Explobers at SAAM Arcade 2018

Photo credit: Daniel Schwartz

I’m very pleased to announce that my game Explobers will be featured as one of fifteen games in the indie game showcase at the Smithsonian American Art Museum’s fourth annual SAAM Arcade event in Washington, DC, on Sunday, July 22, 2018! I’ll be there with the game with two computers running a special abbreviated edition of the game built for this exhibition. If you can be there, please stop by and say hi!

You can read more about the event on SAAM’s website. Admission to the museum is free. The theme of this year’s event is game spaces.

In addition to Explobers and the other indie games, there will be classic arcade and console games be presented by MAGFest and Arcades4Home, while Boolean Girl will be doing coding workshops. Artist Saya Woolfalk will also be giving a talk at 4pm.

Explobers is available for free download at itch.io and GameJolt. Please consider donating if you like it!

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The Explobers press kit is available here.

Ninety Games in Two Decades

~In which I celebrate a game-making milestone by indulging in some navel-gazing bullshit~

This website is now home to a full ninety (90) free games! The earliest game on the site dates back to September 1, 1997’s truly embarrassing ZZT game Bob: The Adventure and runs up to June 7, 2018’s Liz & Laz: Episode 1: The Control Cubes. This isn’t as interesting a number as 100 will be–I expect I’ll hit that some time next year–but if you’ll forgive me, dear reader, I’m gonna get all retrospective for a bit anyway.

Relatedly, the release of my 90th game coincides roughly with the twenty-year anniversary of the launch of my first website, Newt’s Pond, which first went up on Geocities on June 10, 1998. It was a true Geocities site, and you can see a facsimile of what it looked like at launch archived at Neocities. The site would change over the years, but it was initially home to two webpages, ZZT Planet (a place to download my (Newt’s) games) and Moo@You, a page that advocated role-playing as an obnoxious cow in random chat rooms. Before the launch of Newt’s Pond, my handful of ZZT games had been released on my cousin Glynth’s site.

Liz & Laz is a fitting milestone for a personal game-making history that starts in ZZT. I was inspired to create it when revisiting some old ZZT “engine games,” particularly platformers. Engine games were ZZT worlds that used ZZT’s standard, uneditable four-direction player character to touch other objects that would manipulate a scripted player object. Playing some other vintage platformers led me back to thinking about some of my own. This dual player mechanic is actually pretty interesting!

My first engine game was Punctuation People, made in the summer of 1998, a game that began its life as an attempt to make a Super Mario Bros. game in ZZT (all the game’s enemies are modeled on Mario enemies, a fact somewhat obscured by the ASCII character set). It was my first game that wasn’t a sloppy “comedy” adventure game. I was thinking of Punctuation People with its awkward occupation of a sizable portion of screen real estate. Like a lot of engine platformers, it surrounded the player on all sides with control objects. I was also thinking of my 1999 Lemmings clone Zem! 2 in which the player instead has indirect control over Zem, who marches forward mindlessly, but the player can have Zem perform actions by moving themselves along a row of buttons and touching them. The additional movement the main player object is required to perform impacts the rhythm of the game significantly.

 

Liz & Laz started out from this observation about a ZZT genre as something intended as a kind of intentionally frustrating homage; I thought I’d make it a brief sketch of a game that I’d tinker with for a couple nights and then release half as a joke. I was surprised at how compelling I found the mechanic to play when testing it, though. Soon I was polishing up animations and fine-tuning level design (I was also inspired visually by the glorious platformer games by Kabusoft which I’m in the middle of writing up for my new review blog Jots on Dots). I reinterpreted the ZZT command objects to a human-sized gamepad and decided I’d make it a two-tiered platformer, in which Liz in the control console jumps on gamepad buttons to make her unseeing partner Laz walk, jump, and shoot.

I’m pretty happy with how it turned out and when I counted up how many games I had on the site, I was delighted that my 90th game had so many connections to places I’d been before.

It is perhaps unsuprising that at this phase in my game-making I’m reflecting on my past work a lot. The 90 games housed here are spotty in quality and it’s sometimes a little weird to me that unfunny “comedy” games I made when I was 14 sit presented here with almost equal weight as games I’ve spent three months polishing. But I like that uncurated retrospective of my own work. And I’ve been taking surprising inspiration from it, as well as revisiting and rethinking the scenes I was a part of.

