ONE SHOT: KOMADESIGN’S PLAYSTATION PORTABLE PRINT AD
Detail of a print ad for Sony’s PSP from Andy ‘komadesign‘ Miller, co-creator (with Jeffrey Bowman) of fantastic looking UK art-zine The Wizard’s Hat, and illustrator of Chronicle/Yellow Bird’s forthcoming charity project, the Indie Rock Coloring Book (!), featuring “mazes, connect-the-dot games, and coloring pages” for Broken Social Scene, MGMT, the Shins, Devendra Banhart, Rilo Kiley, the National, and many more.
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ONE SHOT: POLYTRON’S FEZ, DECONSTRUCTED
From Polyton programmer Renaud Bédard’s explanation of Fez‘s “non-interpolated ortographic voxels,” or, trixels (c)(tm). [via Polytron]
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ONE SHOT: A BELATED BIRTHDAY WISH FOR CAVE STORY’S PIXEL
Following Adamatomic’s own, Cave Story creator Pixel gets a belated birthday wish from Nigoro, creator of Rose & Camellia, the best game about noble-lady inter-familial slap-happy catfighting ever created. [via Nicalis]
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THE OTHER NINTENDO CD-ROM ATTACHMENT THAT NEVER WAS
Over at the LostLevels forum — a haven for all things both retro and long forgotten (and subsequently re-surfaced) — Frank Cifaldi’s found early record of a CD-ROM attachment for the NES in development from UK outfit Codemasters.
The article says an adapter would have let you connect your NES to any audio CD player to load included games off the disc — much the same as any early computer cassette drive — presumably in an effort to both circumvent and compete against high-cost first-party cartridge manufacturing.
Said the March 1990 magazine:
One CD containing two or three games will be the same price as one traditional cartridge game, and one three-five meg game will cost less than a comparable cartridge game. Camerica currently plans to have six CD’s available in July when the unit is released-three CD’s with two games each on them, and three CD’s, each with a three-five meg game on them.
Camerica distributed a number of similarly unlicensed Codemasters products during the NES’s lifespan, including a number of 4-in-1 game carts, but the CD-ROM attachment, obviously, was an idea shelved for unknown reasons.
The idea would resurface in Nintendo’s willingness to partner with Sony for a CD-ROM attachment for the SNES, which would, of course — as you can hear recounted in exhaustive detail via this excellent recent Edge magazine article — then dissolve into Sony’s branching off to create the PlayStation.
[Credit for the picture above goes to the entirely unrelated but too-appropriate NES PC.]
Codemasters/Samsung developed CD add-on for the NES [LostLevels]
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HEY MONTREAL: VISIT KOKOROMI’S TWO-DAY GAME JAM, CHIPTUNE SHOW
Having missed the opportunity last week by a few hours to warn Offworld that Montreal collective Kokoromi was going to be giving its first public show of their previously revealed game superHYPERCUBE — headtracker and all — I’m doing due diligence to not let this one slip by.
Kicking off May 14th with a night of chiptunes and 8-bit projections at Montreal’s École Bourget with local artists Noia and Matt Fuzz, Kokoromi members Heather Kelley and Cindy Poremba will be at the Montreal Biennale May 15-16th collaborating on a new game in the form of “love letters – deeply personal direct communication to our objects of affection.”
Kelley and Poremba say the event, Live Game Code: Love Letters, will “demonstrate and illustrate our own attempts to make a playful software system,” and will include “laboratory assistants in the Porous Lab [creating] visualizations and audio interpretations of the game code, exposing the normally private game development process for public observation.”
The assistants will be plotting, for example, “lines of code written per hour.. number and type of crashes… or cups of coffee consumed and minutes spent on Facebook.”
Both events will be held at École Bourget at 1230 rue de la Montagne, and are open to the public: see their accompanying Facebook event pages for more information on the whens and wheres, or via Kokoromi themselves.
Live Game Sounds, Live Game Code: Love Letters [Facebook, Kokoromi]
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GEO-PHYSICAL GRAFFITI: VICENTE MONTELONGO’S ATARI 2600 GPS ART
Seemingly apropos of nothing other than the pursuit of excellence, Vicente ‘mexist‘ Montelongo sends in these works of “8bit geografitti” created over the past few weeks in San Francisco’s Sunset District with nothing more than an iPhone 3G and a car stereo “blasting dub.”
Above, Atari 2600’s Pac-Man and ghost, and below, the same console’s Berzerk bot — both soon to be followed by, says Montelongo, a Pitfall! pastiche.
Pac-Man / Berzerk [Everytrail, via Mexist]
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PAPER CRANES: OFFICIAL GRAND THEFT AUTO: CHINATOWN WARS PAPERCRAFT
First spotted when logging in to claim my “Bulletproof Hellenbach” vehicle (which you’ve still got two more days to nab) and then coincidentally submitted by Neal ‘OblivionGizmo‘ Corbett — one of Rockstar’s artists behind the creations — himself, this set of Grand Theft Auto: Chinatown Wars papercraft models, including a bust of protagonist Huang Lee himself.
There’ll be a full set of nine models eventually, including the five are released to date (which, if you’re super sleuthy, you can sneak a peek at ahead of time — I’ll only say that I’m most excited for number seven), and Corbett notes that once you’ve synced up past all the story missions, there’s an extra special set of Golden Lions as well.
Chinatown Wars PAPERCRAFT models [Rockstar Games Social Club]
- Listen: Ghostface/DOOM's Grand Theft Auto: Chinatown Wars theme …
- DS DOOM: Rockstar's first GTA: Chinatown Wars trailer – Offworld
- Electroparchment: Tubbypaws' papercraft Toshio Iwai & Tenori-On …
- Folders League United: trogdoriangrey's Team Fortress papercraft …
- Welcome to violence: Horrorwood's papercraft arcade – Offworld
- My Virtual Memory: Harlancore's adorable Nintendo/RPG papercraft …
- Life-size papercraft Link hat (and hair) – Offworld
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ONE SHOT: REAL-LIFE MIRROR’S EDGE
Savage Land Pictures’ real-life Mirror’s Edge series, via flickr, via GamOvr.
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VIDEO: SUPER MARIO 64, NIGHTMARE EDITION
Who knew we were apparently just one GameShark corruption away from Mario 64 horror, with that accidentally perfect underlying layer of Lynch-ian industrial drone. [via nowak]
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CROSS CORE: FIRST VIDEO OF GAIJIN’S LATEST WIIWARE BIT.TRIP
Not a day after originally mentioning the latest entry in Gaijin’s Bit.Trip WiiWare series, GameSpot gets the first exclusive video footage, and the extended look should be very warmly familiar territory for anyone that experienced the first.
So what’s Bit.Trip: Core? A much less action-oriented and more dedicated rhythm game compared to the original Beat, but still no less of a low-bit audiovisual feast. Core loses all of its movement and keeps your control limited to a mid-screen cross hair, which can stretch laser lines in any of the four d-pad directions, used to fire at travelling pixels when they come into your range on musical cue.
More than anything else, what Core retains from Beat — and might probably rightly be called the bond that ties the series together (apart from the obvious graphic design and progression up and down from monochrome to hyper-color 3D — is the necessary tactic of unfocusing your eyes and taking in the screen as a whole.
At least with the first, and by the looks of this second, it’s a game of hoping your periphery is up to the task of tracking motion, rather than trying to stare down any single pixel, especially in later, more challenging sections, where they start to pump fake and feint.
GameSpot have two additional videos alongside the one above: see their coverage for more hands-on details.
Bit.Trip Core Hands-On [GameSpot]
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