Lego and Disney are teaming up for a Star Wars: The Force Awakens video game, out this summer. The trailer for it is possibly more fun than the movie was and is well worth watching if you enjoyed The Lego Movie.
One of my video game triumphs as a kid was playing all the way through The Legend of Zelda using only the wooden sword.1 It was difficult. The person in the video above beat Zelda with only three hearts and without using a sword (until right at the end…you need a sword to kill Gannon). Hardcore. Makes me want to fire up the Wii and see what I can do.
A close runner-up was beating Zelda without dying.↩
Legendary designers Shigeru Miyamoto and Takashi Tezuka broke down the first level of the game for Eurogamer. (My favorite part? The subtle way that Mario is designed to have “weight,” and how this affects the player’s identification with and affection for the character.)
The original instruction booklet for Super Mario Bros. details how “the quiet, peace-loving Mushroom People were turned into mere stones, bricks and even field horse-hair plants.” That means every brick you break in the game is killing an innocent mushroom person that would have been saved once Princess Toadstool “return[ed] them to their normal selves.”
Digg has a video on the character’s evolution (including cameo appearances in other Nintendo games):
Samir al-Mutfi’s “Syrian Super Mario” reimagines the game with obstacles faced by Syrian refugees. (Grimly, the player has 22,500,000 lives to lose.)
“Don’t do quarters,” Wilson says. “Local and state licensing and taxes are geared from the 1980s which makes it impossible to make a buck that way.” The laws aren’t up to date, and owners still have to pay the same amount to register arcade machines, even if revenue is much smaller than it was in the ’80s. Wilson adds that customers often think a quarter should hold the same 25-cent value in 2015 that it did in 1983.
And:
[A]fter all the work that goes into finding these machines, they are then introduced to a world very different from the arcade homes they once knew. It’s akin to taking fragile dinosaur fossils from a museum collection and throwing them into the middle of a party.
“We have 20-30-plus-year-old video games in a very high-traffic, kind of high-energy environment,” Horne says. “The games tend to get pretty beat up.”
It’s surprising how much of a premium is placed on using vintage machines, given the problems with keeping them in repair.
A motherboard fried on KFS’s Off Road cabinet, and Horne has never been able to find a replacement. Some of the early Nintendo titles, such as Super Mario Bros., have systems that won’t work with newer monitors.
A museum is one thing, but you can imagine a working arcade using modular, replicated equipment. Modern computer guts running emulated software in rebuilt or reused cabinets. Call it physical emulation.
Maybe the market’s just not big enough to make it worthwhile. Or it would lack authenticity. It just doesn’t seem like it would be that hard to do (and could make new kinds of games and business models a lot more feasible).
From the developer of Crossy Road (aka Infinite Frogger) comes Pac-Man 256, a Pac-Man game with an infinite board that gets eaten from below by the kill screen glitch from the 256th level of the original game. I love riffs on old school video games like this, and the infinite board is a particularly clever one.1 Here’s what the gameplay looks like:
I’m sure everyone is used to this by now (which is sad) but be warned that Pac-Man 256 is one of those games that encourages you to watch ads to level up more quickly or to continue when you’re out of credits…and then to buy more credits as an IAP when you’re out of ads to watch. There’s an option to buy unlimited credits for $7.99, but still. I understand the economics of the situation and why they do it this way, but it just feels so hostile to the player. I want to wholeheartedly recommend this game because the gameplay is so fun, but it feels like you’re constantly wading through a little bit of raw sewage to play it. Which, apparently I don’t mind doing, wading through sewage. :(
Update: Echoing several similar comments on Twitter, John Gruber writes:
Unlike Kottke, I think the option to buy unlimited “credits” with a one-time $7.99 in-app purchase is a fair deal. Think of it as an $8 game that you can optionally play for free if you’re willing to watch ads. That’s a good price for a great game.
$8 is a more than fair price. But the option to buy unlimited credits is difficult to find in the game (you need to run out of credits first and then click the “Play” button anyway) and it doesn’t tell you exactly what you’re getting for your $8. What I want is never to see an ad ever in the game, but I don’t actually think that’s what it is. Paying full price for a game shouldn’t involve hide n’ seek.
But the bigger issue for me is how the game, and many many others in the App Store, feels: icky. Like used car salesman icky. Drug dealer icky. Depressing casino icky. The way the game presents itself, the developers seemingly want one thing: your money. Do they want me to have a good time playing the game? Eh, maybe? I don’t know, it just seems really cynical to me, like a game built by a bank instead of people that love gaming or Pac-Man.
I really *really* wish the App Store had a trial period option available for apps. 20 minutes into Pac-Man 256 and I would have ponied up $8-10, no problem. I suspect App Store users would love this feature but game developers would hate it because using ads and casino tactics to upsell in your app makes a lot more money than straight sales.
