If you have a damaged Nintendo Entertainment System (NES) lying around, don’t throw it out!
As the resident DIY expert, Igor Kromin shows you how to salvage the NES by installing a Raspberry Pi device to use the system as a NES and SNES emulator. Get those tools out!
Interview with Indie Developer – Blue Key Games
Game: Happiness!
Developer: Blue Key Games
Cost: FREE
What is better than playing a free video game? Absolutely nothing. When the lads at Blue Key Games created the free game Happiness!, they knew exactly who their target audience were – gamers like myself that are suckers for 2D platformers. Happiness! oozes 8-bit charm with an infusion of speed running. Just like any good platformer, your timing has to be spot on to stay alive and get deeper into the game. Well, no point in me selling you a game that is totally free to play. If you have spare time on your hands, go and check out Happiness! now.
For those of you that want to know more about the guys behind this game, we rounded up the Blue Key Games team for a grilling. Here is what they had to say for themselves.
Australian Retro Gamer: Tell us a bit about Blue Key Games – how it started?
Blue Key Games: It was originally supposed to be a development team involving Tim and his brothers, started by his brother Jesse. Unfortunately his brother was already loaded down with work after getting a job as a concept artist at Telltale Games, so Tim set out to work on games initially alone under the moniker Six Sides Apart. After development began on Happiness, Tim got Chris involved with the soundtrack for the game. Shortly after, Tom came on board to work on the stories for future games and to also handle the PR side of things. Because we had effectively created our own new development team we had decided to no longer use the Six Sides Apart name and opted to come up with a new branding, out of respect for the intent of Six Sides Apart and also for the founding members of our new team. After a whole lot of headache and brainstorming we adopted the name Blue Key Games, in reference to the trope of collecting keys in games like Doom and Dark Forces and countless others, and how we hope to capture the same feelings those video games of the late 80’s to mid 90’s gave us.
ARG: What inspired you to make Happiness?
BKG: Happiness actually came about because of the precursor RPG to our next project Revahlen. Tim had been attempting to create an RPG game but was making the same mistake that every new developer makes: shooting too high too soon. The RPG project was put aside in order to develop what was initially supposed to be a simple platformer that would act as a learning experience. We looked to classics like Mario, Mega Man, and Sonic for most of our inspiration, especially on the look and feel of the game. A joke about the violence in the seemingly family friendly Mario games led to the imagery of Mario hugging goombas instead of crushing them. Over time this concept of the Anti-Mario evolved into a game where the point was to help everyone. Somewhere during development we were inspired to turn it into a sort of pop-psychoanalysis about dreams and emotions. Almost everything in the game is symbolic of some sort of emotion, from the color schemes to the designs of the creatures and stages. Needless to say, it ended up snowballing into more work than anticipated.
ARG: How long did it take to make?
BKG: Conceptualization (sketches and brainstorming, etc…) began probably around March or April 2012 or so but was pretty sporadic. Full actual development began in earnest in June 2012. The game itself was mostly complete in December 2012, needing only bug fixes and some polishing. Work was temporarily halted from late December until early March due to a personal crisis on the team. The final debugging and polishing came in March 2013, along with the website launch and subsequent game release at the end of March, making it around 8 months of actual development on Happiness.
ARG: How many people worked on the game?
BKG: Tim did all of the programming, graphics, stage design, and sound effects and composed around half of the songs. Chris composed the other half of the songs though there was a lot of cross collaboration between the two, similar to the work they’ve done in their band. Tim’s brother Jesse contributed to the alien tower designs featured in stage 7. Scirra community members Mipey, rexrainbow, and GauVeldt created a few of the plugins that were used in the game. Tom has been doing just about all of the PR work. All in all, 7 people have contributed to the game’s development.
ARG: Was the whole process fun / challenging?
BKG: Both. A lot of both. Like every work of art it’s a labor of love. It’s really frustrating sometimes to come up with the base mechanics or to create all of the assets, but when you finish it and look back on it there is this huge sense of pride and accomplishment. Sometimes we would come up with some new game mechanic but we couldn’t implement it the way we thought we could, so we’d have to come up with workarounds that had to be made in such a way where the end result is the same. Then there’d be an issue where, because there are so many components working together, we’d end up scratching our heads trying to work out what went wrong. There certainly is a lot of tedium to the process, but when our testers played baseball with a cyclops for about 30 pitches straight just because they could all the headache felt worth it.
