Obviously leaving room for another 99,000 or so titles of similar quality.

Turbo Driver was my version of the bastard child of Spy Hunter and Super Sprint. Needless to say this would have incredible graphics too (at least I managed to spell that correctly this time). I’m not entirely sure how this game would play or look, I think it’s just filling space to be honest :)

Turbo Stripe Software Catalogue Page 3

Ahh the classic Lock In Man. No, it has nothing to do with after-hours at a pub/bar. Instead you are trapped in a maze with “pellets” to eat and ghosts to avoid. I’m not sure why I didn’t just call it Pacman and be done with it. The one thing I remember most about my plans for this game, and which is alluded to in the description, is that it would ship with a level editor. I always got bored of the single level layout of Pacman and figured it’d be fun to create your own. I still think there is a shred of inspiration in that idea. Perhaps the maze could literally change around you as you play? So it becomes not so much about reflex based survival as it does puzzle solving.

The final game in the catalogue is Chalic. That’s my 10 year olds spelling of chalice (i.e. a cup/goblet). This was going to be a hybrid Gauntlet / Rogue game with more fantasy RPG overtones. As you can read in the description you’d be trapped in an ever-changing maze, and are trying to rescue a chalice before the Wizards monster does. I’ve no idea on earth why a chalice would need “rescuing”. I mean it’s just a bloody cup. But obviously it was in danger. Maybe if the Wizard drank from it, the world would be forever enslaved and “Prince Hugh” would wither and die? Who knows. I wrote the damned thing and even my mind is still reeling.

It’s worth noting that “Chalic” was only going to have “good” graphics rather than “excellent”. I find it interesting that I wrote it would have a “good title page”. Obviously game title pages were very important to me at the time. And the more I reflect on that I realise that actually they still are important to me today. I will often spend a disproportionate amount of time on the title pages for my games.

Coming soon was SOS North Sea and Ship-T11. SOS North Sea was a blatant rip of Chop Lifter. Ship-T11 was just going to be a shmup, the T11 part being the name of my calculate I had at the time. I’m not including these two games as being eligible for creation.

Which of these four gems do I feel is worth of being converted to Flash? It’s a tough choice.. personally I’m favouring “Chalic”, but I’ll open this up to the couple of you insane enough to have read this far. Which would you like to play? :)

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22
Apr 09

Great Retro Shoot developer interview

Retro Shoot

Jeff over at 8-bit Rocket has published an awesome interview with Dave Munsie, the creator of the current Flash shmup darling Retro Shoot. It’s a great game and a great interview, so I urge you to both play it and read it :)

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