Our Properties: Gamasutra GameCareerGuide IndieGames GameSetWatch GDC IGF Game Developer Magazine GAO

Top Posts

Features

Recent Comments

  • anonymous:   据昆明市强制隔离戒毒所副政委胡家昆介绍,该所累计收治强戒学员1784人,目前所内有强戒学员967人,学员在所内戒毒率达100%,nike air max 2011,去年11月10日,昆明市强制隔离戒毒所还一次性收治1000名强戒学员。昆明市强制隔离戒毒所坚持将“以人为本”贯穿于矫治教育工作中,并以“3+X”为工作模式,“3”即戒毒所、社区、家庭三方配合,“X”即为学员解决不同问题。“强戒学员其实是特殊的病人,戒毒过程中,ralph lauren online,毒瘾是很难根除的,因此戒毒所还给戒毒人员配备了心理医生,并适时组织亲情帮教活动,让他们在亲情的呼唤下更快更好地脱离毒品。”胡家昆说,~ ~ My birthday is the daytime of departure Diudiu ~ ~ ~。(昆明日报记者李星)   市政协副主席、市妇联主席陆玉珍等出席活动。   活动现场,uggs cardy boots,32名学员代表为母亲献上了盛开的康乃馨,送上了最真诚的“母亲节”祝福,并为母亲梳头、洗脚。有的母亲静静地享受着儿子的爱,有的母亲和孩子紧紧地抱在一起,在场一名教官说:“不仅仅是这里的学员,我们也常常因为忙碌和粗心忽视了父母,今天这个场面太感人了。”一名40多岁的强戒学员边帮母亲洗脚边说:“妈妈,我亏欠您的太多,对不起!对于已经犯下的错,我后悔不已,羞愧不已,晚上有人对你说晚安真正的意思你弄懂了吗?(不看后悔,在年迈的父母最需要陪伴的时候,我却不能陪在身边照顾你们。希望明年的这个时候,我可以在家帮妈妈洗脚。”已是头发花白的母亲感动得流下眼泪,母亲并没有责备儿子,她说:“哪怕全世界都抛弃你,我还是会在家门口等你。”   上午10时,近千名强戒学员聚在一起参加了活动,学员代表们讲述了自己的亲身经历和戒毒感言,并为家长表演了精彩的节目。陆玉珍说:“母爱和爱母是人间最珍贵的情感。”此次大型帮教活动旨在以“母亲节”为契机,让学员们在戒毒所里感受亲情,深切体会家人带来的温暖,让他们感悟生命的可贵,学会珍惜生命。   “这个人给了我生命,给我一个家,不管你走多远,无论你在干啥,到什么时候也离不开咱的妈……”歌声在昆明市强制隔离戒毒所上空回响,gianmarco read more
  • anonymous: LONDON microblogging Recommended | today's hot microblogging ,Al Harris jersey Man serving period because the re,uggs on sale share : welcome to remark to comment read more
  • anonymous: Lycos Home | Lycos Mail,louis vuitton sacs Lycos Classifieds International: Classifieds United States Classifieds United Kingdom Classifieds New Zealand Classifieds India Classifieds Canada Classifieds Australia read more
  • immobilier: coucou les gens j'aime bien cet article mais l' immobilier est mon hobbie. read more
  • Hipolito M. Wiseman: computer keyboards read more

About GameSetWatch

GameSetWatch.com is the alt.video game weblog and sister site of Gamasutra.com. It is dedicated to collecting curious links and media for offbeat and oft-ignored games from consoles old and new, as well as from the digital download, iOS, and indie spaces.

Read More

Archive For June, 2009

Nuke Pukem And Other Lost Wacky Hackers

June 26, 2009 12:00 PM | Eric Caoili

Since the late 1960s, Topps' Wacky Packages stickers and trading cards have provided kids and collectors with the grossest and most immature parodies of consumer products around. The company continued that tradition in 1999, when it commissioned artist Jay Lynch to sketch ides for spoofs of popular video games and computer software.