My output has been spotty, with long lulls. In 2012 alone, I released 38 games, including Caverns of Khron, which I worked on for 11 months–all while attending school full-time, working part-time, and relocating to Japan for a year of study abroad (I should note that 25 of these were made in the span of two weeks for Pirate Kart V)! This was a giddy period of experimentation and exploration, when I was getting good enough at Game Maker to make more complex games quickly, was standardizing and streamlining my bag of programming tricks, and was brimming with mechanical and aesthetic ideas I hadn’t tried yet, all drawing off the infectious creative energy at Glorious Trainwrecks. Between 2013 and 2015, I released no games for almost two full years, occupied by other interests, life events, and the beginning of grad school. Most importantly, making games didn’t sound all that fun for a little while.

My creative impulses ebb and flow. Since ending my game-making hiatus in the spring of 2015 with one of my personal favorites among my games, Shadow Wrangler (like Laz & Liz another Lemmings-inspired game that could be defined as “platforming by proxy”), I’ve been making a few games a year and tending toward larger, more polished projects. It’s harder for me to sit down and make a game in four hours like I used to six years ago; I’ve become increasingly interested in stronger game cohesion and narratives, accessible player experiences, and more careful, focused development in my practice.

I have some very exciting plans yet on the horizon in 2018, and some of it is going to involve revisiting unfinished projects and a return to old titles and ideas (a return to Zem! might even be on the table). At the same time, I’m really not sure where things go from here. Liz & Laz, like a lot of my games, started as a lark that spun into something else entirely (and a 1,000-word, self-obsessed ramble). I’m about to head deep into developing a game for the Wumpus Jam I’m hosting (please join!) and I only have a vague sense of what that’s going to look like. Thanks for playing!

(And thanks Alexis JAnson for STK!)

Jots on Dots, a New Review Blog

I’m happy to announce the launch of my blog Jots on Dots: Thoughts on Digital Games. In order to explain what the blog is about and what I hope to accomplish with it, I’ll just quote the mission statement from the site’s About page:

Purpose

Jots on Dots: Thoughts on Digital Games is a blog that seeks to offer two solutions to problems I have: one, I’d like to write about games more; and two, I’d like to see small games written about more.

There are a handful of great sites that regularly recommend (mostly) new free and indie game releases (including some personal favorites like Warp Door, hmtwvcicbid, and FreeIndieGa.me), which tend to follow the freeindiegam.es model of zero or minimal commentary. I love this work and it’s supremely valuable. These sites also post a much higher volume of games than I will be able to here.

But we are in an age where there are thousands of games released every month–tens of thousands every year!–and hardly anything gets written about any of them, save for pre-relese hype and at-release reviews for the work of larger studios and a handful of celebrity indies. As a person who values criticism and scholarship, this dearth of discussion pains me a bit. You see responses on feedback store pages and creators’ websites, but these tend to be either written primarily for the benefit of the game creator or at as a sort of advertisement to the potential customer. Feedback isn’t really commentary. There are a lot of great, small games out there in the world and I want to do my small purpose to give them the consideration I believe they are worthy of.1

Here, I’m looking to write short reflections and essays (we’ll use the sloppy term “review”) that seek to work out in words what I think these games offer. Yes, I want to recommend games I enjoy, but I also want to do a kind of work on these games to expand their seen-ness, including indie games from previous years, many of which risk getting lost to time completely as they sink further and further into the back catalog of indie game portals.

Scope

I’m not limiting myself to new releases. Nor am I necessarily limiting myself to indie games. Expect to see some write-ups of old DOS games, vintage indies, and the occasional big-name game I’ve been playing lately. I’m sensitive to the fact that small, free games especially tend to be labors of love by individuals, so I don’t expect you’ll see much negativity here.

I’m a game-maker myself (see Whatnot Games). I’m also a scholar of Japanese literature and popular culture. The games you’ll see written about here will reflect my intensely personal tastes (and may reflect whatever games I’m playing to research current projects). I’m also looking to introduce small, interesting Japanese games that will be accessible to people who don’t know Japanese.

Developing with Glorious Trainwrecks

This essay was originally written for the “Glorious Trainwrecks X Babycastles” zine for the Spring 2018 exhibition of the same name at Babycastles in New York.

The “development” in game development emphasizes process. You write a novel. You compose a song. You develop a game. The term conjures up an extensive and lengthy process of experimentation, revision, rearrangement, expansion, and polish. The project folders–tangible and digital–of any number of game makers would attest to this process, full of in-development projects that failed to come together, exceeded manageable scope, or could not sustain the interest of the game’s author or team, none of which will ever see the light of day.

