Two controls, one bouncing stick, uneven terrain that eventually falls out from under you, get the stick as far to the right as you can. Harder than it sounds. I got 107.04 on, like, my 2,341st try. (Cheat code: you can get pretty far just by holding 'A' down.) Also fun: seeing how far to the left you can get...I couldn't get much past -48.
In the mystical years of the late 90s, a little game called SiSSYFiGHT 2000 was born on the web. Hundreds of thousands of players fought as bratty little girls, teasing and tattling and licking their lollipops on the playground. An amazing community sprang up around the game, in which players became fan artists and storytellers, reporters and celebrities, criminals and vigilantes.
There was something special about SiSSYFiGHT. It was one of the first multiplayer games with real-time chat in a browser. It was a social game with actual social gameplay, long before "social games" on Facebook existed. Its stylishly primitive visual look preceded the rise of big-pixel indie games by almost a decade.
Without going into too much detail, Mario generally lives and works in the Mushroom Kingdom, one of the largest geo-political structures on Mushroom World, in the Grand Finale Galaxy in, yes, the Mushroom Universe.
For the purposes of this answer I will deliberately restrict the terms to discussing Mushroom World, as a comprehensive answer on the entire Mushroom Universe would require covering 20-22 (depending on how you count) Galaxies and frankly, I doubt it would be any more fun to read than it would be to write.
The new iOS gaming hotness is Ridiculous Fishing. In it, you try to get your hook as deep as you can, then catch as many fish as you can on the way up, and finally shoot as many of the fish as you can with a gun. There are also chainsaws and an in-game Twitter clone called Byrdr. This game is ten times more charming than that Arnold on Green Acres and fun as hell. Highly recommended. If you need an extra nudge, here's the trailer:
Younger gamers are, in a sense, both the secret to Barcade's success and its great ongoing threat. More than players like Chien and the older pros, Barcade attracts young local patrons typical of the Brooklyn bar scene. For many of these visitors the classic arcade hits of the 1980s were released long before they were born, familiar to them primarily as cultural icons rather than living memories.
"When we opened in 2004, some of these games weren't even 20 years old," says Kermizian. "But now, eight years on, we find the ideal period of nostalgia keeps shifting on us as our customers are a little bit younger. So we've started to go with some early '90s games. You know, we've put Teenage Mutant Ninja Turtles in two of the three arcade locations and that's our number one most popular game now. People just go crazy playing that."
On a good night a single Teenage Mutant Ninja Turtles machine will see its coin tray filled. "At the end of the night we just dump a bucket of quarters out of the machine, around 50 bucks worth."
All these years on, with prices unadjusted for inflation, the aging arcade still offers a viable business. But time continues to be the greatest menace to the arcade, even in the midst of this repackaged revival. For many, this parade of curios whose bleeps and flashes provide an atmospheric link to the past long gone is little more than a hands-on exhibit, where Space Invaders' and Pac-Man's iconography is not forgotten but made fashionable. But fashions are transient. How long can the business model sustain?
When Steil achieved his current high score of 889,131 points (and 222 lines) in October of 2012, it felt like a loss. Despite being Steil's best game to date, it represented a failure to reach the perfection of a max out. When he posted the score on Facebook for his Tetris friends to see, he wrote, "Another new high score, but what a choke job at 222 [lines]. Each new high score is a minor success as well as a monumental failure."
This attitude pervades competitive Tetris, and it highlights the perverse aspect that the best game is still a loss. Faced with this harsh reality, NES Tetris players have devised ways to compete (the Championship), milestones to achieve (max outs and high numbers of lines per game), and ways to measure performance (max outs achieved starting at higher levels are more difficult due to the game's speed). Fundamentally, however, players compete against themselves and lose every time.
Here's what getting a max score on Tetris looks like:
Full disclosure: this article exists so I can tell you all about Grand Theft Auto: San Andreas: Kirk Douglas. Just look at it! It's exquisite. The game itself is as grand as the cover. It is San Andreas, with the load screens replaced by EXTREME closeups of Kirk Douglas-and occasionally his son Michael Douglas, because hey, close enough, right? In the game, the main character appears to be a rough approximation of Kirk Douglas. Oh, and all the missions have been removed, so there's nothing to do.
