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Perhaps the king of the auto-running genre, Canabalt really stood out on iOS as a game that was not only fun, but controlled extremely well on the buttonless platform. Before that it existed as a free-to-play Flash game on computers, and now it’s been ported once again, only this time, it’s available for a platform that debuted 30 years ago. C64anabalt is a conversion of the indie game for Commodore 64. The port was developed by Paul Koller as an entry in the 2011 RGCD C64 16KB Cartridge Game Development Competition. It’s now available for sale publicly, but due to the size restrictions of the ROM — 16KB just isn’t a whole lot by today’s standards, or last decade’s, for that matter — there are two versions available. One contains a conversion of the original score by Danny Baranowsky, while the other contains music from indie game ThrustBurst. The game will work on NTSC C64 systems but lags because of technical restrictions. It plays “fractionally faster” on PAL hardware, which it was specifically designed for, but the issues on NTSC systems are said to not “severely affect the play of the game.” Copies of the game can be ordered here. Those in the U.K. will pay 19 GBP ($29.43), while those elsewhere in the world will pay only a bit more at 20 GBP ($30.97). It’s pricey for a game that could be played for free on a computer or for $2.99 on iOS, but that’s the price to pay for what appears to be a pretty faithful port. Source: Joystiq
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Tag Archives: game development
ColecoVision showed us convergence in the 80s
With the SupaBoy out, I’ve been feeling a little retro on the gaming front lately and decided to take a walk on the memory lane of 1983 – a special year. The Famicom went on sale in Japan. The first IBM PC debuted. The federal government made GPS allowable to be used by the public and Return of the Jedi was a smash hit at the box office. The 80′s Atari game, E.T., also began the demise of American video gaming but it didn’t stop ColecoVision – one of my favorite consoles of yesteryear – to begin a short but glorious run at bringing the arcade games home. ColecoVision, well, “had a vision” of what the console would be. An all-in-one system that let you play and do some work. The Adam computer (seen in the video below) was something that I wanted to get badly for my ColecoVision, but it was overpriced and had very little software for it thanks to the crash. The ColecoVision was above all, a high-quality system that game developers proudly converted popular arcade games on. In terms of pure graphic and sound quality alone, it bested all competing consoles, including the Atari 5200, 7800, Intellivision and Vectrex. Unfortunately, thanks to the glut of poor titles starting with a poor conversion of the high-profile Pac Man and then the infamous E.T. game on Atari 2600, the video game crash began as publishers overspent on licenses, advertising, cartridge manufacturing, and only 5-6 weeks of game development. With consumer confidence lost in high-profile games, the reputation of the video game industry was damaged and along with it ColecoVision’s future. The console died as quick as it got into market. Despite the the bad timing, ColecoVision had a good plan, a well thoughtout console, an attractive system and a computer that could have had good marketshare. Ah, the memories. Related posts:
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Developer Comments on Xbox 720, Utilizing 360 Hardware More
One of the Xbox 360′s developers has commented on the need of the Xbox 720, as well as explaining the fact that they can still utilize Microsoft’s current platform’s hardware. Turn 10′s Dan Greenawalt, the developer of the soon-to-be-released Forza 4, told Eurogamer when asked whether their upcoming racer is the last title in the franchise to see a release on the Xbox 360: There’s no reason it has to be. There’s more than one way to skin a cat. A lot of how we get our improvements, such as the graphics, was not with more hardware. It’s actually through a knowledge of the hardware. It’s actually easier to be on a platform after it’s been several years out, because we can borrow from Epic, Rare, Lionhead, 343, and we give back to them. Plus, we borrow from the rest of the industry: SIGRAPH, DICE, GDC. A lot of people think, what about the rivalry with this company? It’s like, we all work in game development. Marketing teams rival. PR teams rival. Platforms rival. We’re game developers, and we want to deliver a vision, so we’re not really looking at the rivalry. When asked if more RAM would help (referring to the possibility of releasing a future Forza title on the Xbox 720): Hardware can always help, but only after you’ve had some time to trick the hardware. The reason we’re able to do what we do is not by using the hardware the way it was supposed to be used. That’s what happens on every version. Every game that looks great, the way it does it is by getting the hardware, learning every nook and cranny of it and tricking it into doing things more efficiently. It’s like packing up a moving van. When you unpack a van and you put it on your pavement and repack it, you get more space. Well also it’s about knowing every nook and cranny of that van, so you’re putting things in the glove box, and you’re putting things where you were never supposed to store them. You’ve tricked it into doing more. The developer then commented on new hardware (the Xbox 720 in this case) and the ways which more RAM is effective to a certain extent: When you get new hardware, it’s actually really hard to trick it because you need a couple of years to develop that. It’s nice to have other developers like Epic, who are like, hey, we’ve found a spot, if you rip the door panel open you can shove some stuff underneath the window. The window doesn’t work any more but that’s OK, you’ve got more room in here. There are a lot of PCs that are really powerful now and yet a lot of the games don’t look much better because it’s an unstable platform. You have to make it for the lowest common denominator. So, would more power and more RAM help? Always. But it wouldn’t help immediately. And there’s still plenty of things we can do on this hardware because it’s not always the hardware that delivers the experience. Auto Vista, the new IBL, new physics engine, new AI… there’s a lot of new innovation we have in this game. And this is our third version on this box. So innovation is a lot more than hardware. Forza 4 is due for a release on October 11th in North America and three days later in Europe. Do you think this will be Turn 10′s last Forza title for the Xbox 360? Let us know below.