Jeremey “SpindleyQ” Penner’s original introduction to Glorious Trainwrecks states “this site is about nothing, if it is not about getting off your ass and creating.” The site’s (roughly) two-hour Klik of the Month Klub events aren’t game jams. They’re not don’t-sleep, days-long frenzies of activity with teams. They’re non-competitive. They liberate the game maker from the desert of half-thoughts and projects stuck in developmoent limbo by asking them to just have a thought and complete it.

To complete it and release it to a diverse community of interested individuals, no matter the thought’s genre or its execution. The games that others at Glorious Trainwrecks have made have entertained me, inspired me (both inside and outside of my game-making), made me rethink things, and fostered a strong sense of community. And the community’s always growing and evolving. It develops with new participants, new games, and new thoughts. A creative process with lots to show for it.

Unfinished Game: Zem! for Bang!

Around 2003, I was twenty and my friend ADV was developing a ZZT-inspired game creation system called Bang!. I had retired from ZZT a year before with the release of Zem! X, a final entry in a series of Lemmings-inspired games. At the time I was mostly focused on drawings and wasn’t especially interested in continuing game development, and certainly not in learning programming. While Bang!, heavily inspired by ZZT, used a language much like that system’s ZZT-OOP, it was much more powerful and, as you might guess, much more complex. While it retained a tile-based character system like ZZT’s, it allowed an infinite expansion of the character set and multi-colored characters, basically making sprites possible. Having primarily worked with text-mode systems, this was very appealing to me. But learning new programming somehow wasn’t.

In early 2003, ADV agreed to do the programming work on a new project if I’d lead up design on a project and provide the art assets. I still had some game ideas I’d been itching to try. And so I began plans for a game based on Zem! X‘s lemming hunter concept, to be entitled simply Zem!

At the time, I was enamored with the idea of open world games and Pokémon and wanted to add a bit of that grand scope to the project. Rather than the stage-by-stage challenge of Zem! X in which the player had to shoot one lemming, Zem, in order to move onto the next level, this game would find the player (choosing from a dozen or so potential avatars) on a journey to advance through the ranks of the Zem Catching Agency, an organization that returned pet zems to their owners, captured zems in the wild to be sold as pets, and removed nuisance zems. As you can see, “lemmings” had been replaced by “zems,” though clearly their designs were still inspired by the critters in Lemmings. Beyond the standard, blue-clad zems who simply marched ever forward, there would be fire-breathing zems, flying angelic zems, giant cyclops zems, and even goth zems–just for starters.

The game would have free-range areas where the player could hunt down rare or unique zems to raise in ranks or earn money as well as specific mission levels. Zem! was to have a massive world map that the player would need to expend resources to navigate by buying bus and plane tickets. There were to be major hub cities and little towns, belying my infatuation with Zelda 2. Somewhere in there, plans for online multiplayer modes were also sketched out, where players could compete or cooperate via peer-to-peer connections using the characters in their save files. There would be dozens of playable avatars.

It perhaps goes without saying that plans for the game quickly became unruly. In truth, I both had a hard time managing the scale and flow of the game and I’m not sure that I ever had the clearest idea where it was all going except for some vague vision. Eventually, WiL (who was already planning to provide music for the project) took over programming, but even still the game lacked direction on my end, I hit a block, and, as a result, the project was abandoned. Basically, the scope got out of control, my ambition couldn’t match by then-ability as a game director, and it was unsustainable.

ADV eventually discontinued Bang! and began working on his next ZZT-inspired game creawtion system, Plastic, which attracted an even bigger following, if I remember correctly. WiL made some awesome stuff for it. I think I flirted with getting involved with Plastic, but never produced anything.

In the meantime, WiL, Brian Polak, and I made Tetrovny! in Bang! (we were all really into exclamation points in titles in those days, it seems). WiL made a handful of really neat Bang! games, continuing his innovative and boundary-pushing work in ZZT.

A few months ago, I uncovered some of my old notes, old art assets, and some old builds that I could still get running (forgive the sophomoric humor and drug references–we were young). I took a couple videos of the game at different stages.

The first includes the opening cinematic sequence as well as a city environment and the game’s menu.

The second is a demonstration of the game’s weapons and different zem types. I can’t believe I thought that tile-based parallax scrolling underground was going to be at all acceptable.

Below is a lineup of the varieties of zems I’d designed for the game. As I mentioned above, each would have had its own behaviors, and there would have been even more than these:

And finally, I’ve dug up a video captured by YouTube user JaqMs of a build of the game I don’t have in my archives.

