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Retro Gaming Culture

Back To The Good Old Days

May 17, 2013 By ausretrogamer

Sifting through a mountain of video gaming sites, I came across this topical comic which I had to share. I am sure most of us (old school) gamers can relate.

source: cheezburger
source: cheezburger

 

Filed Under: Retro Gaming Culture Tagged With: Arcade, best of the web, Meme

Daft Punk – Get Lucky 8-Bit

May 14, 2013 By ausretrogamer

With the popularity of Daft Punk’s ‘Get Lucky’ song, it was only going to be a matter of time before it was going to get the 8-bit treatment.

The talented Floating Point Music took this hot track and converted it to what we like, 8-bit!

 

 

Image Source: Sankari69

 

Filed Under: Retro Gaming Culture Tagged With: best of the web, chiptunes, Daft Punk, Music

Best Of The Web

May 14, 2013 By ausretrogamer

It is always exciting introducing a new regular feature on ausretrogamer.com. ‘Best Of The Web’ will inject regular humour by bringing you the latest funny memes and obscure video gaming related ideas and bizarre paraphernalia.

Let’s get this show on the road!

Real life gameplay is terrible

source: eLOL
source: eLOL

 

Sonic working at the Sonic Fast food restaurant

source: Hoomph
source: Hoomph

 

SMES (SourceMod Entertainment System) – Super Mareo Bruhs


source: skwumpy

 

The Star Wars – D-Tech Me Experience: $99 Personalised Stormtrooper 3D Prints

source: Disney Parks Blog
source: Disney Parks Blog

 

Filed Under: Retro Gaming Culture Tagged With: best of the web, Meme

CoD: IRL

May 11, 2013 By ausretrogamer

With a plethora of first person shooters (FPS) in modern gaming, no wonder army cadets are blurring their online experience with real life.

Source: JungleboysTV

 

Filed Under: Retro Gaming Culture Tagged With: CoD, IRL, Modern Gaming

Add A Raspberry Pi To A Broken NES

May 6, 2013 By ausretrogamer

NES_raspberry_pi
Source: Igor Kromin

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!

Filed Under: Retro Gaming Culture

Interview with Indie Developer – Blue Key Games

May 3, 2013 By ausretrogamer

BlueKeyGames_logo

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.

screenshot_1

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.

screenshot_2

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.

screenshot_3

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.

screenshot_4

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.

screenshot_6

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.

Filed Under: Retro Gaming Culture Tagged With: indie, interview, Review

Future State Of Play

May 2, 2013 By ausretrogamer

Future_Sega_Dreamcast_behance_net
Source: Bēhance

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!

Future_Atari_console
Source: Dave’s Geek Ideas

 

Filed Under: Retro Gaming Culture Tagged With: Editorial, Future Video Games, Video Games

Video Gaming Inspired Artwork

April 24, 2013 By ausretrogamer

JeremyHuet_art1

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.

JeremyHuet_art2                                    JeremyHuet_art3

Filed Under: Retro Gaming Culture Tagged With: Digital Art, indie, video game art

Game Over Dude

April 14, 2013 By ausretrogamer

If you weren’t sick of seeing the inevitable ‘Game Over’ screen, here is a kind reminder of a few:

Game_Over_Man

Source: dibujoanimado

Filed Under: Retro Gaming Culture Tagged With: Game Over, Meme

Interview with a Digital Artist and Animator: Yangtian Li

April 2, 2013 By ausretrogamer

Tian_Li_profile_picture_by_tiantian1008-d4p4rwzAt the recent Re:Play – Indie Development: Exploring the Fringe event, we had the pleasure to attend and listen in to a talented panel  of indie artists and game developers discussing their work and their own plight in the ‘indie’ movement. One particular panel member, Yangtian Li (Tian to her friends) caught our attention. Once Tian’s work was displayed on the huge screen, we were instantly drawn (pardon the pun) into the beautiful and detailed artwork that was in front of us. We decided to track down this talented artist and ask her some hard hitting questions – and also showcase her amazing work.