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Nintendo Game Chief Sees Better Times Ahead
By Ian SherrStu Woo Shigeru Miyamoto
Nintendo has had a bumpy year. But its legendary game development chief sees reason for optimism. Shigeru Miyamoto, who spearheaded the development of modern video games with the hit Donkey Kong, Mario and Zelda franchises, sounds upbeat in part because some games that could have helped its struggling 3DS handheld device are available now and selling well. The 3DS handheld, a dual-screen videogame console capable of showing three-dimensional images without goofy glasses, was marred by a shortage of strong titles and a natural disaster that temporarily crippled the Japanese economy and cast a shadow over the home of Super Mario. For months afterward, Nintendo was off its footing: the 3DS disappointments led the company to cut its price by 40% in August. Then, in October, the company cut its forecasts and said it expected its first annual loss in more than three decades, due to sluggish sales of five-year old Wii home videogame console. Since then, three key titles–”Mario Kart 7,” “Super Mario 3D Land” and “The Legend of Zelda: Skyward Sword”–have been released. Miyamoto ushered all three to market. In an interview with the Wall Street Journal Thursday, he said these games represented one of his biggest efforts yet. Fans appear to agree: Sales of the games have been among the best in the company’s history, giving it a forward thrust into the important holiday shopping season. Miyamoto, speaking through a translator, acknowledged that both Mario titles should have been available for the 3DS at launch. “We were often asked, ‘What can you do with the 3DS?’ and it was difficult for us to explain in words,” he said. “Now we have Super Mario 3D Land and all we have to say is, ‘Please try it, and you’ll see what the 3DS entails.’” Miyamoto has been compared to Apple’s co-founder Steve Jobs, who died in October after a long battle with cancer. Both men’s charisma and seemingly endless string of hit ideas have led many analysts and investors alike to worry whether their respective companies can survive without them. Miyamoto said Nintendo is well aware of this, and has created organization structures and a culture it thinks will be able to infuse his type of thoughtful yet fun designs into its products long after he is gone. Though, he noted, he is very healthy and isn’t planning to retire any time soon. “We have to construct the structure so that the organization so that it can make it without me,” he said. “I should also admit that it might be better without me; I mean that a different approach and different talent might emerge, though I shouldn’t dwell on this because then the article might indeed say ‘Mr. Miyamoto is thinking about retiring,’ because that is not the case.” Miyamoto did say he would like to focus more time on small ideas that, he said, could blossom into bigger games as time goes on. In the meantime, Miyamoto responded to criticisms that Nintendo lacks many of the functions Microsoft Corp.’s Xbox 360 and Sony Corp.’s PlayStation 3 have in spades: social and competitive networking over the Internet. He said that Nintendo has been working on a gaming network along with social networking capabilities for quite some time. But Nintendo isn’t behind the curve, he said. Instead, it is being very thoughtful about whatever networking capabilities it offers in order to protect its large audience of children. “Those children need some special care in comparison to when we are dealing with adult audiences,” he said. Whenever the company has integrated a social technology–such as when it began allowing handheld devices to connect when nearby and share pre-written messages about where each gamer is from and what they like to play–Miyamoto said Nintendo has been very careful about what customers potentially expose themselves to. “It’s about to what extent we will allow freedom of expression,” he said. Another thing he says Nintendo isn’t behind on: mobile games. While games like Angry Birds for smartphones and tablets may be all the rage, Miyamoto said Nintendo isn’t going to make its software available for download on those devices. Why? He prefers buttons and a physical connection to the game. “Videogames are all about experiences: how you feel and how you experience that particular videogame software application,” Miyamoto said, noting that with the company’s new Zelda game, customers have to move their controllers as if they were slicing with a real sword and blocking with a real shield. “In order to realize the maximum and unique experiences, we fine-tune it and stick to the details.” That preference for physical experiences extends to Miyamoto’s taste for smartphones. He said that he would buy a BlackBerry, because he likes physical keyboards, but he couldn’t get one. Instead, he has chosen to use a Toshiba smartphone that runs Google’s Android operating system and has a physical keyboard attached.
