Gridrunner submitted to Apple

Yay Gridrunner!

Well I didn’t expect to be posting another “submitted to Apple” entry quite so soon after the last one, it’s only a few weeks ago that we released Caverns of Minos. This one came together rather quickly.

I’ve intended for a while now to do the occasional “historical release”, where I revisit some of Llamasoft’s old back catalogue. However I don’t want to be forever churning out remakes of old games, as making up new ones is generally much more fun. I also hate the idea that some old devs have that back catalogue stuff must be “monetized” by releasing an emulator image and then charging for it. If you’re going to use back cat titles at the very least make something new and nice based upon them, don’t just try and cash in with a 20 year old emulator image, that’s just sucky.

Anyway. Once in a while I intend to have an occasional revisit of an old title, but I’ll do it nicely rather than just as a cheap ass cash-in.

So, Gridrunner was first up. Why Gridrunner? After all I’ve revisited that game so many times over the years maybe it might have been better to do something else? Well, the main reason for choosing Gridrunner to start was that I didn’t want to spend a lot of time doing a remake, and I always intended this as a tier 1 bang it out quick kind of release (didn’t realise it’d be *this* quick mind). And I already had C++ source code for simulations of the Vic-20 and c64 versions of Gridrunner that I’d made for inclusion in our PC game Gridrunner Revolution. I figured since I had that code already it ought to be pretty easy to port over to the iOS engine, and indeed it was, a couple of days was sufficient to have those games running nicely on iOS.

A couple of 8-bit ports on their own wouldn’t cut the mustard though; they’d be nice to include as free extras but I needed a proper new Gridrunner game to accompany them. Now I’ve been all over the place with Gridrunner over the years – if you check out the History of Gridrunner page on this very site you’ll get an idea of how much ground we’ve covered in Gridrunner’s name.

This time, though, I wanted to get back to basics and to make something closer to the simple origins of the old 8-bit game. Also, both the 8-bit Gridrunners were in a landscape orientation, since that’s the shape that tellies were – but I rather fancied doing a portrait version, because portrait stuff looks lovely on the iCade. And thinking of the iCade I decided on a theme – let’s have a version of Gridrunner in the style of an old arcade machine. If Gridrunner had been a coin-op how might it have looked?

Of course this is a Minotaur Project release so as usual we borrow the style of the old coin-ops but inherit none of the limitations. We can just have fun and make a slick shooter that evokes fond memories of those old arcade days. So of course the game needs an attract mode (almost a forgotten art these days, sadly).

Straight back to basics with the gameplay – no fifty levels full of fifty different kinds of baddies here. You get your basic enemy types, and they ramp up in aggressiveness the more you progress. Which isn’t to say that you’re not going to see the odd surprise here and there the deeper you go into the game; but definitely this is the most “pure” reworking of Gridrunner since the original.

A little green ship is you!

The little green ship, the red grid, the snake enemies – familiar ground to former Gridrunners. Here we’ve just shot open one of the shrapnel bombs that are new to this version.

All our bombs are belong to you.

Near the end of one of the blue grids, a swarm of shrapnel bombs is easy to shoot but requires some dexterity in dodging the resultant shrapnel sprays whilst taking care of that long snake feeding in from the top right.

Also, BASTARD LASER. Would absolutely not be Gridrunner without a bastard laser, now would it?

Twilight Sparkle would approve of these purple shots.

Fortunately one of the additions I’ve made to the original is to bring in lovely lovely powerups with which to smite thoroughly the burgeoning foe. There are eight powerup types gained by collecting colourful spinning rings that emerge from shot enemies.

Bullets. I got them.

Each type is fairly shortlived, but they are stackable – usually collecting a second powerup of the type you’ve already got extends the usage-time, and you can pick up shot speed multipliers to turn the likes of that ring shot there into OMG I AM BECOME BULLETS for a couple of glorious seconds.

There is a restart system to allow players to restart from higher levels; the restart points occur every 4 levels (the grid and enemy colours change every 4 levels too. I was inspired by remembering the different coloured webs in Tempest back in the day. “Getting to the yellow levels” was a thing. So I thought it’d be nice to accompany restart points with grid colour changes).

Anyway I think it’s come out really nicely – it’s fun and challenging to play without being too anal sphincter twitchy like some shooters can be, to the extent where playing them is more an exercise in sustaining an anxiety state as long as you can rather than just having fun and shooting shit. Plays just as nicely on the iPhone too – in fact one of my current hiscores was set on the iPhone, so I know it plays just as well as on iPad :) .

I’ll leave you with a couple more videos and hopefully we should be seeing some Gridrunnery goodness in the app store in a few days :) . It’s only tier 1 too so there’s really no excuse at all for not getting it.

