Posts tagged with “GAMBIT”

A Look Inside Slam Bolt Scrappers – Friday Games @ GAMBIT

Starting at 4PM today, one of our superstar programmers and GAMBIT alum, Sharat, will lead the folks at GAMBIT through the journey that was the development of Slam Bolt Scrappers. As you may know, SBS has gone through a number of iterations, and Sharat will be showing off those early prototypes while discussing the different elements we changed between each and why we decided to change them. The original post can be found here: http://gambit.mit.edu/updates/2011/04/friday_games_gambit_040811_-_a.php.

GAMBIT holds a special place in the hearts of everyone here at Fire Hose Games, so we’re very excited that they’ve invited us to come talk about Slam Bolt Scrappers today for this week’s session of Friday Games at GAMBIT! Friday Games is a particularly interesting series at GAMBIT where each Friday they take an analytical approach to looking at games and games issues from the past, present… and FUTURE. Recent sessions covered the history of Tetris, the censoring of sex in games, and, of course, the history of Michael Jordan in video games, starting with 1993′s NBA Showdown. A list of events at GAMBIT (including past Friday Games) can be found here: http://gambit.mit.edu/updates/events/.

Hope you can make it!

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Slam Bolt Scrappers coming to PAX East!

Hey Scrappers, have we got some cool news for you: We’re bringing Slam Bolt Scrappers to PAX East! Now that the conference is once again on our home turf (we originally appeared in the indie showcase last year, so it’s very cool to come full circle and have our own booth), the Fire Hose team will be out in full force telling people all about SBS at our fully customized and super awesome booth, #1133.  So be sure to stop by, say hello, and check out all the never-before-seen gameplay we’ve put in since you last saw the game.  I’ll also be doing personal walkthroughs, so if you really like my walkthrough video, get your requests in now and I’ll walk you through anything and everything about SBS.  Just like the video.  But in person.  SWEET, right?  We’ve got a few other surprises in store for you, so stay tuned for more info as PAX approaches.

Extra exciting: Last night, the super secret booth guest we’ve lined up for you all was revealed in a new, 3-part Joystiq article.  That’s right, Chris Hecker, the man behind the upcoming indie blockbuster, SpyParty, will have a station set up in our booth to show off the game!  I’m personally thrilled to have him joining us at PAX and can’t wait to get my hands on some sniper-on-spy mindgame action.  Our booth, #1133, is also right across from EA and our Cambridge neighbors at Demiurge Studios, who will be showing off their new title, Shoot Many Robots.  Our Alma Mater, MIT: GAMBIT, will also be a mere one booth away – be sure to check out their latest goods as well.  So, if you’re stopping by our booth, be ready for gaming Nirvana!

If you’re a developer type, we’ll also be in San Francisco at GDC next week to chat about developmental stuff and show off SBS.  So, if you see us, come and say hello!

Be sure to check out our twitters and join our Fan Page for more updates.

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Fire Hose Classic: On the Relative Difficulty of Super Mario Kart Titles

This article was originally posted on March 1, 2010. We’re reposting this classic article now because it’s still fun to read, dammit. Enjoy!

Abstract

The four console incarnations of Mario Kart (SNES, N64, GC, and Wii) are compared in terms of difficulty to complete 150cc races (the hardest setting) with a gold medal, that games’ highest honor. A team of game development ninjas were unleashed upon the game over a 36 hour period to determine comparative difficulty, playing single player races in every 150cc cup event for the four titles. Collected data indicate that the order of difficulty is:

Super Nintendo SMK > GameCube MK:DD > N64 MK64 > Wii MKW

The original Super Nintendo title is the most difficult, and the newest Wii title is the easiest. Readers are welcome to verify and corroborate our findings with their own experimentation.

Introduction

The Mario Kart franchise is one of the most beloved racing series in existence, boasting a title on every major Nintendo console since the Super Nintendo. While most users simply play the game in battle mode against inebriated comrades, the astute gamer will note that hidden away in the main menu there is also a “single player” mode in which users can race against the computer in a series of races. When played on the hardest “150cc” setting these races are infuriatingly challenging, and we therefore felt it was necessary to have an understanding of the relative difficulty of the four main console Mario Karts (the SNES original, Mario Kart 64, Mario Kart: Double Dash, and Mario Kart Wii).

