The latest indie dev showcase, where I play developer submitted games and demos over on game-wisdom. If you would like to submit a game for a future piece, please get in touch.
No, Q*bert hasn’t died! Well except in the usual sense sometimes of being pounced upon by a big purple snake or plummeting from a pyramid with a characteristic @!#?@! Instead, their game’s designer and programmer Warren Davis did a talk about the game’s creation for GDC!
You can find out:
The origins of the cube graphics and the characters
The story behind the game’s name
What Warren Davis said aloud during the unveiling of Gottlieb’s new company name Mylstar!
“We scour the Earth web for indie, retro, and niche gaming news so you don’t have to, drebnar!” – your faithful reporter
Greetings to all humans down there on planet Glorb-III, also known as Earth. Let’s get started, drebnar!
A lament from Reddit on how Streetpasses are impossible to get now. If only Nintendo had thought to include them on the Switch. Probably it’ll take another ten years before they realize what a good idea they had.
Chris Friberg of Den of Geek tells us his picks for the 15 best NES RPGs. #1 is Dragon Quest III! (What do you mean, don’t spoil it? I’m an alien, I spoil everything drebnar!) He also ranks Wizardry pretty high, he has great taste!
Rodney Greenblat, famously the creator of the video style behind Parappa the Rapper and the criminally underrated UmJammer Lammy, has a new YouTube account, on which he’s been posting various interesting and fun things, including short interviews with the characters from around when UmJammer Lammy was new, as well as pre-production cutscenes with a completely different design for Lammy! Whaaa?? Have a look!
In the spirit of reducing things even further, the games on tap, with each game’s segment cued up for easy perusal, are:
Ooblets, from Glumberland, aggressively cute farming/monster sim.
Batora: Lost Haven, from Team17 and Stormind Games, sci-fi narrative action-RPG.
ElecHead, from Nama Takahashi, pixel-art puzzle/platformer that he started working on as a student, and started life as a game jam project.
Soundfall, from Drastic Games and Noodlecake, co-op rhythm action combat game. (Released today!)
Wildfrost, from Chucklefish and Deadpan Games, a “tactical roguelike deckbuilder.” (We have our own opinions as to what roguelike means.)
Totally Accurate Battle Simulator, from Landfall Games, a humorous physics-based combat simulation sandbox that first made waves on Steam.
Gunbrella, from doinksoft and Devolver Digital, a Wild West-themed “noir-pink” pixel-art Metroidvania. Not available until next year, though.
We Are OFK, from Team OFK, a episodic “indiepop music biopic” game (a lot of scare quotes this post, I admit) based on a band.
Silt, from Fireshine and Spiral Circus Games, an aquatic puzzle/exploration game with a monochrome silhouette aesthetic.
Mini Motorways, from Dinosaur Polo Club! A sequel to Mini Metro, I did a Q&A with its developers over at Game Developer! (For some reason it’s attributed to “staff,” but I assure you I wrote the questions for it.) It’s a strategy simulation game about laying out roads. (Released today!)
Wayward Strand, from ghost pattern, a narrative adventure game set in 1970s Australia with a time management element.
Cult of the Lamb, from Devolver Digital and Massive Monster, a cute procedurally-generated town-building game with action elements and dungeon exploration.
Another Crab’s Treasure, from Aggro Crab, which actively calls itself a “Souls-like” in its trailer, an action combat game about a hermit crab out on a quest. Hermit crabs find shells and other objects to serve as their home in real life, and this game incorporates that fact into the gameplay. Not out until next year, though.
At the end, there were a few short clips of other upcoming games: One Shot: World Machine Edition, Gibbon: Beyond the Trees (releases today), Idol Manager, Card Shark, Cursed to Golf, A Guidebook of Babel, and OPUS: Echo of Starsong: Full Bloom Edition.
