Puyo Remake

Posted by Tim Thu, 12 Oct 2006 11:41:00 GMT

Screeny

Just because it’s so cool to see a b-.. dog get slapped in tha face. The Puyo remake will probably include an online multiplayer mode and world peace.

Hawt.

Now will someone remake Super Puzzle Fighter already? Zulu Gems and Angry Drunken Dwarves don’t count.

(Can’t wait? Pushover and Clockwiser have been out for ages)

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Ninja Loves Pirate

Posted by Derek Yu Sun, 08 Oct 2006 15:16:00 GMT

Ninja Loves Pirate

Old news, but for the sake of completeness… I’ll have to be honest, despite the good things I had heard about the game, I avoided Ninja Loves Pirate precisely because because of the ninja/pirate/zombie/robot theme. I understand it was made for a Gamedev.net “4 elements” contest. So I just wish the 4 elements were something else, like old ladies, Willem Dafoe, absinthe, and child soldiers.

The presentation is, of course, gorgeous, but the gameplay is fun but far from perfect. Case in point: there’s this one part during a quest where you’re supposed to hit a switch to create a bridge over a pit, but it looks (falsely) like you can leap over the pit with Ninja. Small unbalances like that add up to make the experience feel sloppier than it should.

But it’s worth a download, certainly!

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Custom Wars

Posted by Albert Lai Fri, 29 Sep 2006 16:51:00 GMT

Custom Wars

What do we have here? Why, another attempt to fan-make a sequel (whether spiritual or otherwise) of Advance Wars! It’s named Custom Wars by the way. I couldn’t fit the previous statement without causing the sentence to lose its impact.

So far it has done something that nintey percent of internet projects have not done – make an alpha version! To be true, the interface is a bit ugly, but new units and new COs are already playable – and made in Java, to boot.

Lots of creative talent has gone into the making of Custom Wars (via a anyone-can-contribute-style of submissions. It could be you!), and it’ll be awesome for fans of one of the most enjoyable and addictive TBS games— if it makes it all the way to the final version without being Cease and Desisted.

Oh hell! Knock on wood!

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vertical & rrrrrpg

Posted by dessgeega Mon, 25 Sep 2006 06:26:00 GMT

vertical

always up to no good, alan gordon (who you may remember as the author of zi) has just released a pair of old projects onto the internets.

vertical is technically unfinished – there are no enemies or encounters. what remains is the architecture of the game, a randomly-generated tower of infinite height that the player scales with wall-jumps and a grappling hook which bears comparison to umihara kawase or turrican, depending on your background. once one becomes comfortable with the controls, the game becomes a meditative experience.

rrrrrpg, on the other hand, is a complete game. unofficially standing for “really really really random role-playing game”, but officially for nothing, rrrrrpg is a jrpg without content. all that’s left is a trio of abstract shapes roaming the countryside, fighting enemies for experience and money, and wandering back to town to buy better weapons and armor. it is the purest distillation of the jrpg.

check professor gordon’s blog for information on the upcoming zombie city survivors, as well as the zombie city games it is based on (now available for mac).

update: vertical now has a speedrun mode, accessible by pressing R.

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Acter World

Posted by Shabadage Sat, 23 Sep 2006 09:44:00 GMT

Why helllloooo, it’s your favorite sleep deprived, freeware game finding, TIGSource posting madman. And guess what? I’m here to share some more freeware gaming goodness with you. The game up today goes by the name of Acter World; and it’s a puzzle/action/platforming game, similar in feel to Bubble Bobble (Not Puzzle Bobble).

The game is about Lina, the games heroine, trying to rid the floating royal palace of an evil wizard and his goons. Armed only with a magical bubble ring, she sets off through 32 levels of solid, old school fun.

On a personal note; the show that MC Chris did up in Fort Collins, CO last night was awesome! If you get a chance to see this guy in concert; then DO IT! Best $12 I’ve spent in the last year or so.

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The Arcade Wire: Airport Security

Posted by BMcC Wed, 20 Sep 2006 11:56:00 GMT

Airport Security -- The game of airport security.

Perhaps we need a new category for “newsgames.”

Ian Bogost of Persuasive Games has announced Airport Security, the first in a series of satirical Flash games commissioned by Shockwave.com and Addicting Games called The Arcade Wire.

The game has you managing (of course) an airport security line, removing prohibited items from potential passengers and their luggage, while keeping up with the constantly-changing security regulations.

Hooray for games with a message! According to Persuasive Games’ site, it’s their bread and butter:

“Persuasive Games is the natural choice of leading advocacy groups and lifestyle brands who want to communicate effectively through electronic games.”