I do not doubt RoboCop's commitment to Sparkle Motion.
The first full-fledged and highly publicized legal attack on pinball came on January 21st, 1942, when New York City Mayor Fiorello LaGuardia banned pinball in the city, ordering the seizure of thousands of machines. The ban -- which would remain in effect until 1976 -- was the culmination of legal efforts which had started much earlier, and which could be found in municipal pockets all over the country. LaGuardia, however, was the first to get the job done on a large scale. A native New Yorker of half-Italian, half-Jewish ancestry, LaGuardia despised corruption in all forms, and the image of the stereotypical Italian gangster was one he resented. During his long, popular tenure as mayor of New York City, he shut down brothels, rounded up slot machines, arrested gangsters on any charge he could find, and he banned pinball. For the somewhat puritanical LaGuardia, pinball machine pushers were "slimy crews of tinhorns, well dressed and living in luxury on penny thievery" and the game was part of a broader "craze" for gambling. He ordered the city's police to make Prohibition-style pinball raids and seizures its "top priority," and was photographed with a sledgehammer, triumphantly smashing the seized machines. On the first day of the ban, the city police confiscated more than 2,000 pinball machines and issued nearly 1,500 summons. A New York Times article of January 23, 1942 informed readers that the "shiny trimmings of 2,000 machines" had been stripped and sent off to the country's munitions factories to contribute to the war effort.
Your addictive iOS game for the week: Hundreds. The concept and gameplay is super-simple...tap to expand circles until you reach a score of 100 without letting an expanding circle touch anything. And then it gets surprisingly difficult. Check out how the gameplay works:
In this video, Bo Jackson's historic quarter-long run against the Patriots is recreated on Tecmo Super Bowl almost exactly. I tried to figure out how many yards he actually ran, but I can't count that high or fast. Apparently a Tecmo quarter lasts about 1:54 when the clock is allowed to run.
On Nov. 29, 1972, a crude table-tennis arcade game in a garish orange cabinet was delivered to bars and pizza parlors around California, and a multi-billion-dollar industry was born. Here's how that happened, direct from the freaks and geeks who invented a culture and paved the way for today's tech moguls.
We are very proud to announce that MoMA has acquired a selection of 14 video games, the seedbed for an initial wish list of about 40 to be acquired in the near future, as well as for a new category of artworks in MoMA's collection that we hope will grow in the future. This initial group, which we will install for your delight in the Museum's Philip Johnson Galleries in March 2013, features...
The games include Tetris, Passage, The Sims, and Katamari Damacy. No Nintendo games on that list, probably due to ongoing negotiations with Nintendo.
The "cat cow" requires the dancer to get on hands and knees, thrust their hips and swing their head from side to side. It is but one of a handful of ridiculous moves in a dance inspired by playing cowboy and humping things, but throughout the day we will hear from almost everyone we talk to that in spite of how ridiculous it is, it has been hellish to recreate it in the game. A lot of magic has been thrown at solving the problem of the cat cow.
I only downloaded Letterpress about 10 minutes ago but I am already hopelessly hooked. The game is a combination of Boggle and Go and was made by Loren Brichter, who made Tweetie back in the day. This is the sort of app that makes me weep because it's so simple and polished yet endless. Brichter is some sort of iOS wizard and we should have him burned at the stake for his wonderfully addictive magic.
The halftime show of the OSU vs Nebraska football game featured the OSU Marching Band's tribute to classic video games. This is a 9 minute video, and I surprised myself by watching the whole thing. Tetris at 1:25 is fantastic, and the running horse at 6:00 EXTRA fantastic.
The best part of my job is randomly stumbling across a game no one knows about, by a developer no one has heard of, and have it absolutely blow my mind. It doesn't happen often, but when it does, it results in drained batteries and dropping everything to get something on the site about it while I wait for my iPhone to charge only to return to the fray.
It just didn't look that fun. But I did try it. Once, twice, three times. And it didn't grab me. Then I picked it up last night and ended up playing for two hours straight. It's taking all my self-control right now not to play it all day. In conclusion, you should totally not download this game because it will completely disrupt your entire life.
