notes.husk.org. scribblings by Paul Mison.

2013-03-29

post/46551619462

photo 01:02:12
Tenya Wanya Teens is a game about saying ‘I love you’ and peeing, and not confusing the two at Polygon.
I was lucky enough to play this yesterday evening. A description:

Takahashi’s game — a collaboration with Venus Patrol and Wild Rumpus — plays something like a side-scrolling beat ‘em up. Two players, each equipped with their own 16 button controller, take control of a pair of young boys. As they walk from left to right, screen to screen, the boys are presented with an action — punch, photograph, brush your teeth, act like a grizzly bear, pose, etc. — by a parrot. “Punch!” he’ll say, when presented with a trio of aliens. “Rock out!” he’ll command, when a pair of microphone stands appear.
Each action is color coded to a lighted button on the game’s custom controller. So, tap the red button and the boy will punch off the head of an alien. Tap the blue one and he’ll rock out with an electric guitar, wailing into the microphone. Perform those actions and you’ll score points.
Initially, that’s easy; players only have two or three actions and the associated number of colored buttons to remember. Tenya Wanya Teens continues to throw actions at the boys as they scroll from left to right: “brandish” a sword, “pose” to flex your muscles, “brush teeth,” “study” a pile of porno magazines, “fart” to scare away skunks, “kick” a soccer ball. And as the game progresses, the array of buttons on the controller continues to change colors, meaning players can’t rely on button memorization to win.

It is deeply insane, and weirdly cute. If you do get a chance to play it, do.

Tenya Wanya Teens is a game about saying ‘I love you’ and peeing, and not confusing the two at Polygon.

I was lucky enough to play this yesterday evening. A description:

Takahashi’s game — a collaboration with Venus Patrol and Wild Rumpus — plays something like a side-scrolling beat ‘em up. Two players, each equipped with their own 16 button controller, take control of a pair of young boys. As they walk from left to right, screen to screen, the boys are presented with an action — punch, photograph, brush your teeth, act like a grizzly bear, pose, etc. — by a parrot. “Punch!” he’ll say, when presented with a trio of aliens. “Rock out!” he’ll command, when a pair of microphone stands appear.

Each action is color coded to a lighted button on the game’s custom controller. So, tap the red button and the boy will punch off the head of an alien. Tap the blue one and he’ll rock out with an electric guitar, wailing into the microphone. Perform those actions and you’ll score points.

Initially, that’s easy; players only have two or three actions and the associated number of colored buttons to remember. Tenya Wanya Teens continues to throw actions at the boys as they scroll from left to right: “brandish” a sword, “pose” to flex your muscles, “brush teeth,” “study” a pile of porno magazines, “fart” to scare away skunks, “kick” a soccer ball. And as the game progresses, the array of buttons on the controller continues to change colors, meaning players can’t rely on button memorization to win.

It is deeply insane, and weirdly cute. If you do get a chance to play it, do.

2012-10-27

post/34387676800

photo 02:56:05
thingsmagazine:

Action cards from The London Game, designed to be played around the capital’s underground network (at things)

The page with all the cards is well worth a look.

thingsmagazine:

Action cards from The London Game, designed to be played around the capital’s underground network (at things)

The page with all the cards is well worth a look.

2010-10-14

2010-03-10

Attaining Hampstead

text 21:48:43

While researching the proper way SCREEN$ load on a Spectrum, I was distracted by somehow running across an old adventure game.

Hampstead was by Melbourne House, who put out a fair few classic text adventures in the 1980s. As the instructions put it:

Hampstead is a quest, but not for gold. The aim of it is to reach the
pinnacle of social status, and acquiring wealth is only one part of
the problem. If you wish to go up in the world you also have to gain
the admiration and respect of your fellow men, and there's more to
that than a fat bank balance.

There’s been a flickr of rediscovery in the past: Aleks Krotoski wrote about it in the Guardian Gamesblog in 2007, as did Anna Black earlier this year. Personally, I find it interesting for a few reasons. For one thing, it’s one of those games during the flowering of 8-bit home computers that tried to reflect everyday life, and perhaps even comment on them (as did Manic Miner and Skooldaze/Back to Skool). For another, there’s this comment in the Crash preview of the game:

It is different to most adventures, in that its purpose is to amuse people rather than provide a hard adventure. Indeed, the adventure is extremely simple, which the authors say is so that anyone can complete it, and so reap more enjoyment from it.

That’s a sentiment that’s getting traction again these days, at least amongst certain people I know. Perhaps I’ll even download the game and give it a go. After all, who doesn’t want a bit of Hampstead once in a while?

2009-11-05

Foursquare vs Informatics

text 22:03:00

This week, Foursquare (“Check in. Find your friends. Unlock your city.”) launched in another fifteen European cities, following London last month. Unfortunately, even in that short time, I’ve stopped playing.

