Tag Archives: games

You know, for kids

I just read a BoingBoing post The Case Against Candy Land and I mentally joined it with some stuff I had been reading about the history of Sesame Street, thanks to this guy’s blog.

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Good game visuals

Further to an earlier post where I criticized the visuals of an online chess game, I figured I’d post a couple games that do the visuals right.

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Since ripping off Ferry Halim is in vogue right now…

I didn’t see the Olympic rip-off of Ferry Halim’s Winterbells but I did get to see this:
http://www.bannerblog.com.au/2008/04/offset_the_evil_panda.php

This also looks like a Winterbells clone. But some of the ways in which it differs serves to underline what was so good about Winterbells.

It has the same basic idea. In Winterbells, you control a rabbit that hops on bells, which disappear when you jump on them. In this banner ad, you control a panda that hops on rainbows.

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Graphic design of a chess game

This chess game is hard on the eyes. I think the transparency wasn’t really necessary. And the dominant visual element on the screen? This thing:

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Video games as accomplishment simulator

Carrington Vanston posted about video games. This is similar to some thoughts I’ve had before. He says:

That’s the big lie of video games: the illusion of activity.

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Batman Batman Batman

The first game I programmed was a text-based choose-your-own-adventure about Batman. It was a series of nested “if” statements. The only loop was at the beginning, when it did the theme song: (Also in text)
Nana nana nana nana
Nana nana nana nana
Batman!
Nana nana nana nana
Nana nana nana nana
Batman!

I don’t think I still have the Pascal files for this.

My first video was a fake commercial shot for school, all edited in camera. It was for a fictional soft-drink called Carbonated Beef.

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Horror game

I played this M&M horror game for about an hour and only got 40 out of 50. Some of them gave me trouble because I wouldn’t have classified them as horror, (A Clockwork Orange?) or because I was thinking a little too literally to get it. (Six != Sixth)

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Space Invaders

I think I never properly gave Space Invaders credit, but I’ve played it a bit lately, and I’ve got to give it props. That’s a game that worked very well within the hardware limitations.

For example, the fewer invaders there are on the screen, the faster they move. This means each level has a natural escalation in difficulty. But it also means the computer always moves one invader per frame, which maintains a consistent load on the processor.

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Ferry Halim phones it in

The Crossing, the latest game on Orisinal is kind of lame. I stopped playing when I still had three extra deers, because I had lost interest.

Now, I’m not saying this just to complain that the free game that a complete stranger made for me is not good enough. I will use this to illustrate a factor in making a game fun.

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