Free idea for iOS game devs: for just about any iOS game I've played for the more than 60 minutes, I would pay dearly (like $10-15) for a God-mode option that let you play the game infinitely long without dying. The type of God mode would depend on the game. For Tiny Wings, it would be as simple as removing the sunset. For Ski Safari, ditch the avalanche. For Kingdom Rush, God mode might be something like starting any level with unlimited gold and unlimited enemies. (For KR, I would probably pay $30 for an unlimited mode.) And perhaps God mode purchase option only unlocks after a certain amount of gameplay. It wouldn't work for any game...e.g. I can't think of what God mode for Angry Birds would be like. But for a certain type of game, God mode would be a great way for experts to explore more of the games they love.
Update: Several people of Twitter mentioned The Mighty Eagle as Angry Birds' God mode, which is close. A couple of others also suggested unlimited birds of your choosing on every level...good idea!
Uh oh, this is bad news for my productivity after this Thursday...Andreas Illiger is set to release the sequel to the mega-fun Tiny Wings on July 12th. In the meantime, watch the adorable handmade trailer:
In the amount of time I have spent playing Kingdom Rush on the iPad, I could have completed a second or even third college degree. So it is with some relutance that I have been made aware of the iPhone version of Kingdom Rush, out today. It's the same game, optimized for the smaller screen on the iPhone and only 99 cents. Maybe the reason the whole "can't use the iPad/iPhone for creation" thing persists is that everyone is using the damn things to play tower defense games instead.
Alexey Pazhitnov, a computer programmer from Moscow, created Tetris in 1985 but as the Soviet Union was Communist and all, the state owned the game and any rights to it. Who procured the rights from whom on the other side of the Iron Curtain became the basis of legal wranglings and lawsuits; the Atari/Nintendo battle over Tetris wasn't settled until 1993.
Ski Safari is an iOS game that's kind of a cross between Tiny Wings and CycloManiacs...which is to say that I love love love it. Here's my high score, about which I'm very ashamed and proud at the same time:
Judging from the sheer number of you who sent in this link, it might be the kottke.orgest link in the history of the internet. In it, Sam Anderson goes long for the NY Times Magazine on casual games (like Angry Birds, Tetris, Bejeweled, etc.).
In 2009, 25 years after the invention of Tetris, a nearly bankrupt Finnish company called Rovio hit upon a similarly perfect fusion of game and device: Angry Birds. The game involves launching peevish birds at green pigs hiding inside flimsy structures. Its basic mechanism - using your index finger to pull back a slingshot, over and over and over and over and over and over and over - was the perfect use of the new technology of the touch screen: simple enough to lure a suddenly immense new market of casual gamers, satisfying enough to hook them.
Within months, Angry Birds became the most popular game on the iPhone, then spread across every other available platform. Today it has been downloaded, in its various forms, more than 700 million times. It has also inspired a disturbingly robust merchandising empire: films, T-shirts, novelty slippers, even plans for Angry Birds "activity parks" featuring play equipment for kids. For months, a sign outside my local auto-repair shop promised, "Free Angry Birds pen with service." The game's latest iteration, Angry Birds Space, appeared a couple weeks ago with a promotional push from Wal-Mart, T-Mobile, National Geographic Books, MTV and NASA. (There was an announcement on the International Space Station.) Angry Birds, it seems, is our Tetris: the string of digital prayer beads that our entire culture can twiddle in moments of rapture or anxiety - economic, political or existential.
Don't know why exactly, but I am loving the hell out of Happy Wheels. The game is pretty simple -- it's a cross between CycloManiacs, Line Rider, and Jackass -- you ride on a bike or Segway or mobility scooter through a course avoiding obstacles and trying to reach the end. Which is fun enough except that when you hit something hard, you body flies apart and blood sprays all over the place. Hilariously. Like this Skate 3 video, which is also inexplicably gut-busting. (via mlkshk)
Kinect Star Wars has a Galactic Dance Off mode where you can "dance to modern songs remixed with Star Wars lyrics". After watching 30 seconds of this, you may not be able to get "I'm Han Solo" out of your head. It features dance moves like "The Speeder", "Chewie Hug", and "Trash Compactor".
