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January, 2010 Monthly archive

screenshot_02Star Guard
Platform: PC/Mac
System Requirements: Adobe Flash Player 10
Price: Free

Star Guard is a Flash-developed platformer developed by Vacuum Flowers, and is available from their website.

This game contains excellent design and animation. It is distinctly retro, and the pixelated graphics are a major shift from the 3D models we are now comfortable with. The developer also makes great use of passages of text to describe the story. We are told that an Evil Wizard and his minions have invaded the Hero’s land in his absence, and it is up to him and his fellow soldiers to thwart the Wizard’s scheme. The small passages serve as a stark contrast to the player blasting his way across levels:
“The Last Assault must succeed, or all is lost.”

The simple yet successful sound effects reminds one of the classic sidescrollers of the CGA era, especially Mega Man 3 and 4, right from the offset.

The controls stay true to the game’s simple formula, using Z to jump, X to shoot, and the direction keys to move, like a true 8-bit platformer.
The plethora of checkpoints and the option of unlimited credits make the game one of those rare options for those easily frustrated, and will easily tend to a casual gamer or novices.

The game’s weakness however was the large difficulty spike at the beginning of level eight. The first seven levels seemed to be a breeze, but level eight and nine were quite tricky, and the final boss fight was seemingly impossible. Perhaps a building degree of difficulty, with the final battle being something that requires a fiendish puzzle to solve is something to for the developer to address. It is a shame that the many great ideas introduced earlier on were undone by the moments where it seems that every step requires a near-kamikaze death. Perhaps this was what the developer intended? It is hard to say.

However, despite its flaws it is refreshing to play a free download that harkens back to the days of arcade games, especially in days where video games are designed with mindblowing graphics and incredible visuals.

Some of will play for 5 minutes, and then return to their XBOXs. Others will revisit to try to beat their high score and have a blast. And they’ll be bloody lucky.

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A while back REZ was quite a bloggable game. And it may be a bit old hat to bring it up again, but I stumbled across this fascinatingarticle by Douglas Brown on its recursive interactions between visuals, audibles and references to other art.

“Abstract: Douglas Brown’s Rez: An Evolving Analysis dives into Tetsuya Mizuguchi’s ‘trance shooter’ to reveal how the game’s recursive dynamics – between sight and sound, rhythm and novelty, abstraction and representation – work to construct the player’s spatial and temporal experience.”

That and it opens with a Kandinsky quote. Win.

A great paper. On the denser, more academic side of things.

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RunMan: Race Around the World, For PC — I saw Ikko Taniuchi perform last week. For those of you who aren’t familiar with him, Taniuchi covers himself in paint and rolls around on a large canvas [1]. It’s an exercise in the primal joy one gets from rich, solid colors. This is obviously a theme to his art as, accompanying this performance, was an exhibition of works done with crayon. Much like his performance, they focus on the beauty of solid colors and are drawn with a child-like fervor and simplicity [example 1 2]. Which brings me to RunMan…

Like watching Taniuchi perform, RunMan: Race Around the World (Tom Sennet & Matt Thorson) is also an exploration (and explication) of the joy of solid colors. This must sound like a somewhat underwhelming endorsement, but let me assure that it is not. This game is awesome.

I mean, I haven’t enjoyed a game this much for some time. Its vibrant pallet, addictive gameplay and the (consciously) kindergarten-quality graphics make for an experience that, simply put, oozes a joy that is sorely missing in a lot of independant games. And the music — oh the music! — adds another gleeful dimension. Like in his other projects, Sennet has used a bunch of public-domain music. In this case it’s bluegrass. And in a strange way, it accentuates the childlike whimsy inherent in the work as a whole.

taniuchi149456-runman

The gameplay isn’t doing anything revolutionary, but it does hark back to a bygone era of PC platformers; nay, an era of childhood video game memories. And this really important. Not only is it in line with the simplicity of the work (overly complex mechanics would be jarring), but it allows you to enjoy the aesthetics which, I think, make it quite special. The gameplay delivers some basic joys, too — you can bounce of walls (which delivers an enjoyable ‘boing’ sound) and run really fast through (yes, through) enemies.

All I can tell you is that I loved RunMan’s simplicity and aesthetics, namely its simple, elegant and unorthodoxly-orthodox use of colors. Additionally, I applaud the employment of public domain music and also marvel at the brilliant choice of bluegrass. But, like with Taniuchi, I can’t really convey the  pleasure of experiencing RunMan: Race Around the World in words. My recommendation: go download it (PC ony). You’ll thank me later.

Above: Ikko Taniuchi’s untitled 2009, crayon on canvas compared with still from RunMan.

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