I’ve occasionally thought about revisiting this project–or at least the concept–and adapting it to Game Maker. After primary design work was done on Caverns of Khron I actually began a Game Maker version, recycling much of the assets from the Bang! version, but it again suffered from lack of a clear direction, and it stalled out before I got as far as programming the tranquilizers. Meanwhile, the basic ideas explored here and in other games of the Zem! series have heavily inspired my games Penguin Mania XSuper Stone BallShadow Wrangler, and the upcoming Explobers.

NOTE: If you’re looking for Bang! itself, I have the most recent release (1.1c) I had available for download here. It’s an old program now and originally came with an installer, so I can’t guarantee how well these files will work. I know someone wrote some documentation for how to use it, but I can’t find it anywhere. I may try to upload whatever games I can locate on my hard drives that were actually released, though most of what I have is my own and others’ in-progress builds.

Pirate Kart V Highlights: Volume 2

I can’t believe I made the first post almost half a year ago!  Still, I’ve been meaning to write up a few more of my favorite games from Pirate Kart V.  With Caverns of Khron recently released and a planned busy late-December working on a handful of other games (in addition to my classes), I figured I’d take a few minutes to write up another ten games.

secondsleftSeconds Left by Elektron

Elektron’s single-screen platformer is brutally difficult.  It’s perhaps a little too ungenerous when it comes to hit detection and so on, but for pixel-perfect, fast-paced platforming, it’s pretty darn good (when I played it x months ago, I got a lot farther than I did before playing it again this evening).  Where it really excels is its interesting punishment for failing to clear a level.  Rather than giving you finite lives or making you simply repeat the level from the beginning, the game boots you back to the beginning of the previous level.  It’s a pretty ingenious approach to progression, as advancing farther really feels earned.

Tower Defense by Bento Smile

You may know Bento Smile’s name from any of a number of excellently designed games with supremely charming visuals (and a modicum of fame with Air Pressure from a few years back).  I’ve played a lot of tower defense games in my time and this is by far the funniest.

skeletonsSkeletons in the Closet by JF Roco

I never had a Spectrum ZX-82, and have never even seen one (though I recently saw a shelf full of games at a game store in Akihabara).  I think I missed out, because people who played that machine a lot went on to make things like La Mulana and a trilogy of games made by JF Roco for Pirate Kart V.  This was my favorite of them, a simple but slick, stylish platformer.  Obviously, games like this have a special place in my heart, but really, this game’s biggest flaw is (as EffBee notes on the comments section for the game) that it just ends to soon.  I could happily play through 50 levels of this.

Proximity Mime by Chris Chung

Are mime jokes old hat?  Yes.  Did I enjoy this game that involves dodging mimes?  Yes.  In part, because you yourself play a mime.  And further, the  mimes have pantomime apples that make you lose.  It’s a simple, fun joke played well.  Its core dodging and moving feel pretty good too!

beholderDie Hero by Petri Purho

In this game, your avatar carries a sword, but more importantly he–like the monsters he fights–is equipped with a set of multi-sided dice (that he gets more of as he levels up, defeating monsters).

The game occasionally rolls entire game boards that are effectively impossible (giving you nothing but enemies with more dice with more sides than your own).  But throwing the dice down after entering battle is just quite a bit of fun.  It’s something I wouldn’t mind seeing further developed.


waspsvdemonsWasps vs. Demons: A Love Story
by atuun

A surprisingly long and lush visual novel about the forbidden love between Wasp and Demon royalty.  It’s played at just the right tone to be engrossing and ridiculous.  The game came about as a result of one of the donor’s request rewards: “Wasps VS Demons! A love story!” It’s basically wonderful.

Also see the game’s Launch Day DLC.

Dammit Snake by Guilherme Töws

dammittttAt its heart, Snake is a game about managing your own space as you crawl and grow around the screen collecting pellets.  In this one, your body splits and becomes part of a permanent obstacle course, making you design your own level as you go.  Pretty clever.

Zaratustra also made another clever thing called “Flip” for the event.

penguinlostPenguin Lost by Max Weinberg

It may be unfortunately marred by that Game Maker Lite logo in the upper left corner, but this game is just lovely.

That’s all for now!  I’ll try to post another handful of games in the next few weeks.  I’m going to go searching again through the entire 1,005 games of the Pirate Kart V soon, and I recommend you do as well (download them all free!) to find the gems I’ll miss.