Hey Nintendo, can you make an infinite version of Mario Kart? Pretty please? It would be like Mad Max: Crossy Road or something.↩
In talking about an upcoming game (more on that in a bit), Nintendo’s Shigeru Miyamoto and Takashi Tezuka discuss the process they used in designing the levels for the original Super Mario Bros. Much of the design work happened on graph paper.1
Back in the day, we had to create everything by hand. To design courses, we would actually draw them one at a time on to these sheets of graph paper. We’d then hand our drawings to the programmers, who would code them into a build.
Here’s the full video discussion:
Now, about that game… Super Mario Maker is an upcoming title for Wii U that lets you create your own Super Mario Bros levels with elements from a bunch of different Mario games. So cool…I might actually have to get a Wii U for this.
This is pretty much the same process I used when designing levels for Lode Runner back in the day.↩
SethBling wrote a program made of neural networks and genetic algorithms called MarI/O that taught itself how to play Super Mario World. This six-minute video is a pretty easy-to-understand explanation of the concepts involved.
But here’s the thing: as impressive as it is, MarI/O actually has very little idea how to play Super Mario World at all. Each time the program is presented with a new level, it has to learn how to play all over again. Which is what it’s doing right now on Twitch. (via waxy)
Chris Ware’s cover for this week’s issue of the New Yorker featuring a Minecraft playdate is spot on.
Clara has spent hours, days, weeks of the past two years building and making navigable block worlds fuelled from the spun-off fizz of her accreting consciousness: giant ice-cream-layered auditoriums linked to narrow fifty-foot-high hallways over glass-covered lava streams, stairs that descend to underground classrooms, frozen floating wingless airplanes, and my favorite, the tasteful redwood-and-glass “writer’s retreat.” (It has a small pool.) She made a meadow of beds for my wife-a high-school teacher who craves unconsciousness-and a roller coaster to take her there. Though Clara mostly “plays” Minecraft by herself, the game allows her friends to drop into these worlds, too, and I’ve even spent some strange virtual afternoons as a floating block-self, guided by my angelic block-hammer-wielding block-daughter, zipping around a dreamscape that feels, really, less like life and maybe more like death, but in a sweet sort of way. If architecture somehow mirrors the spaces we carve in our memories and make in our minds, then something pretty interesting is going on here.
Ollie wanted a Minecraft playdate for his birthday, basically him and three or four of his friends sitting around playing the game on various devices. We managed to talk him into some good old fashioned real-world bowling instead, but I doubt that will work next year.
Screentendo is an OS X application that converts a selection of your computer screen into a playable Super Mario Bros game. Here’s a demo using the Google logo:
He played Punch-Out, Atari Basketball, Donkey Kong, and Lunar Lander, increasingly nimble on the joystick. “It’s all bringing back some foggy déjà vus,” he said. Inside the Discs of Tron cabinet, the black light lit up his checked shirt. “Dude, this!” he said. He commenced making his avatar leap from platform to platform, as he sought to “de-rez” his opponent by throwing disks at him. At every level-completed chime, Black snapped his fingers and did a little dance. “He’s one tough cookie — you gotta get him with a ricochet,” he said, manhandling the controls. “Taste it! Oh, God — why? Why?” Regally, he entered “JA” atop the roll of honor.
Ok, April Fools’ is still idiotic, but this is pretty cool: you can play Pac-Man in any neighborhood on Google Maps.
NYC’s West Village is a fun place to play. See also Pac-Manhattan, a real-life game of Pac-Man played on the streets of Manhattan in 2004 by a group of ITP students, including Foursquare CEO Dennis Crowley.
For example, it could emulate the ambience of a game day NHL arena by including the proper organ music. The problem, though, was that each team’s organist played different songs. ‘That’s not a problem, actually,’ explained Dieter Ruehle, the organist for the San Jose Sharks (and previously for the Los Angeles Kings), ‘I can do that.’ True to his word, Ruehle provided EA with organ music for every team; and he didn’t just provide all of their songs, but also noted which music was blasted during power plays, which tunes were used to celebrate goals, and all the other inside info needed to make each arena feel like home. Ruehle was so diligent about getting it right and capturing that home crowd essence, that during a recording session at EA’s sound studio he asked:
‘The woman who plays the organ for the Washington Capitals has arthritis; would you like me to play the songs how they are meant to be played, or the way that she plays them because of her condition?’
‘Definitely the way she plays it!’ Brook answered, after a laugh.
I think I might have to bust out the Genesis this week. Anyone wanna come over?
Then something happens. By the three hundredth game, the A.I. has stopped missing the ball.
The New Yorker’s Nicola Twilley on the computer program that learned how to play Breakout and other Atari games. All on its own. Artificial Intelligence Goes to the Arcade.
Alto’s Adventure just came out this morning and is definitely my go-to iOS game for the foreseeable future. The game is a cross between something like Monument Valley (the audio and visuals are beautiful) and Ski Safari, which is still one of my all-time favorites.
