Jenn Frank ·
March 27, 2009 at 4:36 pm
· Filed under Ephemera
Computer = dead. Have been endlessly checking and re-checking email on iPhone instead. I don’t ordinarily go, “Gee, I’m so glad I own an iPhone!” but during GDC, that’s been my constant refrain. I know, I know: Mac users are so annoying.
Met @gkokoris for lunch! Hurrah! Will also meet for dinner, along with Steph of Eliss (and possibly others).
Met with Miguel of Spooky Squid Games at 1:30pm (scoop forthcoming).
Emily Balistrieri was standing in a long line in front of the Apple store. When she saw me, she cupped both hands to her eyes, miming binoculars.
I stepped into line with her. “What are we waiting for?” I asked her.
Jenn Frank ·
March 27, 2009 at 10:46 am
· Filed under Ephemera
I really grinned endlessly at Brandon’s “Slouching through Wednesday” post at Offworld, not only because I was there (at the… inadvisable… ehm), and not because I, too, slouched through Wednesday (and—I’m a weak girl—Thursday also). Brandon writes,
In a way, I wish the IGS was why we were all here, and that it could go the whole week through: especially this year there’s a palpable energy and even more a sense of purpose and community to the indie game devs. As more people leave their salaried positions to set up shop for themselves, there’s a definite (and in some cases, outright spoken) sense that This Is What We Should Be Doing, and There’s Room For All Of Us, and Let’s Not Let Anyone Else Get Left Behind.
And that’s the heart of things: I literally have absolutely nothing else to add to that.
Brandon McCartin lists the IGF 2009 winners here, and the video is here. No, you’ll never get away from That One Photo of Phil.
In the comments, Touch My Pixel’s Tarwin Stroh-Spijer says,
The [Scarygirl] game is almost ready to play (going through final approvals), but in the meantime we’ve got this juicy final trailer for you, which should show a lot more of the game than you saw last time.
The Melbourne-based Touch My Pixel team has worked well over a year to bring the art (and toys) of Nathan Jurevicius to life. Scarygirl, a browser-based 2D platformer, will star everyone’s favorite eyepatched heroine in 14 levels of gameplay—which include, according to Tarwin, “platforming and adventure elements, as well as physics-based bike riding and even a street Street Fighter style fighting game.”
Jenn Frank ·
March 21, 2009 at 4:11 am
· Filed under Ephemera
Eric at Tiny Cartridge already wrote about SutraDS, a homebrew DS catalogue of sexual positions, and reading about it made me choke, like, three times.
So first I will show you the screenshot Eric graciously pixilated for you.
And then I will simply direct you to his (not safe for church) entry:
Jenn Frank ·
March 20, 2009 at 5:11 pm
· Filed under Ephemera
20-year old Jordan Mullen is hard at work on Link’s Awakening 3-D. He’s finished a ton of the environments, and with the 2D pixel textures wrapped around 3D models, it looks really nice.
Now, though, Mullen isn’t sure whether to use the original 2D sprites from A Link to the Past, or to continue modeling each of the sprites one by one in 3D. I personally submitted my vote for “a mix of 2D and 3D,” but as of this writing, the votes are split exactly down the middle.
Pretty good reading recommendation from Jason Gajd.: "Why are gamers so afraid of people taking a critical look at games, of people questioning games, like we do with other media? Many gamers have a chip on their shoulder about being misunderstood; they feel embarrassed that their hobby is still considered juvenile, looked down upon, and poorly regarded amongst many non-gamers. They wish people would respect games, but really, ‘gamers want games to be taken seriously until they’re taken seriously, and then they don’t want them taken seriously.’"
"Eliss is the kind of game that gets me excited about the iPhone as a game platform. It might be the fart-noise apps that are getting the press, but it’s games like Eliss, Edge, and Zen Bound that truly define what the iPhone represents for gaming. As long as the significant challenge doesn’t scare you off, I’d pick this one up in a heartbeat."
“N-no…” I admitted. “But! That’s why I’m definitely coming to this one. Guilt!”
Game Over: Continue opens at GRSF on March 27. Check out the list—there’s art from trailblazers like CUPCO, Jeremyville, and Bigfoot. Plus, four special game/art installations will be playable in-store.
Jenn Frank ·
March 19, 2009 at 5:18 pm
· Filed under Fashion
I’ve been thinking a lot about T-shirts lately.
That is to say, I’ve been thinking a lot about how I’m going to pay for Infinite Lives. And if you think of a niche blog as, um, a college radio station, the answers to your funding questions are: yes, a phone-a-thon; a grant from Annie May Swift, ideally; people who will work for free, of course; lots of free press in Spin magazine; a T-shirt!
Oh, here’s something I kept meaning to mention, and forgot. (Sorry, Loudcrowd!) So, OK. Loudcrowd is this really fantastic social gaming music website. In the beatmatching game—the one I played endlessly last December—you "dance" and chat with other players. Often, one of the players acts as a "guest" DJ, spinning tracks for everyone else on the site. And Wired.com is right: for someone sitting around waiting for Justice tracks, Loudcrowd is MIGHTY addictive.