[Blog] Moore-Tech 2000 in 1996

Some time next month, I’m going to release Caverns of Khron, my biggest game project to date.  A few months ago, I found a folder in my filing cabinet titled “Miscellaneous Game Development,” containing dozens of pages I wrote and drew between 1996 and 1999.  Until I’d found this, I’d basically forgotten about all the games I’d made and planned before I started making ZZT games in 1997.  I’d actually been designing games on paper since about 1990, though I didn’t have any kind of computer till 1994.  I never learned C++ or any other “real” programming languages save for a very rudimentary knowledge of QBASIC that only equipped me for the simplest text adventures.  So, if you’re interested, you’re welcome to join me on a nostalgic, navel-gazing trip through what I thought about making video games before I even knew how.

My cousin Steven introduced me to QBASIC in the mid-nineties, and it was simple enough that I thought I could write a couple small programs.  I never actually spent much time with text adventures like Zork (I loved Return to Zork, but couldn’t get my hands on an actual copy of the Zork trilogy until like 1998), but I was in love with the idea, and had played around with a couple MOOs and MUDs, more interested in the promise than any execution of the idea I’d actually seen.  Before long, I’d programmed a virtual room-by-room tour of my house–called “My House”–which forever cemented in my mind the cardinal directional layout of Pocatello, Idaho.  This and other games would be “published” under a “label” called “Moore-Tech 2000,” and I’d hang this sign on my door:

Please note that this sign only ever hung on my bedroom door on the inside of my family’s house.  The prices listed were the fees I wanted to charge my two younger sisters to give them copies of these games on their own floppy disks.  It was an evolution of when I tried to sell my sisters and cousins the Nintendo fanfiction I’d write and illustrate, bound in construction paper when I was about nine-years-old.  I also offered customized games for the low price of only 75 cents to $1.75.  I don’t believe I ever made a cent from any of my games, and rightly so.  Eventually, I just tried to get my sisters to play them.

Of the games listed, very few without the checkboxes ever were finished.  “Text Color” simply changed the color of the MS-DOS text interface.  “Pilgrim Hunter” was a text game where the player searched a square field square by square for a turkey to shoot, like a festive, unchallenging “Hunt the Wumpus.” I also apparently finished something called “J.C.,” but I have no idea what that might have been.  I seem to have been planning something called “Aquaria,” and considering my then-interests, it surely involved mermaids.

Sadly, I finally disposed of my 486 PC last year, which had what I’m sure were the only remaining copies of all the games I worked on, including the first game I ever published, “UFO Invasion,” a QBASIC text adventure uploaded to AOL and co-written with my friend Caleb.  I also once had extensive pages of planning for the sequel, which I intended to be a Wolfenstein-like FPS.  Also there was another collaboration with Caleb, a Christmas-themed game called “The Reindeer Riots,” though I can’t remember for the life of me what actually happened in it.

“Magic Learner” is the one for which I have the most documents still and was the first game I intended to be released in the world of “Khron,” a text adventure with a magic casting system and a fair amount of open exploration, to be later paired with a game called “Power Quest” which would be a text adventure with an action and strength orientation.  I’d written some amount of lore for the games’ story world, and even drew maps.  Below is a map of the game world and a modified one broken up into a navigable grid for use in the game.

 

Of course, these papers are what inspired me to name my current game “Caverns of Khron” (before that, it was called “Ruins of Bufannei,” a contraction of “Bullshit Fantasy Name”).  If you’re worried about Khron canon, understand that the game actually takes place in Greschden Caverns, but the game doesn’t bear that name because it sounds stupid.

Note the copyright date on the map.  The world of Khron existed contemporarily with our own, but with a 1,960 year date offset.  P.D., I assume, once meant something.

I’d begun a Halloween-themed horror adventure game called “Mansion,” where the player explores a large mansion during a Halloween party to discover dark secrets.

 

This game eventually evolved into “Jack O’Lantern,” which began life as a text adventure, and I distinctly remember drawing this map for it in my ninth grade speech class:

In 1997, I learned about ZZT, and found it a more attractive design platform.  I actually adapted this design pretty faithfully into a ZZT game that I published.

In those days, all my ZZT designs happened on paper before they happened onscreen. I have pages and pages of ZZT-OOP code for games like the unfinished “Bob 3: The Amazon Adventure” and “Zem! X” which I began work on in 1998 and didn’t finish until 2002.