Kind of amazing, but not surprising, that the Star Wars universe has come to this. As one YouTube commenter noted:
I just felt the death of Star Wars. It was as if millions of voices suddenly cried out in terror, and were suddenly silenced.
Here are some of the lyrics:
I'm feeling like a star,
you can't stop my shine
I'm loving Cloud City,
my head's in the sky
I'm solo, I'm Han Solo,
I'm Han Solo.
I'm Han Solo. Solo.
Yeah, I'm feeling good tonight,
Finally feeling free and it feels so right, oh.
Time to do the things I like,
Gonna see a Princess, everything's all right, oh.
No Jabba to answer to,
Ain't a fixture in the palace zoo, no.
And since that carbonite's off me
I'm livin' life now that I'm free, yeah.
Told me to get myself together
Now I got myself together, yeah.
Now I made it through the weather,
Better days are gonna get better.
I'm so happy the carbonite is gone.
I'm movin' on.
I'm so happy that it's over now.
The pain is gone.
I'm putting on my shades
to cover up my eyes
I'm jumpin' in my ride,
I'm heading out tonight
I'm solo, I'm Han Solo,
I'm Han Solo.
I'm Han Solo. Solo.
I'm picking up my blaster,
put it on my side.
I'm jumpin' in my Falcon
Wookie at my side.
I'm solo, I'm Han Solo,
I'm Han Solo.
I'm Han Solo. Solo.
It's at this point that Lando comes on and gets jiggy. Amazing. (via ★ironicsans)
It's a deeply strange artifact: an A4-sized, full color glossy affair, abundantly illustrated with captioned photographs, screen shots, and lavish illustrations of exploding space ships and lunar landscapes. It boasts a perfunctory introduction by Steven Spielberg ("read this book and learn from young Martin's horrific odyssey round the world's arcades before you too become a video-junkie"), complete with full-page portrait of the Hollywood Boy Wonder leaning awkwardly against an arcade machine like some sort of geeky, high-waisted Fonz. We're not even into the text proper, and already its cup runneth over with 100-proof WTF.
The quantum levitation videos I showed you a couple months ago are pretty cool, but scientists scienticiens at the Japan Institute of Science and Technology have upped the game by using QL CGI to build a real-world Wipeout track.
Say it with me: science!! Also, do Rainbow Road next! (via ★interesting)
Update: Say it with me: advertising! Or some other such nonsense. Several people have alerted me that this video is a fake...you can see vapor trails passing through walls, etc. Boo. Boo-urns. (thx, all)
Miyamoto, who is responsible for creating or overseeing the creation of Mario Bros, Donkey Kong, The Legend of Zelda, and many other games, is stepping down from his role as manager of Nintendo's Entertainment Analysis and Development branch to work with a smaller team on smaller games with much shorter timelines.
"What I really want to do is be in the forefront of game development once again myself," Miyamoto said. "Probably working on a smaller project with even younger developers. Or I might be interested in making something that I can make myself, by myself. Something really small."
"This is absolutely not true," said a spokeswoman for Nintendo. "There seems to have been a misunderstanding. He has said all along that he wants to train the younger generation. "He has no intention of stepping down. Please do not be concerned."
A video compilation of deaths from old school video games, from Pong and Space Invaders right on up to Afterburner.
The music is a MIDI version of Mad World, originally done by Tears for Fears but probably best known in the gaming community as the music in the most poignant trailer ever done for a violent third-person shooter game.
Labels corresponding to address values have been added to every line to make the code easier to follow for beginners interested in understanding the inner workings of a Nintendo game. The labels also make the code easier to debug if it is modified. At this time, the source code is still a work in progress but it is much farther along than the original document. The title page is completely documented. The intro routine, end routine, password scheme and sound engine are described in detail. About a third of the game engine is detailed and about half of each game area page.