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What Happened To Evony?
“Come play, my Lord”, the ad beckons. “Save your lover!” it cries, as two seductive porcelain-skinned women lean into each other. “Start your journey now, my Lord”, says another ad, this one featuring a busty, blonde bombshell in the process of removing her clothes. Any of this ring a bell? The year was 2009. Ads began appearing on the internet for a game called Civony, later renamed Evony. They started innocently enough – “Free Forever” one banner ad claimed while an image of a knight wielding a sword took up half the ad. Then a woman appeared. “Start your journey now, my Lord!” this ad said, an attractive woman dressed as a fairy standing to the side. Over the next few months, the ads became progressively more risqué, first featuring CGI women displaying ample bosom, proceeding to real models undressing. Eventually the medieval theme of the ads was abandoned and replaced with models in lingerie. The internet was buzzing with criticism over Evony’s advertising. Many people were upset that such sexualised images were being used to market a game, with claims being made that it was a poor Civilization clone that wasn’t worth anyone’s time. It was a controversial ad campaign that attracted criticism from both the game development and game playing community alike. It was also a successful one. Do You Come With The Car? “Initially, the goal was to get the game in front of as many people as possible,” says Darold Higa, a lead producer on Evony who joined the company in 2010. “The ads were very successful in bringing people to the website. I understand there was a lot of criticism about them, but I remember even before joining the company I looked at the criticism and thought it was a bit hypocritical because there are a lot of other games that do that.” Higa isn’t far off the mark. Numerous games use sex to sell, with female characters often being over-sexualised and leaving little to the imagination. There could be an argument for the fact that none of the models in the Evony ads actually have anything to do with the game itself, but he believes the team behind Evony were simply doing what was best for the game. “The whole idea with a browser-based free-to-play game like Evony is to put it in front of a large an audience as possible and say ‘Here you go, try it for yourself’. That was the end message: ‘Look at this’.” And look at it they most certainly did. After the beta went live two years ago, Evony – a free-to-play a massively multiplayer real-time strategy (MMORTS) set in medieval times – currently has 27 million registered users, although the figures on active users were not made available to us. Evony currently runs on 250 servers that are active 24/7 and the game has been so successful that the team behind it launched the game’s second age, Age II, an upgrade on the first, last year. At beta the company had a handful of permanent staff with contractors. Now the company employs more than 170 people in publishing, marketing, programming, level design, and production, and all these roles are being supported by the one game, Evony. The Game Behind The Ads In 2009, having read the criticism and dismissive comments, I wanted to see the game for myself. Clicking through one of the ads, I arrived at Evony’s homepage where a CGI woman, eyes closed, cleavage on display, instructed me to sign up. I did. I then clicked to “Play Now”. I followed the in-game tutorial and read the live chat-feed of others who were playing on my server. They were planning some sort of attack on a colony; they were discussing resource management. I began clicking away at this game, which reminded me of other city-building games I’d played in the past. It wasn’t quite a Civilization clone, but I couldn’t put my finger on what it was, either. The game offered micro-transactions; you could play the entire game for free, but small payments would buy you perks and bonuses, similar to other free-to-play MMOs. The game had a distinct lack of females, let alone lingerie-clad ladies beckoning me to go and “play with” them. “This game has no hot chicks at all!” I joked at the time, looking at an interface that resembled a client-based city-building game. So I ask Higa this: if Evony is a fully-functional and supported game that clearly has enough going for it to attract and engage players, why did they go with boobs to begin with? “Being perfectly honest, it’s incredibly hard to launch in this kind of environment, especially when you don’t have a retail box and you don’t have a presence on shelves when people go to buy a game,” he says. “I’ve heard the executives talk about this many times and I don’t think they would have done anything differently. It was a bit shocking and hurtful for the industry itself to respond so negatively, but overall it was an effective way to launch in an environment where it was very hard to get noticed.” “And when you think about it, perfume uses sex to sell. Cars use sex to sell. We’re finally reaching an age where games are using the same advertising methods as everyone else – we’re now trying to appeal to such a wide base of gamers that we’re using the same tricks that other industries are using. I don’t know, to me it was a logical evolution, and it worked