Methodology

For the complete game completion marathon team Fire Hose decided to race each and every Grand Prix cup event and win the gold medal on the hardest 150cc setting, meaning 20 gold medals (4 SNES, 4 N64, 4 GC, and 8 Wii). Researchers/minions were locked in an airtight room at GAMBIT and not allowed to leave for food, water, or sanitary reasons until all 20 gold medals were earned. Difficulty was determined by listening for the amount of cursing emanating from the room, how long each medal took to earn, and how often researchers swore they would “never play this fucking game again, for any reason”.

Results

Mario Kart Wii was first title tackled and the easiest of the bunch; an expert user can expect to win these races on a regular basis, and the various boost mechanics (popping wheelies, power sliding, midair tricks, and prolific booster pads) offer multiple opportunities to get ahead of the competition. Mario Kart 64 is only slightly more difficult, as the rubber banding mechanics aren’t so punishing as to prevent the first place racer from occasionally acquiring useful items. There is a large element of chance in this game though from environmental hazards, such as cars in Toad’s Turnpike and Bullet Bills in Rainbow Road.

Mario Kart: Double Dash is somewhat harder than the previously mentioned titles; rubber banding on items is more pronounced making it harder to keep a first place lead, blue shells are plentiful for racers towards the end of the pack, and the computerized opponents are adept at power sliding and stealing items from the unwary player. However, the hardest game of the bunch by far is the original Super Mario Kart. This game’s 150cc mode can be aptly described as “dickish”; computerized players have unlimited at-will abilities such as a feather jump and special attack that are severely damaging and often unavoidable, there is no rubber banding of items to help a player catch up from behind, computerized players that fall behind gain super human speed in order to catch up, and the coin mechanic (ditched in later games) adds an unnecessary level of complexity and another potential failure point.

Discussion

The original Super Mario Kart was likely so brutally difficult due to an inability to program especially smart AIs. Rather than spending lots of time trying to (most likely unsuccessfully) make smart AIs the programmers simply opted to create a set of advantages for computer players that just feel flat out unfair. Perhaps this helps to explain why the N64 version was easier, as maybe the developers wanted to create a more accessible sequel that would be less frustrating. With the advent of the Gamecube, a system designed to speak more to “hardcore” gamers, it seems that Nintendo made their greatest effort to create a truly balanced Mario Kart that would appeal to and work for a broader slice of audiences. Of course, with the Wii’s focus on a more casual audience it made sense to tone down the competitive nature of the game to make it easier for less frequent gamers to pick up and play (and play well).

Was this Nintendo’s actual thought process making these games? We don’t know, but after playing these games all weekend we’d like to think so.

References

Complete Game Completion Marathon Website (you can still donate!)

Fire Hose for Haiti’s games list

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Paper Prototyping Video Games

Generoso Fierro has just posted a set of podcasts on paper prototyping on the GAMBIT website. Since this seems to be something mysterious that new game developers frequently wonder about I figured it’d be worth reposting here. Disclaimer: I haven’t watched the videos yet, but Gene regularly puts together kick ass stuff so I’m guessing they’re pretty good.

Gene writes:

Have you ever wondered about the first stage of creating a video game? GAMBIT’s Technical Director Andrew Grant along with GAMBIT’s Lead Game Designer, Matthew Weise lead a group of three game designers (Kevin Laughlin, Alexis Brownell and Sophia Foster-Dimino) through the paper prototyping stage of videogame development. Video Produced by Generoso Fierro, Music and Editing by Garrett Beazley.

PART ONE: Andrew and Matthew present our game designers with a concept for a game. Here begins the process of creating the gameplay! Our designers use markers on paper, blocks, string and a host of other tools to make the game a reality.

PART TWO: Our game designers have decided to abandon the “paper” stage of development and go right for the whiteboard to hash out their game.

PART THREE: Design Consultant Tim Stellmach comes by to play and review the prototype the designers have come up with based on the game concept.