Tian_Li_final-small-1024x449

Australian Retro Gamer: When I was young, I wanted to be an astronaut, but that dream never came to fruition. What did you want to be / or do when you were growing up (or did you always know you were going to be an artist)? 

Yangtian Li: I think what you are doing is cooler than being an astronaut (ARG: we love compliments!)! Well,  that’s just my personal opinion. I’ve always wanted to be an artist since I was very young! My parents were both artists so I guess there was definitely that influence. They didn’t actually want me to become an artist at first because they knew how hard it was being an artist. However, they knew I was determined and they have been very supportive. I guess I am kind of living the dream of the ‘little me’, but I think the ‘little me’ definitely didn’t have a clue of what it was really going to be like! I don’t think my current life is exactly what I really pictured in my mind back then, but I believe eventually I’ll be really “living the dream”!

Tian_Li_One-Day-small-1024x736

ARG: Do you remember your first piece of art? What was it, and do you still have it in your collection?

YL: I don’t think I do remember the exact first one – it was probably when I was 2 or 3 years old. But what I do remember is that I drew a lot of rabbits and little houses when I was young. There was always a rabbit in a pink skirt, all the time. My parents might still keep it somewhere!

ARG: What inspired you to pursue being a digital artist and animator? Why did you choose Melbourne to pursue your studies in animation?

YL: I loved reading comics, playing games and watching animated films in my teens. I always thought I wanted to work in those fields. Digital art just seemed to be the most related media to these fields, and I am a nerd anyway (ARG: there is nothing wrong with being a nerd). I won’t say digital art is easier than any other art form, in the end it’s a tool and all the fundamentals are the same. However, there are tools that allow digital artists to be efficient as commercial artists. As for why I came to Melbourne, it’s a longgg story. Well, in short, I originally wanted to go to Canada, but the visa was very hard to get back then, so the international student agency suggested to go to Australia. Back then, the Australian game industry was booming (this was in 2007). Then, as soon as I started my course, everything kind of exploded *hands in air* I didn’t do anything!

Tian_Li_Right-or-Wrong-1024x682

ARG: Pardon my ignorance in ‘art’ speak – do you have a favourite theme, style or genre you use for your creativity?

YL: OH MY GOD, how dare you! I am so offended right now! LOL. Just kidding. My favourite drawing subject is definitely “pretty girls”. Quite obvious right? I always try to come up with different themes, but all in all I want to use illustrations to express a thought, tell a story or share a vision. I would probably define my style as a hybrid between “anime” and “traditional painting” styles – I guess it’s reflecting my background too – growing up in Asia then coming over to Australia.

ARG: You have worked on a few high profile games, one in particular which we all know, Train Conductor – tell us about that experience? Was it fun or was it all serious business?

YL: Working on Train conductor was really fun! When I got on board, the game was already out, so what I did was lots of graphic updates. I have literally touched every graphic of the series, especially Train Conductor Australia, because I repainted lots of graphics when we had to convert the SD version of the game into HD to adapt to the newer devices. The funny thing was, after spending weeks repainting a bunch of 480px*320px into 2048px*1536px images, I saw a comment on iTunes saying “the HD version is great! Graphics look so much sharper and nicer, thanks to the programmers!!” Could you imagine my rage! I was ready to spit fire like an angry dragon. Working on other’s design and coming up with your own twist was definitely an interesting experience for me and I did learn a lot. It forces you to work with something you are not familiar with, and by observing other’s Photoshop files, you can learn their painting process and discover some techniques. It was a bit like being a detective! There were the serious business bits too, in the end it is a company running a business, but all in all it was great fun working on the train conductor series.

Tian_Li_winter_small-1024x724

ARG: Was going freelance / indie a tough decision? Why did you choose to go freelance?