Last-minute addition, here are Kyle and Krista, formerly of the Nintendo Minute and now with their own thang going on, reacting to the games:
TheZZAZZGlitch over on YouTube found some entertaining passwords for 8-bit games that put you in interesting places. It also explains a bit about the nature of passwords as a makeshift data storage system, and why sometimes you can make them spell funny things that still work. They even offer some advice on constructing your own silly/glitchy passwords.
“We scour the Earth web for indie, retro, and niche gaming news so you don’t have to, drebnar!” – your faithful reporter
Greetings, humans! Here is the gaming news I could glean from decrypting your internet broadcasts from my flying saucer floating above your atmosphere!
Jordan Devore, Destructoid: Rogue Legacy 2 Drops Vertigo From Its Traits List. You see, each character you play in that game is part of a lineage of characters, and they have semi-random traits. One of those traits flipped the screen upside-down during play. Or it did. Now it’s not in the game anymore!
Alex Donaldson at VG247 warns us that Sonic Origins probably won’t have Sonic 3‘s original soundtrack, due to rights issues related to Michael Jackson’s involvement with the project. Sega has been hampered with music rights across several games, including the soundtrack for some ports of Crazy Taxi.
More from Ars Technica, Sam Machkovech tells us about Rifftrax: The Game!
Kimimi the Game-Eating She Monster (great handle!) has a knack for finding awesome Japanese games that Western shores missed 0ut on, and one such game is Bounty Sword, a Super Famicom JRPG with real-time combat, muted colors, and let’s not forget a fairy playing the role of player cursor. It’s worth your time to read, and maybe to contribute to her Ko-Fi!
Since I wrote that, she’s posted a review of another extremely interesting Squaresoft game, for the WonderSwan, Wild Card!
For this interview, I spoke with Christian and Stefan of Studio Centurion to discuss their game Line War, and how they’re trying to build a new kind of RTS game that focuses on strategy as opposed to micro. We spoke about how the game came about, thoughts on RTS gameplay, and more.
Boundary Break, a YouTube channel that looks into unused and off-limits areas left in game code, did a video on the expanded version of The Stanley Parable, and they managed to get a wonderful bit of in-character dialogue from the game’s narrator.
That’s the hook! The real reason to load it though is Boundary Break does nice work, finding out-of-bounds content in games. Also check out their recent video on Wii Sports, although note there’s an ad as part of the content. Folks gotta eat.
“We scour the Earth web for indie, retro, and niche gaming news so you don’t have to, drebnar!” – your faithful reporter
This is a big one! Kat Bailey reporting for IGN and doing some quality journalism, looking into Nintendo of America’s problem with leaning on contract employees. Nintendo has enjoyed something of a reputation as a good place to work, but it definitely seems like this has changed. The article is long but a must-read!
We’re back for another Sundry Sunday! Congratulations for making it another week into our technological hellscape! Your reward is another catchy tune and some information from the old days of arcades.
Gradius is a long-lived and storied series of shooters, full of interesting details and traditions, but my favorite part of it all is something not a lot of English-speaking fans may be familiar with.
The first arcade releases of Konami’s Twinbee and Gradius were produced using “bubble memory,” a type of storage that had to warm up, literally, to be read reliably.
It would work effectively if it had been running for at least a couple of minutes. So, to prevent anyone from playing the game too soon after the machine had been turned on in the morning, it would display a countdown on the screen. It would also emit a digitized voice, saying “Getting ready!” and then after a few seconds, it would play the MORNING MUSIC, while the computer warmed up, as in the video embedded above. I kind of think of it as the national anthem of arcadeland.
One of the quirks of Gradius‘s bubble storage is that it was read sequentially, from a starting point. Its stage layouts were stored in this memory. Dealing with this hardware quirk required the game, when the player lost a life, to return back to the last starting point they had passed. This was the source of one of the Gradius series’s major characteristics, having to return to a previous part of the level, which could then be read into memory going forward once again.
I forget where I heard this factoid, but I think I saw it in the supplemental material in the Gradius Arcade Collection, out on Steam and Switch, and no doubt other platforms. Hey, it’s Sunday, I’m not supposed to be stressing out about these details!