This is the full attract mode.

Here’s a closer look at the first few levels.

And here it is being played on the iCade.

see you on the leaderboards soon I hope :) .

Posted in New Releases | Comments Off

Caverns of Minos now out!

Apple were awesomely fast approving the game this time round. It’s out now and available on the App Store here.

Feedback’s been very good so far with some users reckoning it’s Llamasoft’s best iOS game yet.

Some iPhone users wanted the option to choose controls split left/right (same as the iPad) as well as top/bottom, so a point update has been already submitted with that modification. Users should have it in a few days.

The update also adds specific buttons for iCade users to simulate tilting the device (since you can’t easily do that with your pad in the iCade).

Posted in New Releases | Comments Off

New iOS Game: Caverns of Minos

It’s a new year, and just about a year since Llamasoft started releasing iOS games; so what better way to celebrate it than with another new Llamasoft game.

The new game is called “Caverns of Minos”. All finished now, I am just about to submit it to Apple (only waiting on OF approval) so if all goes well it should be out by the end of next week.

Caverns of Minos is a true Minotaur Project style game. This time it’s been done in the style of the old 8-bit Atari home computers, and specifically echoes the style of one of the best known games on that system, a game called Caverns of Mars.

Caverns of Mars was basically a vertical scrolling variation on the Scramble theme. The player had to fly his ship down through twisty caverns filled with rockets on ledges (which never actually launched) and fuel tanks that could be shot to refuel the ship in that crazy logic that 8-bit games always had.

There were sections full of little rockets and fuel ships you had to carefully shoot your way through, and laser gates that flickered on and off and got on everybody’s tits, and eventually you arrived at what looked like a big skyscraper.

At the bottom of the skyscraper was a bomb which you landed your ship on. Landing there armed the bomb and then you had to fly out the cavern before it blew up. If you managed to get out then it was on to the next, more difficult cavern.

Caverns of Mars was notable because it was a slick-looking game that was actually incredibly simple and made great use of the Atari’s graphics hardware. For all that the game scrolls very smoothly not a lot is actually moving. Basically there’s one player sprite sitting over a scrolling tilemap and a couple of missiles for bullets. Everything that moves apart from the player ship and bullets is simply part of the background tilemap. The rockets never launch so the tilemap never needs to have stuff moved around inside it. The laser gates switch on and off by simply redefining a single character. There’s actually next to bugger all going on with the CPU, yet the game looks and plays very polished and smoothly. It’s a really nice, elegant use of the Atari’s hardware. You can watch it in action in this video.

Now as you know, the point of the Minotaur Project is not simply to clone old games. There has to be a mashup of game styles in there, along with plenty of minotaurs in rainbow jumpers. But with what could one mash up good old vert-scrolling Caverns of Mars?

Yup – Lunar Lander.

I’ve always liked lunar lander style games. One of the most ancient genres in all of gaming, Lunar Lander goes back a long way. The idea is a simple one – using only rotate and thrust buttons you have to guide your lander to a safe landing on the Moon. The Atari coinop version pictured above is quite a posh version of it, with vector graphics and a rotatable ship. There were many home computer versions of the game, and the Vic-20′s “Jupiter Lander” is one that I remember fondly.

This simplified the game in that the lander didn’t actually rotate. The main thruster always pointed down, and you had side thrusters to impart lateral motion. When you got close to a landing zone the screen zoomed in to give you a close-up view of your final approach.

The bar on the right hand side was basically a variometer. You had to land with your vertical velocity in the yellow zone or else your ship would blow up. The gentler your landing, the higher bonus you could get.

I’ve always enjoyed these kinds of games where a delicate touch on the thrusters is required. Another favourite of mine did include a rescue mission – the very excellent “Oids” on the Atari ST.

If someone isn’t doing a good remake of Oids for iOS right now then something is not quite right in the world. And if someone IS doing a remake please please please PLEASE God make them do it with decent controls and no awful onscreen joypads.

On the Commodore 64 lovers of thrusting were well served by Space Taxi, which again had the simplified lander model with the main thruster always pointing down and left and right thrusters for lateral motion (it may even have had a top thruster for slowing down, can’t remember now).

Space Taxi didn’t have a rescue mission so much as a business model, in which you scored points for ferrying little Commodore 64 dudes from place to place in a sequence of increasingly bizarre screens whilst trying not to kill them by landing your taxi on them or crashing while one of them was in the cab.

Anyway. So I love me a bit of thrusting, yes I do, and how exactly shall we go about mashing thrusty goodness up with a vert-scrolling Scramble clone?

Like this!

