Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”
One of a number of great gaming blogs you should be reading is A Secret Area, which has been around for awhile now. Back in December they did a piece covering the worst off all of the instances of The Game Awards, an institution so prestigious that this may be the first time I’ve even heard of it.
The most fun of the Oscars and other award shows is mocking the whole awful affair, and the Game Awards are no different. Please, have a look and enjoy!
Edit the Frog is still taking a break from covering romhacks, there’s thousands to sift through on romhacking.net, but in the meantime, here’s a fan-made, browser-playable version of Metroid! Although it looks a lot like the NES game, it’s no hack, but a from-the-ground-up reimplementation.
It was made specifically to help overcome the limitations of the NES platform, so Samus animates much more smoothly, there’s particle effects, multi-directional scrolling areas, built-in mapping, and the music uses later, more orchestral versions of the original’s music, although with an option to switch to the 8-bit originals. (I find that the music is a bit reluctant to play in the current version, though.) There’s other interesting features new features to find as well.
Most interesting is a built-in randomizer mode, and a second, alternate planet to explore! It’s designed along the lines of the original Zebes (here called “Zebeth,” a nod to the on-screen Romanization of Zebes in the NES game), but has some new elements, including areas that scroll in all directions, and new bosses!
Metroid is approaching 37 years old, and it was looking a bit long in the tooth three decades ago. Yet it’s still remarkably atmospheric for its age, and I find there’s something evocative about how the game’s world doesn’t feel designed like a challenging obstacle course for the player, like it just exists on its own and doesn’t particularly show any care for the player. There are some item gates, but like the original NES Legend of Zelda, many fewer than you’d expect, especially compared to their SNES sequels.
Screed time! Will Metroid still be played 20 years from now? I think so, although I find that most of the internet energy around these classic NES games now is focused on speedrunning, randomization and romhacks, and two of these three things Nintendo is actively fighting against. It’s a good example of how copyright law and corporate control has the potential to hold back both fan interest and property longevity. The rights to these games should be released to the public, while there is still a public that cares about them. Nintendo would probably get more money out of it, in the long run, from making sequels anyway.
Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”
Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”
ZZT was (is) an ancient shareware DOS game that runs in character mode, created and published by Tim Sweeney. Originally published by Potomac Computer Systems, a company ran out of the basement of Sweeney’s house, when it expanded its software selection it was renamed to Epic MegaGames, and later Epic Games, under which title it remains today, still headed by Tim Sweeney after all these years. He would go on to create the Unreal Engine, upon which the modern fortunes of the company were founded.
But back to ZZT, which is still a nifty piece of software, and a lot of fun to mess around with. It included an editor that allowed users to create their own scenarios, which spawned a modding community that survives to this day. Noted game designer and educator anna anthropy wrote a book about ZZT for Boss Fight and she continues to carry its banner today. ZZT scenarios both old and new can be found on the site Museum of ZZT, and every three hours Mastodon bot Worlds of ZZT publishes screenshots from random ZZT adventures.
Because it’s a character-mode game, ZZT modules are often confused with classic roguelike computer games. ZZT is not necessarily a roguelike, but it may be possible for someone to write a classic-style roguelike game in ZZT.
But running a DOS game nowadays is not as easy as it used to be. It requires the use of either a vintage computer system running a compatible DOS, a virtual machine like VirtualBox or Docker, or some DOS emulator, such as DOSbox, a tool for emulating a working DOS system that can run on current OSes, or Zeta, a DOS emulator with just enough features to get ZZT working.
ZZT was written in Turbo Pascal, but its source code had been misplaced by Tim Sweeney and was considered lost, until very recently (the past few days), when a nearly-complete version of ZZT 3.0 was found. Most of it can be downloaded from The Almost of ZZT, on Github, which is that version minus some parts of the source that are considered to be under third-party copyright.
Since it is incomplete it is not useful for compiling a working game, and is presented for historical reasons more than anything. Fortunately, there already exists The Reconstruction of ZZT, a reverse-engineered (with Sweeney’s blessing) version from 2020 that compiles to identical binaries.
ZZT is a subject that deserves much more detail than I can give it in an introductory post like this. Maybe later….
Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”
Kenta Cho, also known as ABAgames on Twitter and the web, has been at this for a good long while now. He has an amazing way of distilling the essence of gameplay down to its absolute barest essentials. He’s especially known for bullet hell, but my favorite games from him are his many many gameplay experiments. This is one of them: Pac-Man boiled down to its very essence, with the whole maze being a single corridor. It’s Paku Paku:
The single control, any keypress, reverse the direction of travel of Pac-Man’s green cousin up there. The single ghost chases Paku single-mindedly, slowly getting faster. Paku can wrap around the screen at the edge, which causes Blinky to chase them directly. (They’re not that bright.) Eating the large blinking dot that I insist on calling an Energizer makes the ghost vulnerable for a few short seconds. If the ghost is eaten, they regenerate if their eyes made it off the screen. Clearing the whole board of dots instantly produces a new set.
You only get one life, but new games start rapidly. The nearly five minute video above contains dozens of plays. No one gets you over losing and into a new attempt like Kenta Cho does.
Think you can do better? You might! Give it a try!
For this Perceptive Podcast, I’m speaking with Joshua Steinhauer who is the lead designer on the game Ardenfall — an open-world RPG to discuss building the game, RPG design and more.
Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”
It must seem like we have the indie gaming spaces hooked up into our very veins here, but truthfully it’s very easy for games with even a lot of buzz to slip through our greedy fingers. So it is with Pizza Tower (Steam), an extremely cartoony and entertaining platformer heavily influenced by Wario Land 4 (3h,22m). All kinds of people have been praising it, and saying that it does basically nothing wrong.
Here’s Polygon raving about it:
Take a good look at it. The loose animation is actually perfect, which it should be because the game took five years to make. The pixel art has way too many frames. The music jams so much. All of its jokes are funny. It even parodies Five Nights at Freddy’s throughout one level with jumpscares.
Its hero, the amusingly-named Peppino Spaghetti, isn’t Wario, but has his own vibe. He looks like he might have an aneurysm at any second. But like Wario he’s mostly invincible when he’s not fighting a boss. In normal levels enemies may slow him down, or cause him to lose points, or even give him temporary abilities, but they can’t stop him. He has a wide variety of moves to get him through the game world that you’ll have to completely master by the end.
The biggest point in common with Wario Land 4 is the escape sequences. Each of the game’s levels has a place in it where you have to destroy a pillar, which starts a timer and forces you to go back through the level you just passed with some minor differences. You can fail here if you don’t make it out in time. In order to get the highest rank on a stage, the vaunted “P” rating, you have to escape perfectly, without breaking your combo, and find all the treasures… and also escape twice within the time limit, by going through a 2nd Lap portal at the exit that takes you back to the beginning!
It’s already gotten a lot of people talking about it in terms like Game of the Year, and I’m sure it’ll be a prominent run at SGDQ 2023! Have a trailer:
We’re not averse to some cross-promotional synergy at Set Side B, so I figured I’d get a day’s linkage from a Q&A that I myself did with Patrick Traynor, creator of the astounding and brilliant puzzle game Patrick’s Parabox (itch.io, Steam). Parabox starts with Sokoban, but then compounds it in bizarre and fascinating ways. Ways like these (and this is very much only the beginning):
I did the Q&A some months ago, but it ended up getting delayed until late January of last month.