Relegating this link to a delicious.com cron batch is utterly painful for me, because Kurt Shulenberger’s "Like an Opera Singer with a Chastity Belt" is absolutely one of the best nonfiction pieces I’ve read this year. Posing as a retrospective of the bizarre NES title ‘Gumshoe,’ the essay soon turns to the game’s 8-bit soundtrack—which, apparently, is all that grounds this otherwise inexplicable game. "The game’s dirty jazz tunes (which, admittedly, only make up a fraction of the score) are the only ligature holding the game’s gritty detective narrative together. Without it, it’s just a fever dream hodgepodge of raining boulders, giant armadillos, jumping swordfish, and other mid-80’s videogame idioms designed to kill you as quickly as possible instead of fleshing out the environment." Shulenberger helpfully provides mp3s, too. "Complex in their harmonies but rhythmically inviting," he writes, "these pieces make Gumshoe almost worth playing through. Almost."
After rearranging my Wii’s disk space to accommodate the comparatively large download—catch you on the flipside, Paper Mario—I settled in for some truly excellent, old-school synesthesia.
Bit.trip: Beat is a paddle game: think Arkanoid, Breakout, Pong or, ahem, Circus Atari. Here, though, the paddle control is gracefully approximated by very gently rocking the Wii remote forward and back. As with classic paddle games, the controls are ‘twitchy’ and require only very fine movements.
Your onscreen ‘paddle’ (which is to say, your avatar, or, you know, the line) moves vertically along the far left of the screen, and little pellets fly onto the screen from the right, hurtling toward the paddle. And the point is to hit them. Simple. Each pellet represents a kind of a musical note, too, so as you bat the pellets away, the game’s melody emerges. So far, easy enough.
But as you progress through the game, the choreography of the pellets becomes increasingly intricate. Soon those specks are weaving in and out of one another, changing shape and size, or cruelly altering their course midflight. In that way, Bit.trip: Beat is a classic gamer’s classic game: it’s all reflexes and pattern memorization.
Jenn Frank ·
March 17, 2009 at 7:02 am
· Filed under Places and Events
LAN party at the cinematheque!
Taking residence in a movie theater (this theater, actually), Madrid’s Cinegames combines the flair of Captain EO with the special effects of Alien Encounter. Lights flash and adjust to match the action on screen. “Then we have the smoke,” explains developer Enrique Martínez. “If there are accidents or a car burns rubber, smoke appears.”
The result: a distinctly theatrical, shared experience among gamers who might ordinarily stay home. Yes, please.
Kevin Bunch ·
March 17, 2009 at 4:11 am
· Filed under Ephemera, Music
To say the NES’s musical capabilities are famous is an understatement. With tunes like the Super Mario theme and the soundtracks to Mega Man 2, Castlevania, Contra, and dozens of other games, the system’s little sound chip can pump out some incredible music. The NES is practically a founding member of the chiptune musical genre, alongside such luminaries as the Commodore 64 and the Atari 800. Thus when I heard about an oddball, Famicom Disk System-only ‘musical shooter’ entitled Otocky my interest was piqued.
Otocky is the brainchild of Toshio Iwai, known more recently as the developer for Nintendo’s Electroplankton, and was released in 1987 by the ASCII Corporation. You play a weird little orange thing with cartoony eyes, arms, and legs that flies through inconsequential backgrounds populated with even stranger enemies. Your objective is to collect musical notes to fill a meter at the bottom of the screen, at which point the stage will end and you will face off with a giant, foe-spewing musical note. You must then fire off your collected musical notes at the holes in the boss until you’ve used them all. You can collect a bomb power-up, and your normal, boomeranging shot can be tweaked by collecting certain items.
What the…! "Our database represents the world’s largest archive of coin-op amusement machine advertisement flyers. It is our on-going mission to digitally archive each and every flyer and preserve this aspect of coin-op history. There are three different archives that you can browse freely for video games, pinball machines and amusement & arcade games. You can also download Mame™ Flyerpacks for use with most Mame™ front end applications."
It’s yesterday’s bacon, but it’s Fooooorbes! "Then, last December, UGO Networks, which owned 1UP Show, cancelled the series because it could not figure out how to attract meaningful advertising revenues from such a small pool of viewers. Fans were so distraught that they donated $17,000 to Chandronait’s new production company, but ‘1UP Show’ was not revived. ¶ Today, thanks to a new distribution deal with Web video pioneer Revision3, the beloved videogame series is reborn. The series, renamed ‘Co-Op,’ will post every Tuesday to www.revision3.com/coop and will be syndicated via BitTorrent and iTunes. The launch of ‘Co-Op’ marks a strategic shift for Revision3 to more narrowly targeted, niche-focused programming."