 

With my early ZZT games, I employed a “star” system like Tezuka Osamu’s, featuring recurring characters playing different parts in each story.  It was silly, but I was in love with the idea.  In the “Zem! X” paper, I love where I drew a picture explaining to myself what I saw in my mind and how I had to express it with ASCII characters.

My ambition was not limited to what I could conceivably produce at the time, of course.  What I wanted to make followed my interests, which in the mid-nineties became largely focused on real-time strategy games.  I have about a dozen pages of notes for “Medieval” and its expansion “Medieval Quests,” featuring a total of five factions, with unique units and campaigns.

I also possessed a strange, obsessed fascination with LCD games, and went as far as to plan the screens for half a dozen games on paper. One of these, “Mythical Commander” (left) was an intended LCD real-time strategy game. “Blif the Blot” (right) was a mascot platformer that had a secret versus mode.

 

Beginning in my later teenage years, I fell in love with the link cable racing game included in Super Mario Bros. DX for the Game Boy Color, and plotted an intricate expansion of the game called Super Mario Arena, featuring a character roster with different abilities, power-ups, and a greater focus on competitive combat. I possessed some vain hope that Nintendo would somehow find out about my plans and accept my pencil drawings as the design document for a million-seller Game Boy Color game and a long career in making video games.

I continued to make ZZT games and began playing around with Megazeux.  Eventually, I became more interested in filmmaking than my once-intended career of glamorous, professional video game development and programming.  I kept my toes wet, working on a graphic adventure game and an online RPG fighter with my cousin, though neither project came to full fruition, and I only advised design and worked on graphics.  I wonder what would’ve happened if instead of ZZT, someone had handed me a copy of Klik N’ Play (I saw it in software catalogs, and after it I lusted), or if Game Maker had come into my life a decade before it did.

I’m going up to my mother’s house in a couple weekends.  I’m hoping to dig up some more of these kinds of papers.  I have a vague dream about picking up one of the other game concepts I know I had once upon a time and seeing if I can’t bring it to life with what I know now, just to fulfill my 13-year-old self’s dreams on some level.  It’s been somewhat inspiring to examine what I used to think about games, see where I’m similar, and see where I’m the same.

And at the very least, the 16-years-in-the-making Khron world of games will finally see the light.

Caverns of Khron (2012)

Pirate Kart V Highlights: Volume 1

I’ve now written ad nauseum about my own Pirate Kart V games, so I’d like to turn the spotlight to a number of excellent contributions by others.  Among the 1,027 games in the Kart, I confess I’ve only played somewhere around 300 to 400 of them, so this can by no means be comprehensive (and these are just ten of twenty-five I plan to do small write-ups about; I’ll be doing a follow up or two with additional games I don’t get to in this post, and others I discover later).  I’d strongly recommend you download the Pirate Kart launcher and browse around at random, looking for new, exciting, and hilarious things, an addition to playing what I recommend below.  And also to make your own game at the next event at Glorious Trainwrecks (there are two to four events per month and I try to participate as often as I can!).

These games are presented in a more or less arbitrary order.  I mean no insult to anyone whose games I don’t feature.  Every game in the Kart is valuable because, and everyone should have their game played.  But I wanted to share some of my favorites.

Dark Scorcerer by Ryleigh Kostash

There are a lot of things I like about Ryleigh Kostash‘s Dark Scorcerer.  The player character is a dark sorcerer (or, I suppose, scorcerer) whose magic bullets grow and gain in power as they travel across the screen.  You have to dodge the knights as you attempt to kill them.  The knights give you points, but also drop multiplier mods you have to pick up to stack onto your existing modifier, which quickly balloons into a gigantic number.  And if that number hits you, you also die.  It’s a game about navigating space and manipulating numbers with a natural, somewhat comical difficulty curve.  It also just feels really good to play.

Win Condition by Hugs

This game borrows heavily from the last screens of The Legend of Zelda for an enjoyable exploration of how video games can end.  There are, I believe, five different endings, though I’ve only reached four.  Find as many as you can.  The game’s cheeky as hell, and has a splendid sense of humor, and feels like a pretty good approximation of Zelda‘s core mechanics to boot.

I won’t give you any more than that, because it’s largely about the joy of discovery.  I’ve perhaps already revealed too much.

Action Figure Fighter by Kirkjerk

A brilliantly simple and utterly adorable idea.  A mashup of arcade fighting games and that box full of action figures from your childhood.  Its aesthetic is simple, and totally pitch perfect.