I spent perhaps too much time this morning pondering one of the mysteries of the internet: Sergey Brin's astronomically high scores on the Google+ version of Angry Birds. For instance, Brin's high score on the easiest level of the game is 36240. It's a legit score (here's a higher one) and he has impressive scores on several other levels. But in 15 minutes of playing this morning, I couldn't get within a thousand points of his score. (Hey, at least I beat Kevin Rose.)
So does Brin actually spend time obsessively playing Angry Birds to get those high scores (instead of, say, running Google or his other ventures) or has he written a program of some sort to produce near-optimal scores or does he have a fleet of interns playing as him for hours on end? We need to know this vital info...if you're interviewing Sergey at an upcoming conference, please ask him about this!
Glitch, the "massively multi-player game built in the spirit of the web" built by Stewart Butterfield and other ex-Flickrinos and ex-Game Neverendingarinos, is out of beta and ready for everyone to try. The Glitch blog has more.
Glitch launches today. Launch is an important milestone, but in most ways, this is just the beginning. The end of Beta means we have something stable enough and fun enough that we're happy to invite the world to play. But we want to create a game and world with the real possibility for infinite play, and that means Glitch will be continuing to grow, develop and evolve for many years to come.
Wow. Someone is making a video game featuring the original Super Mario Bros worlds but Mario is outfitted with a Portal gun. Watch the demo:
More information on the game's development is here.
Yes, this is an actual game being developed - it is not a mod of any existing one. It's coded with L"ove (info at the bottom of the left menu) and will be released for free (so we don't get stabbed by lawyers)
All the source code of the game will be available after release
The game will have mappacks, which will be downloadable from ingame. Users most likely won't be able to publish maps directly, but will be able to send them in and we'll add them for everyone to use.
The primary maps will have a story and some portaly puzzles. What kind, well, we'll figure that out as we go
Level editor will be embedded in the game so you can edit the level while you play
Original SMB levels and Lost levels will be included
Ok, if you don't want to be playing this game for the next 20 hours straight, click away now. Kingdom Rush is my latest tower defense addiction and it may be the best one yet. That the music sounds a lot like the Game of Thones theme isn't hurting it either.
Audiosurf is a racing game where the courses are determined by the music you play from your own library. There are all sorts of YouTube clips of the gameplay (which is reminiscent of Guitar Hero)...here's a representative one:
But by the fourth game I started to pick up tendencies in all the batters. Jason Bartlett swung at first-pitch changeups. Will Venable couldn't hit the palm ball. In fact, most of these free-swinging Padres couldn't hit Dock's funky palm ball. I threw it often. But by then, also, the first acid distractions entered: the TV flickered; the cracks in the wall started to move; the hand soap started to breathe -- those sorts of things. Plus I was drawn to the outdoor garden between innings. Rain was near, I sensed.
You think you're good at Tetris? Think again. Hell, you think you're good at anything? Think again, again! Tetris grandmaster Jin8 shows you how it's done:
It starts getting insane around the 3:00 mark and then, at 5 minutes in, all the blocks turn invisible and he keeps right on going! It's like he's playing blindfold speed chess on the hood of a stock car!! I mean, !!!!!
James Somers noticed that his equity derivative-trading roommate was the only one of his young professional friends who comes home from work "buoyant and satisfied", so he accompanied him to work one day to see what his job entailed. Turns out he basically plays video games all day.
A trader's job is to be smarter than the market. He converts a mess of analysis and intuition into simple bets. He makes moves. If his predictions are better than everyone else's, he wins money; if not, he loses it. At every moment he has a crystalline picture of his bottom line, the "P and L" (profit and loss) that determines how much of a bonus he'll get and, more importantly, where he stands among his peers. As my friend put it, traders are "very, very, very competitive." At the end of the day they ask each other "how did you do today?" Trading is one of the few jobs with an actual leaderboard, which, if you've ever been on one, or strived to get there, you'll recognize as being perhaps the single most powerful driver of a gamer's engagement.
That seems to be the core of it, but no doubt there are other game-like features in play here: the importance of timing and tactile dexterity; the clear presence of two abstract levels of attention and activity, one long-term and strategic, the other fiercely tactical, localized in bursts a minute or two long; the need for teams and ceaseless chatter; and so on.