In the time it’s taken George RR Martin to complete zero books in the A Song of Ice and Fire series, a group of dedicated fans has created much of the kingdom of Westeros in Minecraft. Here’s a quick video tour:
The Wall is the most visually impressive element:
According to the FAQ, the in-game map is currently the size of Los Angeles, about 500 square miles. (via devour)
Unreal Engine 4 is the latest edition of Epic Games’ acclaimed gaming engine for creating realistic gaming worlds. UE4 and its predecessors power all sorts of games, from Gears of War to BioShock Infinite to iOS games. But level designer Dereau Benoit recently used UE4 to model a contemporary Parisian apartment and damn if it doesn’t look 100% real. Take a look at this walkthrough:
This + Oculus Rift = pretty much the future. (via hn)
The Entire Screen of One Game is like the video game version of Powers of Ten. The game isn’t fun or winnable, but it will confuse your brain after only a few seconds. (via @pieratt)
The 100 Greatest Console Video Games: 1977-1987 is a recent book chronicling the best games from the first golden era in console video games, from the Intellivision1 to the Atari 2600 to the Nintendo.
My older cousins from Minneapolis had an Intellivision. And cable. And MTV. And scrambled The Movie Channel which you could kind of make out every few seconds. Which to a country bumpkin like me was certainly sufficiently advanced technology. Anyway, I loved playing Tron: Deadly Discs, Pitfall!, and Kool-Aid Man on the Intellivision whenever I was over. ↩
The imaginary map is loosely based on an area of Tokyo, a city that was home to some of the all time classic arcade games of the late 1970’s and early 1980’s that paved the way for the modern day gaming industry. The map features districts dedicated to survival horror (Silent Hill, Resident Evil, Sweet Home), beat ‘em ups (Street fighter, Streets of Rage, Double Dragon) and Nintendo classics (Super Mario Kart, Donkey Kong Land, Luigi’s Mansion) as well as many geeky ‘in’ references to entertain the most hardcore (or the oldest) of gamers.
From 11 bit Studios comes a game called This War of Mine which offers an unflinching view of war focusing on injury, suffering, and survival of the civilian population of a city besieged by civil war. Wired’s Matt Peckham has a good review.
This War of Mine imagines an endless civil war. Civilians are trapped in a besieged Stalingrad-like city, suffering from hunger and disease and shelling. Snipers roam the city, as apt to pick off civilians as they are insurgents. The phones don’t work. There isn’t enough food or medication. Your group operates out of a single structure, viewed from the side like a dollhouse, with apparatuses you can fiddle or upgrade to produce helpful goods or improve existing ones. Each survivor has a hierarchy of physical and mental needs equipoised against variably treacherous means of fulfilling them.
Your goal is simple: Survive. I’m not sure for how long, or if there’s even a “win” state, because the best I’ve managed so far is 25 days, and that felt interminable.
Last year, Greenheart Games released a game called Game Dev Tycoon in which you run a company that makes video games. As an experiment, they secretly released a cracked version of the game for pirates to download…with one small difference: players in the cracked version would always go bankrupt because of piracy issues.
The cracked version is nearly identical to the real thing except for one detail… Initially we thought about telling them their copy is an illegal copy, but instead we didn’t want to pass up the unique opportunity of holding a mirror in front of them and showing them what piracy can do to game developers. […] Slowly their in-game funds dwindle, and new games they create have a high chance to be pirated until their virtual game development company goes bankrupt.
Did the pirates learn anything or feel bad? Not really:
0h h1 is a super simple Sudoku-type game where you need to keep the number of blue and red tiles in each row and column the same. I don’t know how people keep coming up with such simple games that are still challenging…you’d think they’d all have been invented by now. (via waxy)
Mojang’s popular game Minecraft has sold over 54 million copies. But that, and the $2.5 billion that Microsoft just paid to acquire the company, dramatically understates the impact that this game has had on [Dave Pell’s] third grader and his friends. They all wear Minecraft gear and watch Minecraft videos on YouTube. And several of them completed a week of Minecraft Camp over the summer. The way I see it, $2.5 billion just became the most anyone has ever spent on a babysitter.
Markus Persson, the founder of Mojang (known as Notch), explains why he’s selling — and leaving — the company: “It’s not about the money. It’s about my sanity.”
Reminds me a bit of Jim Munroe’s My Trip to Liberty City, a film made from the perspective of a tourist visiting the city featured in Grand Theft Auto III:
Red Bull is sponsoring a six-part series on the history of Japanese video game music. The first installment covers the music of Space Invaders through the Game Boy. Highlight: composer Junko Ozawa showing off her hand-drawn waveform library she used in composing scores for Namco. Bonus: Space Invader-only arcades in Japan were called “Invader houses” while arcades in New Zealand were known as “spacies parlours”.
Update:Beep is a feature-length documentary film that will attempt to cover the history of video game sounds from Victorian mechanical arcades on up to the present day games. They are currently raising funds on Kickstarter.
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