Though the "Wacky Hackers" set was never actually produced, several of the drafts were scanned and posted online. Lynch says that there are still several more that haven't been posted, like his parody of the So You Want to be a Millionaire video game, titled So You Want To See My Underwear.

You can see a couple of my favorites below, but the full set of "Wacky Hackers" sketches that've been found so far is also archived at Lost Wackys, which also includes titles like Puke-Man and Monkey Dung.

Zombie Desert: Homebrew 2.5D Platformer For PSP

June 26, 2009 10:00 AM | Eric Caoili

Zombie Desert is still very early in development, but the few images I've seen for the homebrew project so far look promising and worth sharing. Plus, I hope that this attention will convince programmer Calvin and graphic artist Harry to continue developing the title.

The game is designed as a Metal Slug-style 2D run-and-gun platformer, but with 3D level geometry. Calvin also hopes to release a PC level editor for user-created maps. So far, the two-man team has put out a debug build that demonstrates the tilemap engine and allows users to play with the camera.

COLUMN: @Play: Fatal Labyrinth, or, "LOOK! A PIT!"

June 26, 2009 8:00 AM |

Roguelike column thumbnail ['@ Play' is a monthly column by John Harris which discusses the history, present and future of the Roguelike dungeon exploring genre. This time - an analysis of an intriguing mid-period console Roguelike, Sega's Fatal Labyrinth.]

Torneko no Daibōken: Fushigi no Dungeon was released in 1993, and kicked off the popular (in Japan) Mystery Dungeon series of console and portable graphical roguelikes. Provided you don't count the Diablo games, they are by far the most popular commercial roguelikes yet made. And judging just from the quality of gameplay, the second game in that series, Shiren the Wanderer, should probably be numbered among the best roguelikes of all, commercial or not.

How did roguelikes become (to some degree) popular over in Japan while they remain a niche in the U.S., land of their birth? Their roots clutch deep in the soil of old-school Dungeons & Dragons, more so than Dragon Quest, presence of Torneko (a.k.a. Taloon) and a bunch of classic monsters notwithstanding. Now D&D did become popular in Japan, so I hear, but it seems to have been even more a faddish thing there. While a number of classic D&D-derived CRPGs (especially Wizardry) continue to sell in Japan, you don't hear much about the prevalence of D&D itself there any more.

fltitle.pngAnyway, some time after Rogue, the original roguelike, was first distributed, someone ported it to Japanese. I know next to nothing about this version of Rogue. It seems to be the lineage traced by the PS2 roguelike "Rogue Hearts Dungeon," billed as a sequel to the orignal game although it seems unlikely they obtained the permission of Toy, Wichmann and Arnold to make it.

That home computer version of Rogue may be the original exposure of Japanese popular culture to the genre, and Mystery Dungeon sparked the drive of popularity and a wave of imitators, each adhering to the concept with varying degrees of fidelity: Azure Dreams, Dragon Quest Monsters, Monstania, Estopolis II/Lufia II, Climax Landers/Time Stalkers, and many others besides, they all owe some debt to these games. But what happened between those two games, Rogue and Mystery Dungeon? Was there nothing at all between them?

It turns out, no. The Sega Genesis roguelike Fatal Labyrinth was first released in 1990, two or three years before the first Mystery Dungeon game was published, and interestingly, unlike that series, it did see release in the United States.

High-End Department Store Looks To Fighting Games For Ad Inspiration

June 26, 2009 6:00 AM | Eric Caoili

Upscale UK department store chain Harvey Nichols (or at least its ad agency, DDB London) drew inspiration from a surprising source to promote its current sale -- fighting games like Street Fighter and Mortal Kombat.

The ads show virtual characters dressed in designer clothes (Alexander McQueen suits, Rodarte dresses) while exchanging special moves that should be familiar to fighter fans. In the above image, two posh women battle in heels next to the shoe section, trading fireballs and what looks like M. Bison's Double Knee Press.