Athleticism and competitiveness are often downplayed when we talk about white collar careers but are essential in many disciplines. Doctors (surgeons in particular) have both those traits, founding a startup company is definitely competitive and can be as physically demanding as running, teachers are standing or walking all day long, and even something like programming requires manual dexterity with the mouse & keyboard and the stamina to sit in a chair paying single-minded attention to a task for 10-12 hours a day. (via @tcarmody)
Atari's Greatest Hits is a free iOS game that come bundled with Pong and the option to purchase 99 more classic arcade and 2600 games. Available games include Tempest, Missle Command, Crystal Castles, Centipede, and Asteroids, some of which are multiplayer over Bluetooth. (via df)
Boxer plays MS-DOS games on your Mac. It's based on the robust DOSBox emulator, with a lot of magic sprinkled on top. Run DOS programs from Finder. Wrap your games into tidy gameboxes that launch like Mac apps. Painlessly install games from CD-then bundle the CD with your game so you don't even need it in the drive.
Forty years and ten iterations later, the Oregon Trail has sold over 65 million copies worldwide, becoming the most widely distributed educational game of all time. Market research done in 2006 found that almost 45 percent of parents with young children knew Oregon Trail, despite the fact that it largely disappeared from the market in the late '90s.
A recent frenzy of nostalgia over the game has yielded everything from popular T-shirts ("You have died of dysentery") to band tour promotions ("Fall Out Boy Trail") to humorous references on popular websites ("Digg has broken an axle").
"It's hard to think of another game that endured for so long and yet has still been so successful," says Jon-Paul Dyson, director of the International Center for the History of Electronic Games at the Strong. "For generations of computer users, it was their introduction to gaming, and to computer use itself."
This bookmarklet will let you play Katamari Damacy on any web site. Activating it will display a ball on your screen that will roll up all the images and words on the screen. Try it right now on kottke.org. Works best in Firefox and Chrome. (thx, yotam)
BoxCar 2D is a fun little toy: it uses genetic algorithms to evolve little cars that can complete obstacle courses (like the ones you'd find on Cyclomaniacs). If you play this for more than a minute or two, you'll be at it for 30 minutes, easy. (via moleitau)
Forgive me Internet for I have sinned. It has been several months since I regularly posted addictive Flash games to kottke.org. As penance, I offer up Love, in which you get your spinning square close to (but not too close to) a bunch of squares. More funner than it sounds. Go in peace.
Over the last few years, I've been collecting examples of metagames -- not the strategy of metagaming, but playable games about videogames. Most of these, like Desert Bus or Quest for the Crown, are one-joke games for a quick laugh. Others, like Cow Clicker and Upgrade Complete, are playable critiques of game mechanics. Some are even (gasp!) fun.
In the Seahawks/Saints game over the weekend, Seahawks running back Marshawn Lynch made an improbable game-winning touchdown run. So, I can't decide which one of these videos is better. Marshawn Lynch's Tecmo Bowl Run:
In his games, Miyamoto has always tried to re-create his childhood wonderment, if not always the actual experiences that gave rise to it, since the experiences themselves may be harder to come by in a paved and partitioned world. "I can still recall the kind of sensation I had when I was in a small river, and I was searching with my hands beneath a rock, and something hit my finger, and I noticed it was a fish," he told me one day. "That's something that I just can't express in words. It's such an unusual situation. I wish that children nowadays could have similar experiences, but it's not very easy."
In a recent interview for the 25th anniversary of Super Mario Bros., Mario's baby daddy Shigeru Miyamoto revealed that the infinite 1-up trick was included in the game on purpose but that the minus world was a bug.
"We did code the game so that a trick like that would be possible," Miyamoto revealed. "We tested it out extensively to figure out how possible pulling the trick off should be and came up with how it is now, but people turned out to be a lot better at pulling the trick off for ages on end than we thought." What about the famed Minus World? "That's a bug, yes, but it's not like it crashes the game, so it's really kind of a feature, too!"
The only force acting on the bird (if the bird is not moving too fast) would be the gravitational force from the Earth. This is where I see lots of intro-student mistakes. They tend to want to put some force in the horizontal direction because the bird is moving that way. DON'T do that. That is what Aristotle would have you believe, but you don't want to be in his club. There is no horizontal force in this case -- no air resistance.