for the company.” Looking Beyond The Breasts While many people remember the game by its risqué ads and the banners of rivals who poked fun at them, such as when PopCap created parody advertisements for the launch of Plants Vs Zombies, millions have looked beyond the ads of ’09 to find something more. Higa himself played Evony before working for the company. Spending many years as a publisher and developer, he worked on developing a military simulator for the US army, and most of his development experience was in the PC and console space. Development on Evony began in 2006, and while the game has been compared to Sid Meier’s Civilization, Higa says that the roots of the game came from the desire to create a type of game that didn’t yet exist. “The whole idea was to bring immediacy to the gameplay and an element of ubiquitousness,” he says. “Most games involve the installation of a client, so one of the first and foremost goals was to make something you can play through your web browser. Prior to our launch there were some browser strategy games, but lots of them had a very basic interface – it would just be a list of numbers or something like that. So we were seeking to bright the gap.” “One of the games we always talk about is Settlers – how can we get that kind of play that’s graphically appealing and yet has this whole element of an MMORTS game? That was the kernel of the idea. Everyone always talks about Civilization, but it wasn’t just Civilization that inspired us. It was the whole idea of this kind of empire-building game that’s quick and ubiquitous so as long as you have a browser, you can play. You don’t have to download a client. That was the big goal.” While Higa admits that Civilization was a source of inspiration, it was one of many sources. He talks about board games like Supremacy and Settlers of Catan as providing the kind of experience that Evony tries to replicate, and also games like Hearts of Iron and Panzer General. The whole team play and analyse all kinds of games to figure out what’s fun, what works, and what doesn’t work. Higa believes that Evony succeeded in its goal of taking the functionality of a client-based game and implementing it into a browser. He says the technology was there, but it required a leap of faith to move the MMORTS out of the client and onto a platform that few people consider to be on the same level as consoles and client-based games on PC. “Ironically, a lot of that bias actually comes from the game development community itself,” says Higa. “When I was deciding to change companies, people were like: ‘You’re going to work on a browser-based game? Really?’ But to me that’s like saying you’re only going to work on PS3 games and not Xbox 360 games – I just see the browser as another platform, and it’s a very viable platform.” The Uphill Battle For Browser-Based Games Higa says that browser-based games tend to have a psychological barrier for a lot of gamers, especially hardcore players, but the game has been able to attract a loyal community that comprises of gamers of all backgrounds – hardcore players included. He says part of the game’s success is in the way it provides players with the tools to create their own action, narrative, and drama. “In an MMORPG, I think some of the longevity comes from constantly releasing new worlds. In a strategy game, the goal is to create an environment by which it’s always engaging to the player – in our case, it’s constantly shifting the battleground.” Higa refers to the alliance system within the game that allows players to team up with others to transfer knowledge and plot tactics together. While all players begin by building their cities, raising their armies and attacking NPCs, the lively community leads to alliances forming as players eye off the resources of their neighbours, work together to conquer and colonise other cities, before turning on each other. “As people join these alliances and move up the ranks, these alliances become an organic part of the gameplay mechanic,” he says. “You have alliances that are friends with each other and others that are in conflict, and that makes for really interesting gameplay, especially when two sides that once worked together are now at war.” Leaving The Scantily-Clad Past Behind Them Two years on the Evony ads still exist, although scantily clad women have been replaced with images more in-line with the actual themes of the game. Was this move in response to the earlier criticism? Yes and no, says Higa. He admits that the criticism was strong enough that they paid attention, but having now identified their demographic they have decided to change their marketing strategy. I return to Evony. The game has grown significantly since I first looked at it; the live-chat at the bottom of the screen still remains with players on the server discussing their strategies, and Age II has welcomed a more sleek design with more features, more player choices, and optional Facebook functionality. I’m not sure if this is the kind of game that I will stick with; the psychological barrier of a browser-based game is still there and I have my reservations. But I give it a go anyway – this time without the expectation that a woman with ample bosom will play with me. This post originally appeared on Kotaku Australia.