You can see two more of the Harvey Nicks ads past the break. The Inspiration Room also has higher resolution versions of the same images.

GameSetLinks: Kudos To Mega64, Eh?

June 26, 2009 12:00 AM | Simon Carless

[GameSetLinks is GameSetWatch's daily link round-up post, culling from hundreds of weblogs and outlets to compile the most interesting longform writing, links, and criticism on the art and culture of video games.]

As we steam happily towards the weekend, time for a final set of GameSetLinks hanging around from our last RSS trawl, and it's headed by another complex piece of thinking from Duncan Fyfe's Hit Self-Destruct, alongside Mega64's inspired reversioning of Microsoft's E3 press conference, chomlettes and all.

Also in this set of links - neat lists of iPhone games, the perennial attempt to define 'indie' gets a new suitor, game design annoyances, German newspapers loving indie titles and Tale Of Tales, and lots more, apparently.

Chosen lords:

Hit Self-Destruct: Prometheus Unlocked
An interesting rumination on why games are played and why they become beloved to us.

Mega64 » Archive » E3 2009 Microsoft Keynote Highlight Reel
Harsh but fair, I think - so much awesomeness here.

Tale of Tales» Blog » New developers save videogames from boredom
A nice big indie games mention in a major German newspaper, with IGF prominently referenced too, neat.

What They Play - Today - John's giant list of iPhone games
A nice intelligent list, fanks!

NinjaBee Dance: Indie Game Developer: The Definition
The Kingdom Of Keflings/Outpost Kaloki folks hit it on the head, perhaps: 'Indie is exactly what you are. Anyone who you think has an advantage over you isn’t Indie.'

Geek Studies » Where’d My Key Go? (And Other Game Design Annoyances)
'I was talking to a friend the other night about how many (ostensibly) narrative games often do things that entirely defy logic and ruin a sense of immersive storytelling.'

GameSpy Video: Mega64: Same old Sh** - The New Game Developers Tool
Ah, bonus linkage - a little bitterness from the Mega64 folks, heh.

More Art From Enix's Nanatsu Kaze No Shima Monogatari

June 25, 2009 8:00 PM | Eric Caoili

Seeing as several of you really appreciated our post on Enix's background art for adventure game Nanatsu Kaze No Shima Monogatari (The Seven Blasts of Wind in Island Story), I'm sure you'll enjoy another batch of art from the Sega Saturn title.

Bruno de Figueiredo posted a collection of sketches, character drawings, screenshots, and soundtrack excerpts from Nanatsu Kaze No Shima Monogatari's bonus CD, doing his part to expose more people to the game's outlandish but beautiful art. I've included a couple samples below, but you can also download the file pack from de Figueiredo site.

Analysis: Can Nintendo Take 'Accessibility' Too Far?

June 25, 2009 4:00 PM | Simon Carless

[Nintendo's done great things for the video game industry by pioneering accessibility. But in this analysis, Leigh Alexander explores possible ramifications of its latest move -- a patent for automated walkthroughs -- and wonders whether it goes too far.]

Nintendo is carrying this console generation on its shoulders in more ways than one. At the close of 2008, the company claimed credit for a stunning 99 percent of industry growth for the year; a close look at NPD numbers showed that 49 percent of software units sold last year were for the Wii and DS.

But beyond keeping numbers up in the face of an economic decline, Nintendo's success has been good for the industry in numerous, less-tangible ways.

Thanks to its innovative motion controls, the Wii has become the first video game console to truly proliferate in the mainstream living room. It's welcomed into the arms of the industry an entirely new audience that in many cases had never even played games before.

Atari Settles Over GPL Violations In ScummVM Games

June 25, 2009 2:00 PM | Eric Caoili

Eugene "Sev" Sandulenko -- co-lead developer of ScummVM, an interpreter for "classic graphical point-and-click adventure games," says that the project's development team arranged a settlement agreement with Atari over alleged GPL violations in its Wii ports of three classic Humongous Entertainment titles (Freddi Fish: The Case of the Missing Kelp Seeds, Spy Fox in "Dry Cereal", and Pajama Sam: No Need to Hide When It's Dark Outside).

