Fireball II (Acorn Archimedes, 1990) (gtham #999)

Part of the 100 Games That Have Affected Me series.

My favourite 16-bit era Arkanoid-style game. It certainly has its flaws though (namely: nasty powerdowns like the frequent R for reverse and the green ball of death, and invisible bricks). It also features terrible but catchy music that feels like you’ve known it all your life after three minutes of hearing it.

The ball rarely goes very fast, which is nice. You can relax and play this game unlike most bat and ball games, which become a bit manic (I don’t really believe that matching a fast ball’s horizontal position with a shaky input device is all that fun).

I played this game in lunch breaks in the last year of primary school. I wonder how/if the game ever made any money; it was released for an expensive platform that was seldom seen outside of schools (and so was rarely used for gaming) and there isn’t much written about it on the web, even though I’m sure it was one of the more popular Archie games! If Simon B. Heather/SB Heather ever happens to read this, perhaps you could give me an email or a quick interview about your experiences with the gaming industry and where it all led.

A lingering, mysterious memory I have about this game is playing it one lunchtime and hearing speech and music coming from the speaker. It sounded like a clip from a radio broadcast, but I could easily be misremembering that. We were all quite spooked about it and couldn’t figure it out. On playing the game again today I was able to make it speak when I turned the sound off (it played a clip from a film or something) so perhaps there is more sampled speech in there and we triggered it with a high score. Fun!

2 games posted since June 18, 2011. At this rate the 1000 Games That Have Affected Me series will be complete on October 4, 2227.

, ,

4 Comments

Apple Big Bloody Thicko

I quite like the Genius feature in iTunes, because it often produces pretty good selections. It has some sort of mental block with John Parr’s “St. Elmo’s Fire” though.
Dialogue box showing iTunes' genius function being unable to find a match for St. Elmo's Fire
My library is full of cheesy 80s crap, but it refuses to find a single match for the track. I’ve tried renaming the track (dropping the “Man In Motion” bit) and updating Genius, but it’s just not happening. Somehow it’s quite happy generating 100 completely appropriate matches for obscure ambient dronester loscil.

, , , ,

No Comments

Bazooki: A Silent Affair

A collaboration with FlashChaz.

The sequel to Bazooki, with a silent movie Hollywood theme that everybody is associating with tally-ho Britishness, for some reason. With a shot guide and more casual gameplay this game was received with much more enthusiasm than its prequel.

Released 28th July, 2011.
Read the rest of this entry »

1 Comment

SimAnt (Amiga, 1991) (gtham #1000)

Part of the 100 Games That Have Affected Me series.

SimAnt was one of Maxis Software’s more out-there sim games (right up there with SimTower, but probably not quite as mad as SimRefinery).
I picked up the game in 1994, when I was ten years old and getting ready to move from primary school to secondary school. My summer break was all about ants, entirely thanks to this game and its massive manual with accompanying ant facts book. When I wasn’t stowed away in my room with the Amiga I could be found lifting bricks to look for brooding winged queen ants, which I would capture and put into a large jar of soil, hoping that it would start a colony of my… her own in the microcosm I had created and foolishly positioned in my bedroom windowsill. I had it all worked out: honey for food, some worker ants to tend to the queen and a water moat around the jar, which I naively thought would keep my bedroom secure from the super-colony that I had created with my ant god powers. I probably should have paid more attention to the section of the fact book that explained the breeding cycle and flying ants, but the security risk was only an academic issue; my ant colonies always ended up being jars of rotten dirty with white mould growing on top, with eight dead ants inside. Still, I was God to the digital ants.

The game has several modes: a sandbox experimental mode, a “quick game” match between clans of red and black ants, and the full game mode where the goal is to create a massive colony of black ants that causes the human character to move out of his house. I had no real interest in the experimental mode, I preferred games with progression and goals (and I still do). Quick game served as a good introduction to SimAnt, but the full game was where I spent most of my gameplay hours.