ARG: We see you are working on your next game, an RPG titled REVAHLEN – can you tell us more about it?
BKG: Revahlen is an action RPG in the vein of the SNES classics like Secret of Evermore. The game has you playing as a team of treasure hunters in a fantasy landscape just trying to make a couple bucks on the next big relic. Naturally they run across problems, from raiders to monsters to even rival hunters. Tom was brought onto the team as our writer towards the end of Happiness’ development primarily because of this game. The aim is to make a really fun action adventure, akin to the swashbuckling kind of fun in the Star Wars films, while also creating a sense of place and culture. It’s to be the first game in a series exploring the world introduced in Revahlen. It’s still in the early phases, but the game is progressing quite fast. An internal tech demo is almost complete, and we’re aiming for the introductory chapter to be playable on the site before the end of the year.
ARG: What else is in the pipeline for Blue Key Games?
BKG: After Revahlen we have plans to go back to a much simpler action game, likely NES style. The game is planned to be a throwback to ridiculous over the top 80’s action films. And of course we’re already brainstorming new ideas and concepts for a followup to Happiness, though it’s too early to say when work will actually begin on that. Of course, right now we have Revahlen in development so those are both just current plans that may change over time.
ARG: Lucky last, Sega or Nintendo or Commodore or Atari?
BKG: Nintendo, though Sega gets a close second place. There are just too many classic franchises on Nintendo, both first party and third. Mario, Zelda, Metroid, Donkey Kong, Mega Man, Final Fantasy to name a few. All of these got their start on Nintendo systems. Still, Sonic is as much a part of our childhoods as everything else so high marks to Sega, too. At the end of the day though, a good game is a good game, no matter the system.
Well, there you have it. A great insight into an awesome bunch of indie game developers keen on making games for us to enjoy. A big thank you to Tommy Surette from Blue Key Games for rounding up the troops for this interview.
Future State Of Play
Who would have thought that by 2013, the big video game hardware developers would be Sony and Microsoft ! I am aware Nintendo is still around, but they have morphed into a company I don’t recognise anymore. Don’t get me wrong, I will always love Nintendo, but the affinity is not the same as it was with their products from the 80’s and 90’s.
Alas, who would have also thought that in this day and age we would constantly be downloading content instead of just whacking in a tape, floppy disk or cartridge to play our games.
I am being overly nostalgic in my views, and yes, I know that times are a changing and I should keep up with these changes. Luckily, I can play both modern games and more often than not, my old retro games. There is something intrinsic about playing video games from the golden era. I have an intimate relationship with these games, and after all these years, they don’t let me down, nor do they require patching with the latest content or bug fix. The games back then were complete before they were shipped.
I do wonder, which video gaming companies will be dominant in 20 years ? Will it still be Nintendo, Sony and Microsoft, or will new companies spring up between now and then ? Who knows, that is the beauty of the future – you can only speculate on the unknown. I am secretly hoping that the old guard throws their hat in the ring and we get video gaming hardware (again) from the likes of Sega, Atari, Commodore and even NEC. Imagine that!
Game Watch Battle: Super Mario Bros 3 vs Star Fox
In this Nintendo Battle, the showdown is on your wrist! The gauntlet is thrown down and the gloves are off between Super Mario Bros. 3 (made by Zeon) and Star Fox (made by Nelsonic).
How did this battle pan out ? Read the full article (by yours truly) on Nintendo Life
EB Games Expo Sydney 2013
Lock up your dogs, give your cats to your mum, EB Games Expo Sydney 2013 is coming this October, from Friday 4th to Sunday the 6th!
Tickets have already gone on sale to Australia’s biggest and best gaming event, and by the looks of it, you better be quick, as they are going faster than Usain Bolt in a 100m sprint!
Making a return to its home at the Sydney Showgrounds, EB Games Expo 2013 will feature exhibitions of the hottest games from the biggest brands in gaming. Showcased in an exhibition hall bigger than two football fields, the Expo truly has to be seen to be believed. For more information on this huge event, check out the EB Games Events Team press release
Tickets for the EB Games Expo 2013 are on sale right now, get them at all EB Games stores, online store or Ticketek . General admission prices are the same as 2012, however the organisers have also introduced a new discounted 4 person multiplayer pass for both the Friday and Saturday twilight sessions. You better hurry up before they are all snapped up!