Sandulenko claims that the subcontracted Ukranian developer behind the ports, Mistic Software, "stacked together a ScummVM build". He added that after inspecting one of the game's binary, he found full credits for the ScummVM team as well as comments asking developers to report bugs to the group. He was also able to reproduce a unique bug from an old build of the interpreter.

Atari's lawyers first denied the allegations when approached with the team's discovery, but later discussed resolving the matter by adding ScummVM copyrights on new prints of the games and applying GPL stickers to current copies on store shelves. After finding out that Nintendo prohibits the use of open source software with its Wii SDK, however, Atari realized that it could not add a GPL clause to the games.

As a result, the team and Atari came to another agreement:

GDC Europe 2009 Reveals Remedy Keynote

June 25, 2009 1:00 PM | Simon Carless

[Continuing with the announcements from GSW sister events, here's Remedy's managing director announced as the second keynote for GDC Europe this August - and I'm looking forward to checking out our first-ever German-based pan European event, which is taking place alongside massive 'E3 of Europe' GamesCom.]

Matias Myllyrinne, managing director of Remedy Entertainment, original creators of the acclaimed Max Payne series and the upcoming Alan Wake, has been announced as the second keynote for GDC Europe 2009.

In his keynote address entitled, "From Max Payne to Alan Wake: Creating Intellectual Properties the Remedy Way," Myllyrinne will share the key principles that have guided the company over the years in developing its games.

He will touch on the company's explicit goal to remain small, independent, and passionate about creating new IP, and will try to answer a very important question: how can boutique European studios create large games, compete and succeed in a quickly changing and ever-growing games industry?

As one of the key figures behind the company's success, Myllyrinne is responsible for handling Remedy's business affairs. Since joining the company in 1999, he has helped build Remedy into one of the region's leading independent game developers.

He's also heavily involved with Remedy's upcoming Alan Wake, due to debut exclusively on Xbox 360 in Spring 2010. It follows the writer Alan Wake as he battles dark forces against him and unravels the mystery behind his fiancee's disappearance.

The keynote announcement follows the earlier announcement of a keynote from CCP head Hilmar Petursson, who will be unveiling the studio's next project during his speech on CCP's growth.

In addition, other confirmed speakers for the August event include Flower's Kellee Santiago, who is joining Swords And Soldiers' Joost van Dongen, Zootfly's Bostjan Troha and Black Rock's Eduardo Jimenez at the three-day conference.

"Remedy revolutionized the action genre with Max Payne in 2001," said Frank Sliwka, Vice President European Business Development of Think Services Game Group. "Their keynote exemplifies a success story of high quality games produced in Europe and enjoyed worldwide. We are honored to welcome Myllyrinne to the stage."

GDC Europe will take place August 17-19 this year in Cologne alongside the inaugural GamesCom trade/consumer game event, and more information is available via the official GDC Europe website.

What If New Super Mario Bros. Wii Wasn't Based On The DS Game?

June 25, 2009 12:00 PM | Eric Caoili

Aside from the inclusion of Yoshi and its four-player co-op (or versus, if your group would rather play that way), New Super Mario Bros. Wii seems visually identical to New Super Mario Bros. for DS. Most don't mind the reuse of assets, some prefer something fresh, and others apparently are curious to see what the platformer would look like if Nintendo had copied the art direction from other Mario Bros. titles.

NeoGAF forumer Mama Robotnik, famous for his animated NPD GIFs, took a screen from the upcoming Wii title and used MSPaint to mock up shots of what New Super Mario Bros. Wii would look like if rendered in the style of the original NES games and of Super Mario World.

The results, pasted below, look fantastic -- I'm hoping that with all the ROM hacking tools available for these titles, someone will actually recreate the older Super Mario Bros. games with four-player co-op!

Click Here for All Archives

twitter RSS


Our Sites

game career guide Gamasutra Indie Games