Showing posts with label video games. Show all posts
Showing posts with label video games. Show all posts

Monday, May 16, 2011

The Art of the Arcade Machine Marquee (1)

SOURCE   Sci-Fi-O-Rama - Click here to go to original post

Alien Syndrome Marquee

Sinistar Marquee

Commando Marquee

Asteroids Marquee

Tempest Marquee

Crystal Castles

Zaxxon Marquee

Galaxian Marquee

Galaga Marquee

Bosconian Marquee

Rastan Marquee

A selection of Coin-Op/Arcade Machine “Marquees” beaming gloriously in brash 80’s technicolor… Marquees (in case you didn’t know) are used to illuminate the name of an arcade game at the top of its cabinet.

Stopping with a friend recently I was reminded with just how amazing this art is as he has a small selection of these marquees as fridge magnets! and I haven’t featured any Coin Op / Pinball design for a while, so figured it was about time to run an update…

So what makes this Art so cool? for me it’s the punchy low palettes & comic-type colouring, mix this up with super striking Logotypes and the fact of course that the whole thing is designed to be backlit! It’s actually worth pointing out that I worked in a seaside arcade as a 16 year old, in retrospect it’s obviously mcuh more than just the game themselves that made a major impact me… My Favourite ever Coin-Op’s ? Turbo Out Run, Aliens, Rolling Thunder and Special Criminal Investigation aaah, things were simpler back then!

So a bit more more about the samples collected here:

Top: “Alien Syndrome” – A top down Commando/Gauntlet-esque shooter dating from 1986, designed and manufactured by Sega, it’s one I missed in the Arcade, though played it on the 8-bit home systems of the day, decent game! Here’s a video http://www.youtube.com/watch?v=MsZ0g6HE684

2nd Top: “Sinistar” – By Williams in 1982, this an evolution of Asteroids, and is similar to Bosconion http://www.youtube.com/watch?v=xcyBtVwAsfg embarrassingly I’d never even heard of Sinistar before researching this post! I’m still not sure how I’ve missed it! Check the freaky Sinistar Sample too: http://www.youtube.com/watch?v=S-XEINagmaU

3rd Top: “Commando” – From Nihon Bussan/AV Japan released 1985. Another genre-defining rock solid classic, I’m more familiar with the Speccy version where you had to rotate the joystick 360 degrees to lob a grenade (very difficult). http://www.youtube.com/watch?v=1qctKI_t5eY

4th Top: “Asteroids” – By Atari 1979. One of the most popular arcade games of all time, this marquee featuring an obvious Battlestar Galactica reference. You must of seen Asteroids, so here’s a clip of Atari’s lesser known 1987 sequal “Blasteroidshttp://www.youtube.com/watch?v=zFmhK3VM3Ng

5th Top: “Tempest” – By Atari, released 1987. The wireframe vector graphic legend that’s been recyclced many times, http://www.youtube.com/watch?v=vxIquJIRZHU&feature=related

6th Top: “Crystal Castles” – Another Atari title, this time from 1983 – this is an Isometric platform/maze/puzzler which utilises a bizarre collection of sprites, a game I loved as a kid, and like most games I’m still completely useless at it… http://www.youtube.com/watch?v=f01M2l9oGJI

7th Top:”Zaxxon” – More isometric viewpoint action, this one from Sega and dating from 1982. Supremely ambitious for it’s time, in many ways this still looks great http://www.youtube.com/watch?v=cHORFz6ZCC0&feature=related

8th / 9th Top: “Galaga” and “Galaxian” – These classic precursor’s to the Vertical Shoot-em-up both hail released from the Namco stable, appearing 1979 and 1981 respectively. Just in case you forgot how Galaxian plays: http://www.youtube.com/watch?v=GzitZv8Enmc

10th Top: “Bosconian” – The original 8 way shooter from Midway, released 1981. Again this is one I remember from the 8-bit systems rather than in the arcade itself, here’s a video: http://www.youtube.com/watch?v=nC5_RYXmfsc

Bottom: “Rastan” – A left scrolling fantasy platform fighter from Taito released in 1987. If the throttled Lizard-Man hasn’t jogged your memory, here’s a clip: http://www.youtube.com/watch?v=dvn2pPsaE4I



All games referenced via KLOV “The Killer List of Video Games” AKA http://www.arcade-museum.com

a superb reference site…

Images collected from various sources via The Google.

Friday, May 13, 2011

The Running Man: behind the sketchbooks of Adam Saltsman's Canabalt

SOURCE   Boing Boing - Click here to go to original post

83.jpgAdam 'Atomic' Saltman's one-button action-opus Canabalt (covered earlier in a previous column) will likely go down as 2009's biggest viral surprise -- to no less even than Saltsman himself, who admitted at this year's Austin GDC Indie Games Fest to squandering and then scrambling to capitalize on the success the game near instantly saw (the first 120,000 players the game captured by its second day, and subsequent 650,000 by the week's end, saw none of the cross-indie/Twitter/iPhone port promotions subsequently rolled out as quickly as possible).