He also determines the height of the red bird: about 2.3 feet tall. The big red bird must be at least double that.
This bookmarklet will let you play Asteroids on any web page...the enemies are the images, text, and videos on the page. You can click here to play right now on this very page. (Arrows to move, spacebar to fire, the score is in the lower right corner.) It's pretty satisfying to blow the kottke.org front page to bits. Someone should make a multiplayer version so that everyone currently visiting a page can all play together. (thx, cary)
Steve Wiebe has reclaimed the high score on the planet's collective Donkey Kong arcade machine; he's the third player to hold the top spot this year.
Wiebe last held the Donkey Kong record in spring of 2007, only to be bested by his movie rival Billy Mitchell months later. Mitchell's score fell to New York's Hank Chien in March of this year, but the Florida hot sauce distributor regained the title on July 31 with a score of 1,062,800 points.
You may recall Weibe's battle with Mitchell in King of Kong.
A little Friday fun: Clock Blocks. It took me a bit to figure out how to play, but basically you clear a grid of clocks by shooting from clock to clock at the angle of each clock's rapidly spinning second hand. Ok, maybe not so basically, but you'll get the gist after playing for a few seconds. There is also an iPhone version.
Fiore did a similar project with pinball machines...instead of photos, the ball was covered in paint and left trails on vellum. Reminds me of some of the other time merge media I collected awhile back. (via @brainpicker)
This profile of Billy Mitchell and other classic video game record holders starts off as most do, with descriptions of Mitchell's hair, the dizzying scores, the rivalries, and Mitchell's perfect game of Pac-Man:
Another player named Rick Fothergill had almost beaten Billy to the mark, but he fell short by nine dots, or 90 points. Fothergill is Canadian, and his challenge made Billy redouble his efforts, because Billy thinks of his Pac-Man prowess as a patriotic symbol, a matter of national pride not unlike like the space race. Billy was so determined to beat Canada that he forgot to eat for several days. He had set out on his quest July 1 -- Canada Day -- and eventually executed 30,000 precisely calculated turns for a perfect run just in time to celebrate America's own Day of Independence on July 4. "It's like Neil Armstrong walking on the moon," he told reporters afterward. "No matter how many people accomplish the feat, it will always be Armstrong who will be remembered for doing it first. And, best of all, it was an American." To emphasize the point, Billy began using a new set of high-score initials: USA.
But then, it starts to get deep. This is a great piece and not just for gamers. (thx, @asimone)
This feat may sound impossible, but for Game Informer reader and hardcore Modern Warfare 2 player Glen McCracken, it's only a matter of time. In two hours of playing, Glen has reached rank 5 without taking a life. Using pacifist means to earn points, Glen estimates it will take him roughly two months to be the first player to reach rank 70 with zero kills.
Uh oh, this one is going to be a big timesink. Timetub? Timelake? Anyway, try out Solipskier and feel the rest of your day slipping away. My top so far: 18.7 million...I got a lot better once I tried it on the iPad. (via waxy)
Of the three reviewers, only Kuroishi manages to play it all the way to the end. Two of the three are missing their pinkies -- in the old days, when a yakuza or his subordinates screwed up, they chopped off pinkies as an act of atonement -- and this seems to affect their gameplay.
The game got high marks overall.
M: The corporate yakuza guys get a thumbs up for realism. Nice suit. Smart. Financially savvy. Obsessed with money. Sneaky and conniving. Ruthless. S: There are a lot of guys whom I feel like I know. The dialogue is right too. They sound like yakuza. K: Braggarts, bullies, and sweet-talkers. I agree -- it feels like I know the guys on the screen. M: Kiryu is the way yakuza used to be. We kept the streets clean. People liked us. We didn't bother ordinary citizens. We respected our bosses. Now, guys like that only exist in video games. S: I don't know any ex-yakuza running orphanages. K: There was one a few years ago. A good guy. M: You sure it wasn't just a tax shelter? K: Sure it was a tax shelter but he ran it like a legitimate thing. You know.
