Read more “Game Boy Music by Drax”
Thomas Mogensen not only composed a ton of awesome C64 tunes, he also composed for a few Game Boy Color games in the late 90’s. This page contains all the work he has done, including demo tunes.
The process of creating these tunes actually began in FastTracker 2. Thomas composed the tunes using samples from a Game Boy Color. The saved XM files were then converted to Game Boy Color binaries using a tool coded by Thomas Egeskov Petersen. The Game Boy Color hardware has two square wave channels, one wave channel, and one noise channel, but note that most in-game level tunes only use two voices.
Everything has been converted from the original XM files to MP3 for easy listening.
Read more “Alone in Space”
Developer: Butterflyware | Released: 2016 | Genre: Adventure, First Person
I completed this first person action adventure in less than 4 hours. I woke up alone in a desolated space station on a stormy planet and had to find my way off. There was an abundance of corridors with tilted chairs and a ton of boxes that gave the game a very samey look. Most of the areas were mazes and there were connect or sliding puzzles to open doors, pass codes to find in big widescreen log screens, stationary lasers to cut doors open, sizzling magenta anomalies to traverse carefully, and much more.
I’ve seen reviewers on Steam pushing down the walking simulator stamp, but that’s not fair. Yes, there are sizable periods of time where you’re not doing much else than traverse a maze, but there are enough puzzles and dangerous passages to make it a real game. In fact, some of the dangerous passages even got me quite aggravated. There are no monsters or humans to be found, but the anomalies zapped me dead until I figured out how to throw down a metal bolt step by step to find my way through the parts that didn’t zap me. There was also a section with flaming gas leaks where I kept coughing and had to crouch or close rooms to kill the flames, and enough coughing meant death. Lightning could sometimes zap me dead in a corridor if my timing was off. There were a couple of sections with the air being sucked out fast.
And of course, don’t get in front of a stationary laser.
[The Matrix] was a good movie, but the Wachowskis could have made it a much better mind fuck.
Mind fuck #1:
Smith explains to Neo that Morpheus has it all wrong. Humans made the world uninhabitable and the robots are saving the human race in the only way they can. That business of harvesting humans for energy doesn’t even make sense. Someday, the world will be habitable again and the human race can come out of its pods.
Smith doesn’t hate humans, he just hates Morpheus and his gang of vandals because they’re interfering with the work of saving the human race. The robots look at Morpheus the way doctors look at anti-vaxxers during a measles epidemic.
Now Neo has to figure out who’s telling the truth.
Mind fuck #2:
At the end of the second movie, Neo uses his magic matrix powers to knock down some robots, even though that shouldn’t be possible outside the matrix. This is never explained.
My explanation: Zion is just another matrix. One created to house the humans who are too paranoid to accept life in the main matrix. This is hinted at by Smith, who points out that the original matrix was too nice, and people didn’t believe it. (“We lost entire crops.”). Actually, that first “paradise” matrix still exists, and most people still live there. Neo’s matrix only houses that portion of humanity that couldn’t handle paradise. Zion houses the people who can’t even handle the mundane matrix.
So the third movie should have been about Neo solving the riddle of the Zion matrix. I wonder if the Wachowskis originally had this in mind, but chickened out.capilot, /r/AskReddit/
The original thread is here.
Read more “Technobabylon”
Developer: Technocrat Games | Released: 2015 | Genre: Adventure, Point & Click
This was an excellent AGS cyberpunk adventure game, at least as good as (if not better than) Beneath a Steel Sky and Gemini Rue. After the fifth Broken Sword I thought I was through with adventure games, but this game managed to fondle gray adventure cells I thought had gone extinct. All it took was the right futuristic setting, the right story, and the right puzzles – along with great voice acting.
Part of the reason I liked this game so much was also that none of the areas (or chapters) were too big. Less than half a dozen screens and for the most part even less than that. The inventory was usually also small, rarely were there enough items to make a second page necessary. It made for a nice balance where nothing felt too difficult, yet it wasn’t so easy that I could just stroll along.
That being said, I never felt the need for a walkthrough.
Read more “Backlog/Checklist Web Sites for Video Games”
As a creator of a backlog/checklist web site for video games myself, of course I need to keep track of what the competition looks like. It’s only natural to check out whether your own stuff can hold its own. Sure, I have a ton of my own ideas, but maybe a site supports something I hadn’t thought of.
Besides, I can see in my activity log they are also checking out my site. What goes around.
But what really is a shame is how unknown these kinds of sites are. Apart from the two usual suspects, Backloggery and HowLongToBeat, it truly is a niche. Whenever someone talks about the concept in forum threads, you can be sure that at least one of those two sites will be mentioned. Anyone else among truly nice sites are practically never linked to, unless a lonesome cowboy fan happens to stop by.
So I’ve decided to list what I have found during these years, no matter how it may affect visitor retention on my own site. I’ll try to keep the listing of sites relatively objective since I’m a player too.