Danimal Cannon talks chiptunes at TEDxBuffalo ⊟
Many of our readers are already somewhat familiar with chipmusic/chiptunes, but if you’ve been meaning to learn about them or teach someone just why they’re really cool, this 16 minute TEDxBuffalo talk by Danimal Cannon (Dan Behrens) is a good introduction. Dan also discusses how learning to make the discrete sounds used in chipmusic has made him a better (non-chip) musician, something I hadn’t really given much thought to until now.
There is also a fantastic documentary on chipmusic called Reformat the Planet by 2 Player Productions, the same crew that made Minecraft: The Story of Mojang and is currently working on the Mighty No. 9 production documentary.
i fucking hate this game *continues playing it*
i fucking love this game *never plays it again*
- Elena to Hugo Andore, Street Fighter III Second Impact (Capcom)
Who wants to back to Lungfishopolis? Today we have some character art from this bustling Psychonauts city for your viewing pleasure. Environmental art to follow if there’s demand!
Lungfish concept art from Psychonauts
by Scott C.
I’ve seen that photo going around of doritos in the games case and I assumed someone was just being funny or something but I went to target today and for real this is just getting weird.
Anyone who plays any Smash Bros in any way needs to watch this video. Remember that post with the Snake Meta Knight fight video that’s all “explain to me what is happening here then marry me”, well this true bro breaks down some of the advanced techniques that high level SSB players use in a surprisingly easy to understand way.
This is Cosmo, he speed runs games, this guy practically beats a Zelda game once or twice a day, I’m pretty sure he holds a world record for beating Ocarina of Time at like 18 minutes, how he does that is a whole other story. He’s probably one of the most impressive people to watch play games, yet he is so chill and humble about his god-like skills.
It’s just beautiful how near the end of this vid, after telling you about some of the most “hardcore” high level playing style techniques the likes of which you hopefully saw at the EVO tournament, he’s the last one you’d expect to say there’s not a single thing wrong with playing casually, yet he makes a point of saying many times there is no “wrong way” to play the game, you can mess around with all the silliest “low tier” characters with all items in Brawl completely for stupid fun if you want and it’s no better or worse than playing this way and no one can tell you otherwise.
sneaky nintendo you can’t trick my gamers gamer senses
my new t-shirt design, look for it at a con near you!
I got myself Sakura Samurai for 3DS for free, so far I love the way it plays, very satisfying and seems to distill my favorite elements of character action games.
If you’ve accumulated enough points from buying Nintendo games to reach Gold status I highly recommend it, especially since it’s a new franchise and you’ve probably already played most of the others, such as SSB64 and Mario Land, but if you reached Platinum status you have the option of a three poster set or the MAJORA’S MASK FULL OST CD.
One thing I’ve been thinking about a lot lately is how similar the gameplay of Super Hexagon is to the Super Gravitron that appears in the VVVVVV post-game. Both games were made by Terry Cavanagh, by the way. It might be helpful to search for videos of people playing both of these games on YouTube if you’re not already familiar with either Super Hexagon or Super Gravitron.
Super Hexagon features a hexagonal play field, with obstacles coming from the 6 sides. The player can move in a circle around the hexagon and must avoid these obstacles in order to survive. It’s fairly easy to consider a version of this played in a rectangular playfield: obstacles come from one side, and the player moves perpendicular to those obstacles. Because it’s possible to move a full circle in Super Hexagon, in this rectangular version it’s possible to instantly move from one edge of the screen to the other. I’ve diagrammed this below, with player movement in blue and obstacle movement in yellow (the fact that the rectangular version is vertical is totally arbitrary, and the game would be functionally identical tilted in any direction).
It should be pretty clear that these are two different ways of displaying the same game if you imagine pulling the blue segment in the rectangle around so that it forms a circle.
Super Gravitron is played on a rectangular field, and obstacles come from the left and right sides of the field, in 6 possible positions each. The player can move freely parallel to the obstacles, and automatically oscillates vertically at a constant velocity, and must avoid the obstacles to survive. The player may instantly move from one edge of the field to the other. Here’s a diagram of that (the aspect ratio is significantly different in this from the actual game, mostly to make what’s being shown clearer):
In other words, Super Hexagon can be thought of as a game about moving across a single axis to avoid 6 obstacles that are moving perpendicular to the player, and Super Gravitron can be thought of as a game about moving across a single axis to avoid 6 obstacles that are moving parallel to the player. There are other factors, as both games provide unique methods in their presentation to plan for upcoming obstacles, but the manners in which the player interacts with the games are identical and the lose conditions are identical.