As I mentioned in my post on noticings, Foursquare (and the vaguely related game/service, Gowalla) are “focussed on right there, right then”. They’re about chasing the red dot, which I’m terrible at. Last Friday I went to two pubs and a restaurant, which for me is a raging night out these days, but because I was actually enjoying myself, I completely forgot to check in to any of them.

Personally, I want Foursquare to be another component of my outboard brain, remembering where I’ve been and when, so I don’t have to. Unfortunately, that’s not what it’s for. The website exposes a “feed” but there’s no detail to it. The API can return a history, but it defaults to 20 items and has no paging, so I suspect after a year I’d be out of luck. More importantly, I can’t even do a check-in to somewhere I’ve been but am not at: not only is there no way to edit the time of a check-in, but people regard this as cheating and there are planned to be measures to stop it.

The combination of those two, along with the fact that people (rightly) argue against checking in to everything¹, have led me to basically drop off Foursquare entirely. Admittedly, this is a bit like saying “This horse is terrible at being a housepet!” but nonetheless, when someone comes up with a nice way of recording where I am that I can backfill, yet which ties together with a social context² to perhaps encourage serendipity, I’ll be right there.

¹ I’d like to have a record of my Tube journeys, for example, which I could do with FourTap, but really I’d want details of the entire trip, not just the start and end points (and I wouldn’t want to post those to Foursquare, as I’m by definition passing through). The same goes to some extent for buses.
² This is why I probably won’t use Daytum for something like this. That, and the lack of a useful pre-filled (even if flawed) database of places.

2009-06-03

Flight Control 1.2

text 22:56:00

When I arrived in work this morning, Adrian told me there was a new version of Flight Control out. I’d already seen that there were new maps coming, but the game tightens the experience for veteran players nicely.

(If you’re not an iPhone owner, or just haven’t played it, Flight Control (iTunes Store link) is a game requiring you to draw flight paths for a series of incoming aircraft to their correct landing area - two runways, one each for red and yellow aircraft, and helipads for helicopters. It makes very good use of the touch-screen, and is deservedly popular.)

The complaint I’d heard most about the game was that it took a while to get going; there was the same somewhat predictable sequence for the first 15 or so planes, until it started getting challenging at around 30-40 (for me, anyway; I gather some people are far better at it than I am). When you finally made a fatal error, the just-one-more-go factor was reduced by the knowledge of the somewhat boring slog you’d have to go through before it got interesting again.

The (free) revision fixes this in two ways. Firstly, there’s a fast-forward button to go with the pause button. This speeds up the pace of the game, which is good when you have straightforward patterns and want to skip to the hard stuff. Tapping it again returns to normal speed.

The second change is that the two new airfields, Beach and Aircraft Carrier, have somewhat recalibrated difficulty. I think Beach is a bit easier than the original field - it has two helipads, for example - but the carrier is definitely harder, because it pretty much starts with multiple types of aircraft and forces you to avoid crossing paths, which the other maps introduce later on.

Aircraft Carrier

In other words, if you want to be thrown in with a challenge, it’s perfect. The screenshot shows the end of my first go with the carrier airfield, and it’s tough. I did get a more respectable 52.

That’s not to say Flight Control is perfect. I’d still like the option of sound effects overlaid on already-playing music, but that’s not an option while FC has a theme tune. Adrian also suggested that swapping airfields by swiping would be a nice touch, and I agree.

Still, for a game that many people bought at its initial $1 price, Flight Control’s new maps and nicely-handled fast-forward features are very nice to have. If you’re an iPhone or iPod touch owner and you haven’t yet bought this, you really should. If you have, make sure you update to 1.2; it’s well worth it.

2008-12-27

2008-11-28

post/62001815

photo 17:12:36
I seem to be stuck on level 3-4 of Auditorium. It’s been fun getting here, though- each time you fill up one of the guages on screen, a musical loop starts up. It’s really nicely done, and here’s hoping they do get the chance to do a console / iPhone version.
(In fact, I almost wish I could do a screencast of it.)

I seem to be stuck on level 3-4 of Auditorium. It’s been fun getting here, though- each time you fill up one of the guages on screen, a musical loop starts up. It’s really nicely done, and here’s hoping they do get the chance to do a console / iPhone version.

(In fact, I almost wish I could do a screencast of it.)

2008-11-01

post/57444811

video 14:54:44

OK, so everyone’s already posted The Unfinished Swan, and I’m late to the party. But: the black and white will look good with this design. So I’m posting it anyway.

2008-08-24

post/47242829

photo 23:50:00
ken garland & associates:toys and games : title
I’m sure this is all over ffffound, but I can’t search that as easily as I can when I put text on things, and I’ve not bookmarked it either. Now, to find an old copy…

ken garland & associates:toys and games : title

I’m sure this is all over ffffound, but I can’t search that as easily as I can when I put text on things, and I’ve not bookmarked it either. Now, to find an old copy…

what

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