The title screen looks authentically 8-bit-Atarian, albeit with a slightly wiggling ship that would have boggled the very mind of a coder back then. The ability to wiggle sprites was at that point years in the future. Wiggling spaceships were something we could only dream of!

The simplest spaceship is a replica of that one from Caverns of Mars. Pick that one while you’re learning since it responds nice and smoothly to the controls and has stronger shields than most of them, so it can stand a bit of smacking around and occasionally getting caught in a laser without immediately blowing up.

The first thing you’ll see upon entering a cavern is the Mothersheep.

I didn’t want to do the whole setting-a-bomb-and-blowing-up-the-entire-planet thing like in Caverns of Mars. For one thing it’s a bit excessive blowing up a whole planet. What about all the poor innocent little creatures and peoples’ mums who would perish in such a huge retaliation? At least I hope it *is* a retaliation and not a pre-emptive strike. And also I really don’t like sections of games with tight time limits. It’s a sucky way of adding difficulty.

However there has to be a reason for going into the cavern in the first place, and coming back out again, so in the absence of a bomb there’s the quest to please the Mothersheep. She basically asks you to go and fetch her the cavern’s particular treasure. You then fly down to the bottom of the cavern, suffering the slings and arrows of all the nasty crap I put down there for you and also rescuing as many minotaurs as you can along the way, then bring it back to the Mothersheep at the top of the cavern to end the level.

Take a few moments to get used to how the ship handles. For all its vertical-Scramble trappings remember this is basically a gravity/thrust game. The screen doesn’t scroll at a set rate like in Scramble and the original Caverns of Mars. You use the Thrust button to control your rate of descent, and left and right move you left and right as per usual.

This area will look reasonably familiar to people who have seen Caverns of Mars. Of course our ship is a little more beweaponed than the rather weedily armed original, which was constrained by not having very many player missile graphics and the programmer really not wanting to do too much with the 6502 at all for generating graphics. Crap on the ground is also not constrained to remaining there as in the original and as you progress through the levels you will see stuff performing a variety of launching, firing and exploding type operations.

Notice that there are minotaurs in rainbow jumpers everywhere. These gormless but lovable beasts are of course there for you to rescue. You can land on any flat surface and if it’s near some minotaurs they will grunt gratefully and enter your ship in a cloud of love hearts. There are a few things to remember about picking up minotaurs:

- The smoother your landing is, the more impressed the minotaurs will be. Impressed minotaurs mean large bonuses!
- Picking up minotaurs increases the multiplier for everything else that you do. Therefore it would benefit your score to always pick them up as soon as you see them.
- However, picking up minotaurs also replenishes both shields and fuel. There may well come a time when you are limping back to the Mothersheep all battered and torn after a lengthy battle through the cavern, and if you picked up all the minotaurs on the way down there’ll be no way to get extra fuel and shield on the way out. So it behooves you to leave some strategically placed minotaurs through the cavern as you go down so you have some emergency supplies for the way back.

Sometimes a particularly smooth landing will impress a pony.

Here we are arriving at the bottom of the first cavern. It’s extremely easy so I expect everybody to make it here safely. Pick up the red heart to get an extra life, and the cavern treasure here is an old spaceship – I wonder what game that’s from?

On the flight back out to the Mothersheep you may expect to meet a few extra obstacles. Nothing terribly awful, just a few extra things to spice up your life a bit.

The caverns, of course, get gnarlier as you go on. Here you can see a bunch of tempting minotaurs in a laser pit. Do you have the courage necessary to nip into that hole and make them grunt with pleasure? Or will you leave them there alone with their horns?

The original Caverns of Mars had but 5 caverns. We have a bit more than that – 21 caverns in all, some of them quite commendably gnarly indeed. You also get 4 different ships with which to traverse the caverns and you’ll find that with each ship the challenge of the game varies. All caverns and all ships are yours, by the way, with no extra purchasing necessary. No in-app panhandling from Llamasoft, no siree!

The next ship up in difficulty is our old friend from the Vic-20, the Jupiter Lander lander.

Now this ship is a bit of a mixed bag really. It’s very nice and floaty to fly, and it’s the easiest of all the ships to ease down for a nice, soft, pony-impressing landing. However it can be the very bugger to get through the lasers unscathed. You’ll be cursing my name and species when you try for the first time to pass through that triple laser field there with the Jupiter lander. It’s not too bad once you get a feel for it but it’ll take you a few goes.

And you’ll be wanting Brian Blessed’s advanced masters’-degree-level swearing dictionary to hand by the time you reach this level in that ship. Bloody lasers.