YL: I don’t think it was a tough decision. Even though I was employed full-time, I still worked on freelancing projects at night/weekends. I already knew how it was being a freelancer before I became a full-time self-employed artist. However, it was very hard to go to my employer and tell them I wanted to be freelancing. Luckily, they understood, so thanks to them! There are quite a few reasons to go freelancing. A major one is that working as a freelancer, you can control what type of projects you want to work on. I did make some mistakes in taking projects that I didn’t really enjoy and I learned that it’s important for me to work on something I’m very passionate about. Being a freelancer also opens you to different clients and projects, and you are not necessarily stuck in one industry – so definitely more opportunities there. In the end, working as a freelancer means that you are working for yourself, and this idea is simply very attractive to me.

ARG: We noticed you are currently working on the 2D platformer, Gauntlet Quest (Soundplay Interactive). This is highly anticipated by us (we love our 2D platformers!). Can you tell us more about this project and your involvement in it?

YL: Yes, thank you for noticing that! It’s a very interesting project for me to work on. I’ve always wanted to work on a 2D platfomer! I’m responsible for all the graphics in this game as I am the only artist in the team – the others are some very talented programmers and designers. There are still plenty for us to work on, but it’s very exciting for me to be able to have a lot of control of the art in this game.

Tian_Li_LI_Yangtian_Who-to-be-with_SecondYear_Version1-1024x741

ARG: If you weren’t an artist, what else would you have pursued and why?

YL: Mmm, interesting! I can tell you this first, I’ll never be a programmer that’s for sure! XD Only one side of my brain actually works properly. I’d be interested to be a singer or an actor, it’s still “art” – but the entertainment industry is too complicated for me I think. Maybe a dessert chef? I love cooking and baking!

ARG: Do you have any suggestions or pointers for up and coming digital artists or animators getting into the games industry?

YL: No matter what industry it is, I think one of the most important things for a commercial artist/animator is being friendly and approachable. I mean, I’m quite approachable right? Hopefully? Or just cheeky? Oh well. A good portfolio is definitely important – but I’m not authorised to judge what a good portfolio is. However, Christopher Natsuume, art director at Boomzap, provides great portfolio advice.

Tian_Li_LI_Yangtian_Hera

ARG: Now to some hard hitting personal questions:

ARG: Tell us about Tian away from art – what extra curricula activities do you enjoy?

YL: Cooking! I consider it to be an art too. I am sorry that I didn’t really answer your question properly. I find cooking and art have a lot of similarities. When I have trouble explaining art to others, I use cooking analogies as an example to explain it, and people would generally understand it.

ARG: Do you have a favourite video game console?

YL: Mmm, the console I played most on was the PC. I played lots of RPG games when I was younger. I really did like playing on the DS (lots of Pokémon), but now, I play games on my iPad. I think I do enjoy PC games the most though, but unfortunately nowadays I don’t have that much time to play games.

ARG: Do you have a favourite video game or genre?

YL: RPG!!! RPGGGG!!!!!!! For me, it’s the experience and the story that can take me away from the real world – that really attracts me. I really enjoy spending a good time playing them and getting totally immersed. Not saying that I don’t like my daily life, I love it, but I also love to taste how it is like to live a different life. Some of my favourite RPGs are Dragon Age, Legend of Heroes Trails in The Sky, Skyrim (haven’t really got the time to finish it) and Pokémon!

ARG: If you had a choice between Atari, Sega or Nintendo, which would you choose?

YL: Nintendo! As mentioned above, one of my favourite games is Pokémon, haha!!

ARG: What is next for Tian? (what is on the horizion?)

YL: I am planning on moving to Singapore for work. Reason being, so far, I have only worked for indie game studios and worked as a freelancer. I would like to try working in a big studio under an art director. I think I can learn lots of things from this new experience, before I finally set up my own animation/game studio. Why Singapore? Because it’s in the middle of everything – I can fly to either Australia or China easily! My new map is about to get unlocked and I’m pretty excited for levelling up soon!

Tian_Li_FINAL_small-1024x742

Thank you very much for your time Tian. It has been an absolute pleasure interviewing you and indulging in your creative work. We honestly cannot stop looking at your gallery of fine art.  To see more of Tian’s artwork, please visit her site here.

Filed Under: Retro Gaming Culture Tagged With: Animation, Art, Digital Art, interview

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