But there's almost no one in the industry that hasn't taken serious note of its acclaim and wondered what magic formula there might be hidden in its design that can be replicated elsewhere. And so -- in service to fans, would-be devs and established designers alike -- Saltsman has provided us with his sketches and notes, illustrating each leap to logical leap he made in finishing that first version.

canabalt_slide.jpg
Interestingly -- though maybe not so surprisingly, given that the game was created for the Experimental Gameplay's 'Bare Minimum' challenge -- the documents show a game more complex than what we eventually received, with its anonymous runner able to pull off sliding ducks on top of his now-singular jump, and 'edit' and 'profile' modes obviously stripped from the game (indeed, the entire game seems to now live inside what Saltsman originally had planned as a 'quick race' option).

And so, what follows is the necessarily brief notes and calculations for a necessarily brief production, neither any less worse off for it: let us know if you crack Saltsman's magic code.


[Canabalt fan art at top by Georgia 'garlicbug' Hurbgljjsa, via Pauli MadamLuna Kohberger's BBS, via Saltsman]


canabalt_notes1.jpg
Saltman's first page shows the rooftop decorations that would eventually make it into the game, as well as the first try at the fine-mist-making dropped bomb, with all other front menu options (and what appears to be a Mirror's Edge inspired vent system) having been stripped from the completed game.

canabalt_notes2.jpg
More Mirror's Edge parkour-acrobatics having never made it in are shown above, in the first sketchy mockup of how the runner would eventually move, along with Saltsman eschewing a day/night progression for the simple black and white palette the game would take on.

mockup.jpg
And finally, the first color sketch of the look of the final game, and the first evidence of its un-expounded-on far-backstory with the giant invaders in the far background, and the military-dropship-esque vehicles passing in mid-ground. Also, note back to page one to see Saltsman arguing with himself over the size of the game's John Woo-esque scattered doves.
If you haven't already, by all means play the final game itself at its official site, and pick up its essential iPhone port at the App Store, then check either the unofficial Twitter leaderboards set up by CapnDesign or Onstuimig to see just where you rank in the eternal race.

Previously:

Touch me I'm slick: Daniel Johnston rolls toward Laurie in Hi How Are You

SOURCE   OFF World - Click here to go to original post

hhayscreenshot_13.jpg


There's a certain segment of the population that'll will need no introduction to Daniel Johnston -- whether they came to him via the recently released Devil And... documentary, or (more likely) through the Kurt Cobain-sported T-shirt that broke Johnston further into the public consciousness, or -- for the true-blood Texans -- simply the local lore and hometown pride Austin still holds for its long-troubled and simple-souled singer/songwriter.


And if you don't need that introduction1, then you probably will have by now had the same reaction I had several months back when I heard whisperings that Peter 'Dr. Fun Fun' Franco and Steve 'Smashing Studios' Broumley -- former art and technical director, respectively, at the now-defunct Austin branch of Midway -- were working on a game featuring Johnston's art and music: I've more or less been waiting for this day since the early 90s.





Hi How Are You [App Store] isn't the game I imagined it would be. There's no Punching Joe boxing, there's no tilt-to-Walk-the-Cow, there isn't a single speeding motorcycle to be found. Instead, the game lands somewhere between a Mario 64 challenge level and Q-bert, where you tilt one of four characters across free-floating platforms to flip all floor tiles green.


Meanwhile, you'll be working against the clock (to gain higher level trophies and achievements), dodging any number of Johnston's demons (like his floating devil's eyeballs) and platforming your way through the alternately whimsically-innocent and hellishly-dark landscapes trying to rescue Laurie, the real-life love and muse of Johnston's early adulthood.


On reflection, these abstractions are probably for the best: what Smashing/Fun have given us is Johnston's lore injected into a game, rather than basing a game directly on one of his icons. It's probably a more tactful solution, and one that starts to work as a (very light) metaphor for his own life-long struggles.


hhayscreenshot_39.jpg


Best of all, what it does is serve as an accessible entry point to discovering his art: Johnston's music has been licensed for use throughout the game, and each earned achievement unlocks a scale- and pan-able version of one of his illustration from throughout the years.


While it won't quite reach (and was obviously never meant to) the cultural-rocking level of the playable documentary that is The Beatles: Rock Band, it's exactly the kind of cross-media crossovers we need more of, is as loving a tribute to an artist as I've seen from a game, and if it helps introduce just one more person to Daniel, couldn't rightfully be called anything but a success.


Hi How Are You [App Store link, Dr. Fun Fun/Smashing Studios]


1. ^ [If you do, start with Johnston's Wikipedia entry, move on to his homepage, track down the aforementioned documentary sooner than later, and then move on to his Continued Story/Hi, How Are You and Yip/Jump Music CDs, or ease yourself in with the Beck, Tom Waits, Death Cab, TV on the Radio, etc. etc. covers on Discovered Covered -- use Yip Eye Tunes if you just want the MP3s.]

Everything I Learned About Game Design I Learned From Disneyland

SOURCE   mr boss' design lair - Click here to go to original post

"As promised, here are the slides from my GDC talk. We had a 'sold out' crowd and I got to meet lots of nice people after the talk. Please share these with your friends and co-workers. According to show officials, video and audio will be available after the show. I'll post more info when I know it. Enjoy!