Also strongly recommended is another Kirkjerk entry into Pirate Kart V, DinoBeeBoxer.

Absolute Chaos Dog by Yuliy

Balance your physical need of food, obtainable by obediently performing the tricks your human overlords request of you, against your desire to achieve chaos and anarchy, accomplished by rebelling against those same demands, in your desire to become the Absolute Chaos Dog.  The game’s input is smart and unique, and the tone of the presentation is really fun.  The game has three endings, but only one allows you to achieve the status of Absolute Chaos Dog.

Rapid Fire Your Hookshot to Glory and Death by Damian Sommer

An alteration of Sommer’s own Context Insensitive, this works very well as its own, standalone, fast-pace single screen platformer.  The hookshot mechanic is used to navigate very narrow spiky passages and impossibly long jumps.  It feels tight and its aesthetic is great.  A lot of fun.

Famous Author Series by Chris Whitman

Chris Whitman made two games in his “Famous Authors” series and a making-of in the same style featuring himself making the game.  He uses them as a good platform for some good comedy both about his subjects and game inputs.

Franz Kafka
Marcel Proust
Making of

Realistic Female First-Person Shooter by Anna Anthropy

Adapted from a gallingly sexist post by some men’s right forum poster named XTC, Anthropy executes a ridiculous concept brilliantly in the best kind of mockery.

I also gotta say, too, I’m kind of in love with how this game looks.  Anthropy is really excellent with her video game visuals.

Super Thwomp Bros. by Dock

I’ve got a serious soft spot for games that put you in the shoes of the enemy.  I’ve also got a particular fondness for doing that with enemies from the Mario series (and I’ve done it myself in my game Hammer Bro.!, though you didn’t have to kill Mario in that game).  Playing with how a different character in a familiar world plays is a fun experiment.  This game is, of course, much like the excellent Spike: A Love Story, albeit much cuter and shorter.

PepsiMan Generations by Topher Florence

With such a relentlessly, garishly hip aesthetic (everyone and their Coke can in sunglasses, wild Spring Break cam), a feverish confusion of the same things (the game is called PepsiMan Generations, stars a Coke Can, and the executable is called drpepper.exe) and some seriously wacky but precise controls, this is some modern pop art masterpiece.

But could we expect any less from DocFuture?

Pirate Kart Post-Mortem [Part 3 of 3]

The months pass quickly!  Having not written this yet, I feel like my hands are somewhat tied on writing other things for my blog.  This last installment isn’t as detailed as my previous installments, I’m afraid, but nevertheless, it was fun to reminisce about some of these games, some of which I’d almost forgotten I’d made.

Watch this space in the next few days as I announce where a few other, larger game projects are in development, and in the near future where I recommend a host of other people’s Pirate Kart games.

17. My Pet Thing

This is the game I probably spent the least or second least amount of time on.  This was another request from the Kickstarter funders, and the request was this:

a game about taking care of a virtual pet and dressing it up and decorating its home

A virtual pet game!  I haven’t thought much about virtual pets since I had a little dog in a watch I kept on my nightstand in junior high.  My original ambitions were a bit lofty, but once I had the drawing of the thing (drawn directly into Game Maker’s sprite editor by mouse), I knew the tone this thing would take.  There aren’t that many things to click on, and your pet can never die (though it can sit in its own filth for a while), but I had fun putting this senseless, silly thing together.

18. Andrew W.K.’s Passage

Parodies of Jason Rohrer’s Passage are a Glorious Trainwrecks and Pirate Kart tradition by now, with numerous “sequels” and retoolings populating the fifth Pirate Kart alone.  Some have you playing 8 Passages at the same time, turn the slow aging mechanic of the game into a race to death, or make the player character into a literal piece of shit.  Sergio Cornaga put out one of the best Pirate Kart games in Passagebalt, injecting Passage into Canabalt.

Mine amounts to a pretty simple joke in the titular lyric from Andrew W.K.’s “We’re Not Gunna Get Old.”  It was fun rendering Andrew W.K. (whose music I listened to constantly throughout the Kart) in Rohrerized pixel form.

19. 101-in-1 Amaze-o-Kart!

Stemming from an IRC chatroom conversation with Effbee and others, I wanted to make a multi-kart to stuff into the multi-kart, upping the total number of Pirate Kart games by 100.  Effbee had done something similar for the second Pirate Kart with his 999,998-in-1 cart, the product of actual randomization, I believe.  For this one, I built a handful of quick, basic levels and made all the objects reskin by certain variables set in the multicart menu.  I recycled most of the game graphics and mechanics from elsewhere (getting enemies from games like Holiday Penguin Mania X, bringing in the player characters of Ghost Witch and Bulb Boy, and borrowing the levers from the in development Caverns of Khron), but this took forever.  Most of what took forever was coming up with 101 unique names for the games in the cart, and then setting the 4 variables that differentiated them.