If you like these videos be sure to check out episode 2. Cool Stuff!

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On the Relative Difficulty of the Mario Kart Titles

I am Mario Kart 150cc, destroyer of worlds and tempers.

Abstract

The four console incarnations of Mario Kart (SNES, N64, GC, and Wii) are compared in terms of difficulty to complete 150cc races (the hardest setting) with a gold medal, that games’ highest honor. A team of game development ninjas were unleashed upon the game over a 36 hour period to determine comparative difficulty, playing single player races in every 150cc cup event for the four titles. Collected data indicate that the order of difficulty is

SNES SMK > GC MK:DD > N64 MK64 > Wii MKW

With the original Super Nintendo title being the most difficult, and the newest Wii title being the easiest. Readers are welcome to verify and corroborate our findings with their own experimentation.

Introduction

The Mario Kart franchise is one of the most beloved racing series in existence, boasting a title on every major Nintendo console since the Super Nintendo. While most users simple play the game in battle mode against inebriated comrades, the astute gamer will note that hidden away in the main menu there is also a “single player” mode in which users can race against the computer in a series of races. When played on the hardest “150cc” setting these races are infuriatingly challenging, and we therefore felt it was necessary to have an understanding of the relative difficulty of the four main console Mario Karts (the SNES original, Mario Kart 64, Mario Kart: Double Dash, and Mario Kart Wii).

Methodology

For the complete game completion marathon team Fire Hose decided to race each and every Grand Prix cup event and win the gold medal on the hardest 150cc setting, meaning 20 gold medals (4 SNES, 4 N64, 4 GC, and 8 Wii). Researchers/minions were locked in an airtight room at GAMBIT and not allowed to leave for food, water, or sanitary reasons until all 20 gold medals were earned. Difficulty was determined by listening for the amount of cursing emanating from the room, how long each medal took, and how often researchers swore they would “never play this fucking game again, for any reason”.

Results

Mario Kart Wii was first title tackled and the easiest of the bunch; an expert user can expect to win these races on a regular basis, and the various boost mechanics (popping wheelies, power sliding, midair tricks, and prolific booster pads) offer multiple opportunities to get ahead of the competition. Mario Kart 64 is only slightly more difficult, as the rubber banding mechanics aren’t so punishing as to prevent the first place racer from occasionally acquiring useful items. There is a large element of chance in this game though from environmental hazards, such as cars in Toad’s Turnpike and Bullet Bills in Rainbow Road.

Mario Kart: Double Dash is somewhat harder than the previously mentioned titles; rubber banding on items is more pronounced making it harder to keep a first place lead, blue shells are plentiful for racers towards the end of the pack, and the computerized opponents are adept at power sliding and stealing items from the unwary player. However, the hardest game of the bunch by far is the original Super Mario Kart. This game’s 150cc mode can be aptly described as “dickish”; computerized players have at-will abilities such as a feather jump and special attack that are severely damaging and often unavoidable, there is no rubber banding of items to help a player catch up from behind, computerized players that fall behind gain super human speed in order to catch up, and the coin mechanic (ditched in later games) adds an unnecessary level of complexity and another potential failure point.

Discussion

The original Super Mario Kart was likely so brutally difficult due to an inability to program especially smart AIs. Rather than spending lots of time trying to (most likely unsuccessfully) make smart AIs the programmers simply opted to create a set of advantages for computer players that just feel flat out unfair. Perhaps this helps to explain why the N64 version was easier, as maybe the developers wanted to create a more accessible sequel that would be less frustrating. With the advent of the Gamecube, a system designed to speak more to “hardcore” gamers, it seems that Nintendo made their greatest effort to create a truly balanced Mario Kart that would appeal to and work for a broader slice of audiences. Of course, with the Wii’s focus on a more casual audience it made sense to tone down the competitive nature of the game to make it easier for less frequent gamers to pick up and play (and play well).

Was this Nintendo’s actual thought process making these games? We don’t know, but after playing these games all weekend we’d like to think so.

References

Complete Game Completion Marathon Website (you can still donate!)

Fire Hose for Haiti’s games list

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