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Raspberry Pi $25 PC easily handles sprite and particle demos using Qt and OpenGL
There’s no doubt that Raspberry Pi has done a great job of showing off the $25 PC in the months running up to its launch (next month, hopefully). But until now we’ve seen very little of what it can do in terms of pure performance other than 1080p video playback and Quake III. That all changed today with a bunch of demo videos appearing on YouTube and showing some major progress in terms of library support. The Qt Labs team, who work on the Qt cross-platform application and user interface framework, got their hands on the Raspberry Pi hardware and decided to do some testing using particle and sprite demos. We’ve included all four videos below. Each demo is running using Qt 5, which has been ported by the Maemo Mer community. The resolution used is 1360 x 768 with no noticeable slowdown and at no point was the CPU maxed out. In all cases, Qt is utilizing OpenGL ES2 acceleration and running from an SD card. However, the team admits “There is no shortage of board specific customization we could potentially indulge in.” Considering what is going on in each demo, this makes 2D game development a definite avenue for young programmers to explore, and games is certainly one way to keep young minds interested and learning/tinkering. The fact Qt and the QML scripting language were easy to port, and will be available to use hopefully at launch, is also a major plus for the platform. We really can’t wait to see what people start creating with this little machine in the weeks and months following the launch. Read more at Raspberry Pi and Qt Labs
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Former Activision exec calls for new consoles
Xbox 360 is approaching its sixth birthday, and the Wii and PS3 their fifth. This is when a new console cycle would traditionally begin. But the market has changed. The Wii U is on the way, of course, but a true next-gen console is at the very least two years away – and probably more. The platform holders, of course, would argue that new cycles have begun thanks to the arrival of Kinect and PlayStation Move. Few would agree. And now Robin Kaminsky, the co-founder and CEO of 1st Street Partners and former executive VP of publishing and the general manager for games at Activision, has said that the experiment has failed. “Today’s traditional games market is in trouble. Already a longer cycle is resulting in fewer sales,” she wrote on IndustryGamers. “The retail packaged video game market is down and has been declining for two years. NPD says the market will be flat to down two per cent this year. Many believe digital sales and the economy are the core drives of the decline. I believe a lack of innovation – actual stagnation in game development – is the real culprit. “The traditional games market needs new, innovative hardware and content to grow. The question is can publishers afford to make games in the next cycle and can console makers afford either the R+D investment that is required to create truly innovative new hardware or the losses that accompany their launch? Kaminsky also had a word of warning for publishers who are turning their back on console publishing to focus instead on the casual market. “Even Activision only got 37 per cent of their revenue from digital sales last quarter, and Activision owns World of Warcraft, one of the largest and most profitable digital games, as well as Call of Duty, one of the most valuable games for digital downloadable content,” she added. “EA’s digital sales are increasing rapidly, primarily via DLC/add-ons, mobile and micro-transactions. Yet EA, who has made significant investments to acquire digital scale, continues to rely on traditional game sales for the bulk of their business. “Publishers need growth in console games to be successful, and those games remain primarily a retail business. Even including digital sales of these games, I suspect the market would still not show meaningful growth.”
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By Ian SherrStu Woo Shigeru Miyamoto