To begin with, you must master the controller. On the Xbox 360 controller, which looks like a catamaran, there are seventeen possible points of contact. In order to run, crouch, aim, fire, pause, leap, speak, stab, grab, kick, dismember, unlock, climb, crawl, parry, roll, or resuscitate a fallen comrade, you must press or nudge or woggle these various buttons singly or in combination, performing tiny feats of exactitude that are different for each game. It's a little like playing "Blue Rondo a la Turk" on the clarinet, then switching to the tenor sax, then the oboe, then back to the clarinet.
He spends much of the time arresting criminals, taking people to the hospital in an ambulance, and putting out fires.
At this point my son was familiar with the game's mechanics and hopped into the ambulance. As he put the crime fighting behind him, he wondered aloud if it was possible to take people to the hospital. I instruct him to press R3, and then he was off to save a few lives. He was having a blast racing from point to point, picking up people in need, and then speeding off to Las Venturas Hospital. During one of his life saving adventures, he passed a fire house with a big, red, shiny fire truck parked out front. He didn't want to let his passengers down, so he took them to the hospital and then asked if I could guide him back to the fire truck.
A 22-yo architecture student from The Philippines has "beaten" Sim City 3000 by building a city with the largest possible population that sustains itself for 50,000 years. The city, called Magnasanti, is not somewhere you would want to live.
There are a lot of other problems in the city hidden under the illusion of order and greatness: Suffocating air pollution, high unemployment, no fire stations, schools, or hospitals, a regimented lifestyle -- this is the price that these sims pay for living in the city with the highest population. It's a sick and twisted goal to strive towards. The ironic thing about it is the sims in Magnasanti tolerate it. They don't rebel, or cause revolutions and social chaos. No one considers challenging the system by physical means since a hyper-efficient police state keeps them in line. They have all been successfully dumbed down, sickened with poor health, enslaved and mind-controlled just enough to keep this system going for thousands of years. 50,000 years to be exact. They are all imprisoned in space and time.
[Fifteen-year-old Scott] Safran, who had been practicing nonstop at the game for the previous two years, agreed to play a marathon session of Atari's popular outer-space shooting game as part of a charity event in Pennsylvania. His mother drove him to the event and lent him a quarter, which he dropped into the machine Nov. 13.
When he needed a bathroom break, he stepped away from the machine and shed a few lives until his return. It got a little scary towards the end, because he started to run alarmingly short on extra lives as a result of his final bathroom break. He recovered well shortly thereafter, but not without giving all of us onlookers quite the scare first.
the next time i sat down at the computer, on a tablet of paper was written a number with an emphatic underline beneath it. it was in my father's handwriting and it took me a moment to realize it was a score, his high score, to the game. it was also higher than my highest score to date.
Mega-Bug is available to play online...Troy has the full instructions in his post. I played this game when I was a kid too...it was called Dung Beetles on the Apple II and was one of my favorites.
1835: Sir Albert Pembleton accidentially discovers low temperature fusion. His invention changes history. A nuclear hotbox is installed in an early aeroplane. Super heated steam, the technology of the age, drives all the systems.
If you're into old school video games and pinball, the place to be in mid-July is at California Extreme, a classic arcade games show. Tickets are $60 for the weekend but the relevant pullquote here is:
Everything is on free play. You can play from the moment you arrive until we shut off the power at closing -- Play as many games as you want, in whatever order you want to. There are *HUNDREDS* of games, all set to play for free. This is a your chance to try those older games, or the newer games that you'd never put money into in an arcade. There are also many games that never got produced, and are very hard to find.
I went with some friends several years ago and it was a lot of fun.
In this 28-minute presentation, Jesse Schell talks about the psychological and economic aspects of Facebook games and what that means for the future of gaming and living. If you make products or software that other people use, this is pretty much a must-see kinda thing...the last 5 or 6 minutes are dizzying, magical, and terrifying.
Stewart Butterfield and his ex-Flickr co-founders have revealed what their company, Tiny Speck, has been working on for the past few months: a game called Glitch. A CNET reporter has been embedded at Tiny Speck for the past few months and has more than you probably want to know about the new company and game.