All for a little joke.  But in making the joke, I made the closest thing to a Donkey Kong ’94-style platformer, which was something I’d been aiming for all throughout.

20. ChickenFall: ChickenCatch: Friend’s Edition

If only I’d come up with another game in the ChickenFall franchise, we could’ve had titles four layers deep!

Basically, this was a quickly put together game to up the total game count.  I didn’t change much from the way the first game worked, save for inputs.  I think I even left the phase progression alone.

That said, turning this into a two-player game (like Koi Puncher before it) may actually make this a more interesting game.  It’s always fun to play with your friends!

21. Witch Sisters in Lava Dungeon Rescue

For the last few months, I’ve been thinking a lot about multiplayer games where the players have different abilities.  I knew I wanted to make a game like that in the weeks following the Pirate Kart V weekend.  My initial concept was a Space Invaders-inspired game where players had to keep each other alive, one controlling a gun turret shooting airborne threats with the mouse, and the other protecting the turret from earthbound enemies with melee attacks.  But then I had the two witch sprites from the 101-in-1 Amaze-o-Kart, and, with Solomon’s Key 2: Fire ‘n’ Ice in mind, thought I had what could be a real interesting game, one where one player can shoot missiles, and the other can create blocks.

I’d also been wanting to make another splitscreen co-op platformer, after my Vector the Crocodile fangame, Vector Bros. the Crocodiles Escape the Warehouse.  I used a lot of what I learned from that game in this.

It’s not a bad idea, but it’s one that deserves more attention and better level design than I gave it here.  This is something of an awkward failure, I’m afraid.  But it’s one I’m often thinking about how to retool and make better.

22. Tales of Whales

Some time during the Pirate Kart festivities, I went crazy over Nintendo’s Game & Watch Gallery series, which had been the primary occupants of my Game Boy Color back in high school.  I became interested in doing more survival score attack games, and wanted to try my hand at a simple platformer.  I took my aesthetic cues from one of my favorite visual designs for an NES stage, world 4-2 of Super Mario Bros. 2 (USA).  The game may get too difficult too quickly, and I wonder if having the seagulls running into the player being instant death was really the correct choice, but I think I balanced the whale motions pretty well, and succeeded in creating a game that’s fairly charming to look at.

23. Boulder Defender

I really enjoyed the visual style I employed for Tales of Whales, and the next day, I played a fair bit of Tim Rogers and company’s Ziggurat.  This was the result.  It plays like a simplified Zigguart mashed up with a tower defense game.  The game originally had an old West theme, but a medieval setting just made that much more sense.  One of my favorite things about doing it was that as the game progresses and the player makes mistakes, the tower’s shape changes and the player has to adjust his or her perspective.  Which is surprisingly intuitive.

This is on my list of games to return to to polish up, retool, and possibly try to get some attention for.  If I could get this onto mobile platforms and tweak some things like enemy types, I think it might not be a half bad diversion.

24. Duel in Concert: Piano Man X Tambourine Man

Some days you walk into your apartment, find yourself singing Billy Joel’s “Piano Man,” and then 90 minutes later, this appears.  I actually built this on top of Boulder Defender and Tales of Whales in ways other than the visuals, but that’s probably basically invisible.  I don’t do a lot of games with mouse control, so that was fun to play with.

This game.  It’s really silly.

I was racing to make this the thousandth game in the Pirate Kart, but at 50 megs, it just took too long to upload.  Alas.

25. Bulb Boy Infinity

I was watching the live stream of people playing the Pirate Kart on the floor at GDC with only a few minutes left before GDC Play closed.  I realized I had just enough time to slap together one final game.  I did a quick edit of my The Adventures of Bulb Boy platformer to make it a survival score attack game.  It’s not a terrible idea, but the hasty schedule resulted in a level that’s far from ideal for what this game is.

Still, I got to watch Glorious Trainwrecks founder Jeremy “SpindleyQ” Penner play it as the last Kart game finished during GDC.  That was a pretty satisfying end to a wonderful journey into creative experimentation and, as it turned out, relative exhaustion.

Thanks for reading these!  If you have any feedback, please be sure to share.