All images sourced from and remain the property of EB Games Expo 2013
Video Gaming Inspired Artwork
It never ceases to amaze me how talented people are. Once such person, Jérémy Huet is no exception. His (retro and modern) video gaming inspired artwork should be shared and enjoyed. With that said, I hope you like it.
Genealogy Of Video Game Controllers
Pop Chart Lab has created the family tree of video game controllers, from joysticks, paddles, gamepads, power glove to bongos and guitars!
Golden Axe: Swashbuckling Arcade Action
The powerhouse that was Sega in the late 1980’s indulged us in some awesome arcade hits. Towards the end of that decade, Sega released memorable arcade games: Crack Down, Dynamite Dux, ESWAT Cyber Police, Scramble Spirits and Power Drift. To keep up this pedigree of arcade hits, Sega unleashed Golden Axe in 1989. Once again, Sega proved that they were the king of the arcade hill.
The big rage back in the late 80’s was two player co-op, horizontal-scrolling fighting games, or in this case, slashing evil minions to pieces and getting to the final boss. The medieval theme of Golden Axe implements the hacking and slashing game play to perfection. The storyline is pretty much run of the mill – the evil Death Adder has kidnapped the King and Princess of Yuria and it is up to the protagonists to rescue them and also seek revenge on the evil that was done to their families.
To set off after Death Adder, the player controls one of three characters, Ax Battler (a Conan The Barbarian lookalike), Gilius Thunderhead, the viking dwarf, and Tyris Flare, the Amazonian goddess (my first female video game character crush – sorry Lara!). Even though Tyris is a great character to use, her long-sword is no match for the battle axe that Gilius Thunderhead wields.
Anyway, on with the adventure – there are lots of different enemies to slash and if things get tough on screen, each of the protagonists can call upon their unique magic power – Tyris Flare has the coolest magic, she uses fire to incinerate everything on screen. There is finite magic power, so the player will have to pick and choose when best to use it. But wait there is more – mounted enemies riding creatures can be knocked off and the players themselves can then hitch a ride on the creatures and use them as weapons (swiping with their tail). The other neat attack is to charge and ram Death Adder’s henchmen by double-tapping the joystick right or left.
The level design is simply awesome – from Turtle Village (which is on a shell of a turtle), to the back of a giant flying eagle. Last but not least, there is the castle where you must defeat Death Adder and reclaim the Golden Axe.
SPOILER ALERT: Once the game is beaten, the ending shows a view of an arcade where the characters “jump out” of the game, run out of the arcade and down the street.
I have always been a huge Sega arcade fan. Whatever they pumped out, it was an instant hit. Golden Axe was no exception.
Graphics | Using the Sega System 16 board, this was the pinnacle in visuals at the time. Great sprites and awesome looking levels. |
87% |
Sound | The background music and digitised effects and grunts add perfectly to the axe wielding and sword swooshing atmosphere. |
88% |
Playability | Sega knew what they were doing when adding an Amazonian beauty to the mix. Golden Axe remains easy to get into, but its best played with a buddy. |
87% |
Lastability | It is a run of the mill side scrolling hack and slash, but hey, there is nothing wrong with that. |
88% |
Overall | In 1989, I pumped the equivalent of my body weight of coins into this game. It was also one of the reasons I bought a Mega Drive when it was released. Best played with a friend, Golden Axe has it covered – great graphics, awesome sound effects and great game play. |
89%
|
Manufacturer: Sega
Year: 1989
Genre: Platform
Number of Simultaneous Players: 2
Maximum number of Players: 2
Gameplay: Collaborative
Control Panel Layout: Multi Player
Controls:
– Joystick: 8-way
– Buttons: 3 [Jump, Attack, Magic]
Sound: Amplified Mono (single channel)
Sonic Reaper: The Sega Pluto
Over at the forums on Assembler Games, an interesting thread caught my eye, ‘The Real Sega Pluto’ – posted by forum member and ex-Sega employee, Super Magnetic.
In the post, Super Magnetic unveils a deep dark secret from his days at Sega – the Pluto console, a Saturn with a Netlink built in. A great post accompanied by great photos of the prototype Sega hardware. I am glad this ‘inside information’ is available to us all in the public domain. Without this kind of sharing, we would have been blissfully unaware of Sega’s Pluto endeavour.
Game Over Dude
If you weren’t sick of seeing the inevitable ‘Game Over’ screen, here is a kind reminder of a few:
Source: dibujoanimado