The gameplay is primarily controlled through your yellow ant, which can be any black ant that you nominate (and even the evil spider, although this seems to be a secret cheaty thing to do). You can transfer your mind to another ant at any time, and use it to lead groups to attack, lay scent trails to food, dig out nests or assassinate the red queen. If the yellow ant dies it’s fine (unless you’re the only black queen) because you can be reborn or transfer at any time. As well as manually controlling an ant there are menus to control the queen’s birthing (the caste of the ants; worker ants, breeders and soldier ants) the mating cycles and where to start new nests in the yard and house.

The game had some edutainment leanings, but it wasn’t boring stuff, and wasn’t particularly useful a teaching tool anyway. There’s some useful information in the big manual and the HyperCard in-game knowledge-base, but I came away from the game thinking that all black ants were on the same team, fighting against their sworn enemies the red ants. In reality inter-colony ant relations are far more complex than this, and the colour thing was just a useful gameplay mechanic.

There was a sense of fun to the game, too. The Amiga version (at least) had amusing speech bubbles for the ants (that could be switched off after they got repetitive) showing their feelings and anger at the other team.

The game eventually becomes samey, and there’s not much replay value after you’ve spent an entire day slowly taking over the yard and driving the human and his dog out of the house, but I have fond memories of playing it for hours on end.

No Comments

1000 Games That Have Affected Me

I’ve realised that over the years I must have played at least 1000 games, each one developing my sense of what is good and bad in a game over the decades. I think it would be a good idea to write about them—ideally daily—to help myself get a better sense of my gaming history, as an exercise in regular writing and hopefully to entertain and inform other people.

The order of the games won’t be important (if anything, my favourite games are more likely to appear around #1000 and I’ll probably be scraping the barrel a bit by #1), they’ll only be numbered to count down to the total.

Are you sxtting cxmfxrtably? Then letxs bxgix.

,

2 Comments

Programming tip #383

If you’re using somebody’s API, don’t just litter your code with calls to it. Wrap it. Always wrap it. It’s much easier to add your own hooks in later if it’s in code you can actually modify. And on that day you thought would never arrive when you have to replace the API with another one, you’re going to realise that you’ve done something wrong as soon as you open the find dialogue box. Search and replace in code files is usually a sign of badness.

Write your own interfaces and keep those foreign hooks in a small wrapper where they belong.

http://en.wikipedia.org/wiki/Adapter_pattern

1 Comment

Flash bug in Chrome? Dragging outside of SWF

Update: This seems to be fixed as of Chrome 12.0.742.91.

For games like Bloons it’s essential to be able to click inside of the game, move the mouse with the button still held down, and have the game track the mouse movements until the player lets go of the mouse button. If we couldn’t do this it would break every game where the player has to move the mouse outside of the screen to aim a shot (which is a lot of games).

It seems that in Chrome on Mac this behaviour is broken, and the game will no longer track the mouse movement outside of the SWF area. In fact, the mouse button click state will be invalid until the user performs a click within the SWF to reset it. Disaster.

This report suggests that this was an old bug that has started happening again on recent versions of Chrome. Are you experiencing the problem? Try the SWF below; in any other browser you should be able to hold the button down and see the arrow follow your cursor position, even outside of the SWF area. In Chrome it will stop tracking it outside of the SWF area, and will erroneously think your mouse button is held down when you return the cursor to the SWF area. You’ll see the same problem if you try to play a game like Bloons.

If you’re releasing something soon, test it in Chrome first and consider delaying release until it’s fixed.

If you’re NOT experiencing the bug in a version of Chrome post reply to this post with your player and browser version.

Update: According to reports it’s fine on Windows.

2 Comments

UI Annoyance #1: Deleting a friend on last.fm

Q. Where is the delete button? How do I moderate my friends list?

A. Hover over the friend and the button will appear. The button is invisible until you happen to move your mouse over the friend.

OF COURSE HOW SILLY OF ME.

I bet that works well for devices that don’t have mice, too.

No Comments

Tutorial: How to use APIs

Step 1: Read the docs.
Step 2: Use the API.

FFS.

, ,

5 Comments

Bazooki

Designed and drawn by Chaz (a first collaboration of many!). Bazooki is a physics-based puzzle/shooting/skill game. A nice game with great cut scenes by Chaz and excellent music by Morgan King.

Released 17th May, 2010.
Read the rest of this entry »

, ,

3 Comments