Monthly Archives: February 2010

CGC Marathon, helping Haiti

See Mom? Something good CAN come out of playing games all weekend long.

Yeah, I just did a blog post about this last week, but it’s a good cause so here it is again. The Complete Game Completion Marathon is this weekend and they (we?) need your support! As of writing this we’re just above $2,200, well away from our rock star goal of $10K. Donate if you can afford it! And then check out the website and watch us make fools of ourselves for you and the rest of the intarwebs this weekend.

Not sure how to donate? Click this big link below! Want to see what we’re doing? Check out last week’s blog post.

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What We’re Playing: Robot Unicorn Attack

I feel like may be pretty close to the video game equivalent of a Rick Roll.

Need a laugh? Have a burning desire to play more video games that look like they were based off the old Trapper Keeper binders from middle school? Well, you’re in luck! Robot Unicorn Attack is a new video game from the nuts over at Adult Swim Games and is definitely worth a play. The premise is pretty simple; you’re a robot unicorn chasing dreams and fairies with your three wishes. The aesthetic is what’s truly memorable (nauseating) as you’ll see when you start playing. I highly recommend playing with the sound on – the soundtrack is epic.

As a side note, I have to hand it to the Adult Swim Games guys. Rather than just churning out crap titles based on their well known IP they focus exclusively on new content that generally has a really catchy idea behind it, and their games are generally higher quality as a result. Well done!

I beat 20,000 on one wish. I challenge you to do better.

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Fire Hose for Haiti

Please donate if you can afford it. It'll really help a lot of people.

We’re taking part in the GAMBIT Complete Game-Completion Marathon in two weeks, it’s a fund raiser with all proceeds going to help the victims of the recent earthquake in Haiti. Over one weekend we’ll be spending tons of time playing some crazy games and trying to get people to donate to the cause. Here’s what we’ll be up to!

Games: It’s the Three Ring Circus!
1. Final Fantasy, All White Mage Run (NES): We will complete the entire Final Fantasy with the worst party possible, four white mages. No partial credit here; we only get points if we finish the game and defeat Chaos.
2. Mega Man 9 Challenge Run (XBLA/PSN/WiiWare): Mega Man 9 is a ridiculously hard game with 50 insane challenges that make the game that much harder. We will attempt to finish AT LEAST 40 of the 50 challenges, with extra credit for each achievement beyond 40.
3. Mario Kart Extravaganza (SNES, N64, GameCube, Wii): We will play through every 150cc cup in every console Mario Kart game. Our success will be based on the LOWEST trophy level we get; thus if we get 19 golds and 1 silver then our performance is rated silver. We will be trying for all golds!

Bonus: While we play we will blog, pontificate, and generally do interesting stuff in front of the webcam for people following online.

Extra New Bonus! World famous Fire Hose artist extraordinaire Jacques Pena will be making incredible video game art of the games we are playing and taking requests during the weekend. Contributors who donate a certain amount (probably $100) will be getting free one-of-a-kind art as a thank you! Details coming soon.

If you want to donate go to our page on Partners in Health, or just click on the big thermometer up top!

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GGJ 2010: Sprinkle

The title screen (and first level) of Sprinkle

The title screen (and first level) of Sprinkle

Jason wasn’t the only Fire Hoser to participate in the Global Game Jam last weekend. I was also in the trenches slapping a game together, only I was on the other side of the river at the Northeastern University site.

The result is Sprinkle, a neat little puzzle game based on the idea of raindrops falling through a tree. The goal in each level is to move objects around to guide the falling water droplets to a flower. Once the flower has fully bloomed you’re taken to the next level. Go ahead and give it a shot — it only takes a few minutes to play through.

Looking at the game again after letting a week go by, I’m impressed with how fully developed the game seems for a two-day effort. It contains a coherent core mechanic, some interesting variations, and a fair number of well-thought-out (if simple) levels. This is all the more impressive considering that, in true game jam fashion, the first playable level came together at roughly 1:00 Sunday afternoon, only two hours before the deadline!

I was working on music and sound design for this game. The other team members were three programmers — Shakeib Afzal, Kirk Israel, and Heinz Pabst — and Zachary Fand, who created the nicely idyllic visuals.

Early on, I decided to try to put a bit of musical interactivity into the game, similar to that in a game like Elektroplankton. Specifically, the music I had in mind would go back and forth between two chords, and the sound effects would be designed to fit into these chords, so that the sound effect that any particular object makes would change depending on what part of the music loop is currently playing. The results are mixed; sometimes it comes off as intended, but in most levels the experience is a little awkward — either there are too few objects for anything interesting to happen, or there is a flood of objects creating an annoying and broken-sounding cacophony. Partly this is inevitable in a game jam, when exactly what the game is going to feel like is not necessarily determined until close to the end. But there were also some good takeaways for me.

First, as part of the sound design process, it pays to think carefully about what kinds of events will be triggering sounds, how often they will occur, and how likely each event is to repeat. If I were to revisit the sound design after seeing all of the levels that made it in, I would definitely reconsider the scheme for assigning sound effects to collisions, trying things like having collisions turn on or off a loop, or having each object emit a sequence of notes as it is hit multiple times rather than repeating a single note. Second, it’s important to pay attention to the technical details early on — can we get the music to loop smoothly? How are we going to handle repeating the same sound a dozen times in close succession? I’m happy with the overall sound of the game, but I would be much happier still if we had sorted this stuff out early! Having the technical aspects be a little bit off makes the whole experience much less polished and enjoyable.

I had a really fun time putting the game together with the team and was impressed by the level of energy, enthusiasm and creativity from everyone at the jam. If you’ve never tried doing a game jam before I highly recommend it!

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What We’re Playing: RunRunRunJump

All games should have a section where the hero has to run away from a rolling boulder. Classic.

The Global Game Jam was last weekend, and a lot of amazing games were made (for a recount of how one went down check out Jason’s awesome dev blog). A full run down of the more interesting Boston offerings is coming soon, don’t worry!

The current front runner for our favorite GGJ game? That would have to be RunRunRunJump, a delightful and short game by Owen Macindoe, Scott Macmillan, Daniel Perry, Alex Schwartz, and Stephie Wu. The game is a simple platformer, but what is interesting is that the environment literally tells you what to do – if the ground says run, then run! If it says jump, then jump! The soundtrack is especially amazing as it is self referential as well – listen for a few seconds and you’ll know what I mean.

Of course, the theme of the game jam was deception so you should expect a couple of twists to be thrown at you as the game goes on. Keep playing though – the victory screen at the end of the game makes it all worthwhile.

One important thing to note is that the game requires the Unity web player to work, download it here. And then go play RunRunRunJump!

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