WORD PLAY: BEATING POPCAP’S BOOKWORM WITH SCIENCE


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8.2.2009

Brandon Boyer

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It’s probably no coincidence that the weekend PopCap “does a Peggle” (in the parlance of our times) and drops the price for the iPhone version of its wordgame Bookworm from $4.99 to $0.99 (which is still active for a few more days [App Store link]), Flashbang head Matthew Wegner drops this: an automated OCR program to beat the ‘worm at his own game:

I still have a hard time increasing my mental lookup times for bizarre letter combinations. I don’t like the feeling of floundering at a task that I know is more well-suited to a computer. So I thought: Why not have a computer do the actual work?

Head over to his blog to see the process in action, about which he enticingly adds:

I may launch it as a service, actually. It would be amusing to unleash this on the hardcore Bookworm fans. You would take a screenshot, email it to some address, and get your best words emailed back in a minute or two. I wonder if people would actually use that? Only one way to find out…

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ONE SHOT: FORT AWESOME’S “MY FIRST ROCKBAND”


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8.2.2009

Mike Nowak

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The above illustration of PaRappa and Lammy jamming (umjamming?), rendered on a page from a music book, is part of a series of prints available for sale at Fort Awesome’s Etsy Shop. The illustrations of the various videogame characters are cute on their own, but their juxtapositions on vintage book pages elevate them to tongue-in-cheek whimsy.

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ONE SHOT: TRIPPING WIPEOUT HD’S LIGHT FANTASTIC


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8.2.2009

Brandon Boyer

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Edge editor Alex Wiltshire vies strongly against Duncan Harris’s own postcard-pretty Fallout 3 shots for the games-photographer crown, with this gorgeous set of photos capturing the chroma-smeared essence of PlayStation 3 racer Wipeout HD.

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GDC SLIDES: WHAT DISNEYLAND CAN TEACH YOU ABOUT GAME DESIGN


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8.1.2009

Brandon Boyer

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Found via a spied-upon conversation between Deus Ex: Invisible War and Karmastar designer Harvey Smith and God of War‘s David Jaffe: slides from this GDC talk I now regret missing (though it appears BB’s own Cory Doctorow didn’t), in which Pac-Man World, Maximo and God of War designer Scott Rogers explains that everything he knows about game design he learned from Disneyland.

Even without Rogers’ overlying explanation, there’s a lot to be gleaned from the slides, from Disney’s use of ‘weenies’ — distant landmarks to orient and draw the player into your world — storytelling via your environment, and building anticipation through landscape lulls.

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PROJECT Q: NICALIS REVEAL NEW GAME FROM KNYTT CREATOR NIFFLAS


7.31.2009

Brandon Boyer

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A nice late-night surprise found via TIGSource: indie dev Nicalis have revealed a fourth game in development at the studio, following their WiiWare Cave Story remake, the just-announced WiiWare version of La Mulana, and Nicklas ‘Nifflas’ Nygren’s original Night Game (which Nygren has apparently already wrapped development on).

Project Q as it’s currently known, is a new game from Nifflas that’s every bit vector/photo[sur-]real to the blotted pixels of his most famous indie work, Knytt, but which carries over every ounce of ambient exploration that gained Knytt its renown.

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In the accompanying IGN interview, Nicalis’s Tyrone Rodrigues and Nygren reveal that the game surely shares some resemblance to Knytt — and may indeed “take part in the same universe.”

But they say that Q, which stars a female protagonist and features new music from Yann ‘Nurykabe‘ van Derr Cruyssen (who helped create music for Knytt Stories [.zip] and the WiiWare Cave Story), sees its main character hopping from planet to planet non-violently finding pieces of a broken transporter, and will feature gameplay involving “a camera to document information and capture the environments.”

Nicalis say the studio “certainly [has] WiiWare in mind” for the game, but that it “could be WiiWare, Wii disc or even PSN, XBLA and PC.”

[Video taken from IGN’s original, because, really, like TIGSource says, your player’s hopelessly awful and needs a rethink, guys.]

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FOLD ME: HARLANCORE’S PAPERCRAFT CONSOLE SPEAKERDOG


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7.31.2009

Brandon Boyer

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Ben O’Brien has just revealed the latest series of his curated line of “Speakerdog” papercraft models, and the local fave is, of course, Jason ‘harlancore‘ Harlan’s ‘Play Me’, which comes with A/V and controller port jacks, and its very own Key Quest Saga cart (direct fetch the PDF here).

Harlan is the ‘boxpunx’ creator whose My Virtual Memory line I featured back in March: a paper series dedicated to his favorite gaming memories. He’s been dutifully cranking out model after model since: see especially his ‘Innocence and Rainbows’ lineup of retro-inspired mods/swingers/hippies/disco-freaks/blaxploitation models, and, more on the gaming tip, his (Persona sister spinoff series) Devil Summoner meets Darkstalkers line.

Follow Harlan’s blog here, and let your eyes bulge a little over all the information presented to you at once on his Boxpunx site.

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‘GORE-ILLA VS. BEAR: ENVIRO-BEAR COMING TO IPHONE SHOOTER MINIGORE


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7.31.2009

Brandon Boyer

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My to-do list for the weekend already included having a look at Minigore [App Store link] — the just debuted iPhone game from Finnish developer Mountain Sheep — but I think that just got bumped straight up to now as friend of Offworld Doc Pop writes in to note a forthcoming cameo that’s truly after my one true heart.

Just submitted for a future update: an achievement that will unlock everyone’s favorite ursine motorist, the Enviro-Bear — star of Crackerblocks’ Offworld fave indie PC game and iPhone viral hit Eviro-Bear 2010 — for co-op multiplayer play.

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That makes it officially the second indie-gaming crossover in as many weeks: earlier this month, Gratiuitous Space Battles creator Cliff Harris noted that special bunny battleships would be coming to the game in cross-promotion with Wolfire’s upcoming leporine/lupine battler Overgrowth, along with this heartening testimonial to Indie Spirit:

When I suggested we stick a rabbit ship in GSB to see how it could work, I didn’t need to get my lawyer to talk to Wolfire’s lawyer. I didn’t need a strategic planning meeting with the head of corporate strategy, or have to justify to shareholders why we should help out what they would see as our competitors…

This is what I like about the Indie attitude. Indie devs often share tips on game coding, getting decent contract work done, promoting websites and running forums, even the financial side of the best payment providers and who knows a decent accountant etc.

Can you imagine the head of EA giving the head of Activision tips on how to save on their bandwidth bill?

This is the indie attitude, and the indie advantage. We tend to take it for granted, because at the end of the day, me and Jeff are two guys who love games and love making games. Somewhere along the line, the mainstream industry forgot that.

Minigore [App Store, Mountain Sheep, thanks Doc!]

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FISH TALES: THE LATEST LOOK AT INDIE DSIWARE PUZZLER FLIPPER


7.31.2009

Brandon Boyer

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It’s been several months since we last checked in with Hugo Smits and his forthcoming DSiWare downloadable puzzle game Flipper, and since then he’s moved forward with his home-grown voxel engine that ensures nothing stands in the path between the main character and his titular goldfish.

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In addition to the new trailer at top, Smits has just announced the hiring of pixel artist Paul Veer who’s entirely recreated your hero, “because nobody (including us – me and Paul) seemed to love the nerd-character.”

Still no prospective release date, but you can follow the game’s progress at Smits’ official Goodbye Galaxy blog, or see new concept art at the game’s newly updated site.

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