On one hand, it’s exciting to see games that move beyond mere amusement, that have a message and real-world impact. On the other hand, as Ian himself admits, the vast majority of topical games are no more than passing novelties.

What do you, the loyal TIGSource readers, think? Play the game and judge for yourselves!

(Source: GameSetWatch)

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Invalid Tangram

Posted by Albert Lai Tue, 19 Sep 2006 13:12:00 GMT

Tangram

Invalid Tangram, screenshot aside, may seem like another puzzle game, possibly asking you to complete more and more difficult tangrams in order to escape from a diabolical room, or something.

But no! Invalid Tangram is instead a fast-paced STG/Shmup (Which one do we use again?) developed for a Guildhall exhibition. Similar to games made by Mr. ABA himself, Invalid Tangram is simultaneously creative and enjoyable to play – though enemy sprites could use a bit of a makeover.

Gameplay itself is simple. Enemies come in four colors – destroying them causes a block to fall and stack on the bottom of the screen. You, the strange tangram…thing, can absorb similarly colored blocks to upgrade your attacks for a limited amount of time. A more in-depth explanation can always be accessed from the tutorial function. As it should.

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Get Your Feet Moving

Posted by Tim Tue, 19 Sep 2006 07:24:00 GMT

stringt

Part of the Second Experimental Gameplay Competition entries held recently, String Theory is a game that can be played with either a dance pad (if you happen to own one and have it connected to the PC) or the keyboard (for us poor folks).

The objective is to keep the spider-like creature within the screen, using extendable feet to grab hold of any surface it touches. Limb can be directed by using either the mat or the numeric keypad, though elasticity and grip are lost quickly so it’s vital to keep the entity moving at all times.

Text files can be edited for an easier difficulty or just to modify screen resolution settings. An updated version is available on the same page as well, plus a sequel has been planned for release later this year.

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Baron von Puttyngton versus the M. C. Escher Maze of Cheese

Posted by ithamore Sun, 17 Sep 2006 18:43:00 GMT

baron The Maze of Cheese (which won 2nd place last year at Stanford’s annual student competition for their Intro to Computer Graphics) is akin to collecting games such as PacMan and Katamari. But instead of collecting, you must roll the jiggly Baron around to touch every yellow piece of cheese and turn them blue as quickly as possible. The longer you take the more platforms, corridors, and stairs will grow into structures similar to M. C. Escher’s "Relativity" and "House of Stairs" especially in higher levels.

The game play is simple (maybe too simple) and straight-forward, the Baron never dies, and the levels are infinite in number. It feels much like an Atari 2600 game re-envisioned for the 21st century.

Since no documentation is provided with the game, you might want to continue reading if you don’t want to hunt for the controls. Movement is made possible by the arrow keys or with W A S D, the space bar jumps, and gravity is rotated 90 degrees forward with Tab and Enter.BaronStretched4 Other useful keys that should be mentioned are R to reset the Baron to his starting point, holding Ctrl brings up a map, holding the left or right mouse button and dragging it moves the camera, L skips the level, P pauses, the scroll wheel rotates gravity forward and backward (rapid scrolling is useful for "flying" through large mazes), the - key flattens the Baron, and the = key un-flattens him (the other keys: 1-6, H, M, `, and Esc). Flattenning the Baron and warping him around himself by jumping a few times while rolling will make him mutate and grow into a hypercube-like form that shows the Maze who’s cancerous.

I like the idea of having extra controls to experiment with and to discover different ways to play a game. Mutating the Baron just a bit allows him to crawl madly through large mazes that would take much longer to finish a piece of cheese at a time, but it can also make him hard to control when he grows too much. What do you think of incorporating such non-traditional controls?

(Source: Slashdot)

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Missing

Posted by Tim Sun, 10 Sep 2006 04:47:00 GMT

missing3Nope, the title doesn’t refer to me or any of the other editors on TIGSource. (rather apt, though!)

In Missing, you play the role of an ex-cop investigating the disappearance of his wife and child with only a handful of clues as leads.

Most players are likely to struggle with the controls at first but persistence is rewarded with one of the best stories this year. It’s important to note that save games are only allowed in your room and nowhere else. Moving your character around can be rather confusing, though a little experimentation will solve that problem in a matter of minutes.

Tension builds up rather quickly after the protagonist settles into bed for the first night. There’s a mystery to solve and a few twists in the tale that will keep you playing right till the end.

Highly recommended, two thumbs up, and not to be missed by anyone with an interest in adventure games.

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