The next ship is the taxi. We’ve covered it in weapons and given it the capacity to contain a smegload more minotaurs than the taxi in the Commodore 64 game. It’s actually a pretty nice ship to fly when you get used to it – a bit twitchy, but nicely nippy once you’re settled in. Pity that it does tend to rattle around like a pinball if you smack into anything and the shields aren’t the strongest. And don’t even think of getting any part of it in a laser. The side shooters, however, are a godsend in some levels…

If you want a nice, stiff challenge that’ll put more hairs on your chest than on the chests of the very minotaurs that you’re rescuing (I assure you those chests are pretty well furry, under those rainbow jumpers) then simply select the pointy ship.

Unlike all the other ships, which have been of the simplified kind with lateral thrusters and the main thruster pointing straight down, with the pointy ship we have the proper “rotate and thrust” control action. This makes navigating the caverns way more difficult, and landing to pick up minotaurs properly tricky, as you have to land on your tail fins. However it’s very satisfying to use this ship once you get used to it, and it is probably the most well beweaponed of them all. It’s a proper challenge and just one of the many ways to fly the delicious caverns of Minos!

ARGH NOSE IN LASER

Well that’s pretty much it. Controls as per usual are excellent, split left/right on iPad and top/bottom on iPhone. iCade is supported and the game plays really nicely on that. Each ship has its own leaderboard. Price is tier 2 and the game is worth more than that. But I’ll never ask you to pay more than the initial price.

See you soon on the leaderboards then :) .

Oh, here’s a video of the gameplay too :) .

cheers!

Posted in New Releases | Comments Off

In-App Panhandling is a Pain in the Tits

I’m getting to hate the current trend for “in-app purchases”.

Case in point. Last night I went to buy a game from an author whose work I’ve previously enjoyed and who up until now I would happily buy sight unseen. Go to the app store, it’s tier 1, don’t even think of reading the full app description as I know it’ll be fun. Buy, download, have a fool around with it – there’s 4 open modes and a bunch more to unlock. I wonder what you have to do to unlock the rest – presumably do well in the first few levels, after all that’s how games work.

But no. The answer turns out to be pay another two quid.

At this point I am rather annoyed because basically what has just happened is that I’ve been charged tier 1 for a fucking demo version.

I can see IAP being valid as a method of converting a demo version to a full version, that’s fair enough. But it seems a lot of devs these days are using it as a way to constantly nickel-and-dime more money out of players throughout the game, and that’s bloody annoying. There was even a case recently of someone who posted in our forum to pimp his game and in the course of discussion it emerged that in that game you actually have to pay to use the smart bombs. Not only that but the smart bombs are consumable and you run out and have to pay again for more if you want them. That’s just unnecessary.

I can just about see IAP being valid to sell more levels for a game, but only if it’s not done in such a way that there’s basically a shit small set of levels in the game that have you bumping up against the next IAP point in only a few hours. If I were to think about paying for more game levels it’d only be if I had had a good, long and satisfying game with the levels I’d originally paid for. And the level pack had better be damned good and last a long while.

However a lot of the time it seems to be being used to break up what should be a well rounded and complete game into bits and pieces that must all be paid for separately. When I design a game I design it as a complete entity, with all the levels and difficulty modes included, and where stuff is locked it can be unlocked through the course of normal gameplay as God and Nature intended. The purpose of the game design is to create something that users will get a lot of fun out of and keep them entertained for a good while, and leave them feeling like it was worth the tier 2 they paid for it.

Splitting up a game with IAP toll points strikes me as being a completely different exercise – basically creating a structure deliberately designed to halt the player’s smooth progress through the game so as to stick out the begging bowl again and again. That’s rubbish, as is leaving out bits that should be an integral part of a game’s design such as levels and difficulty levels and demanding extra for them.

By all means if you think your game’s worth more than tier 1 then ask for more. If it’s a good game you’ll probably get it, and maybe if more people did that then we’d finally see a move away from the stupidly low prices people expect on the app store. But don’t break up what should be a complete game design and annoy the player into purchasing the various component parts piecemeal. Just ask for the full price up front and be done with it. Hiding your higher price that way is an annoying pain in the tits. And don’t sell me a fucking demo version.

Anything but the most basic use of IAP to upgrade from a demo to a full version will definitely be a cause to not buy and not recommend a game from now on for me, along with not providing a Universal version. Smeg to that.

Posted in Uncategorized | Comments Off

Is higher rez always better?

The other day I was playing through some of my Gamebase collections and spent a while checking out an old favourite of mine on the c64 and Atari 800, “Repton”.

And no, I don’t mean the BBC Boulderdash-not-quite-clone of that name, nor the posh girls’ school, but a rather nice Defender-inspired shooter.

The stylish title screen also included a neat demo mode that showed off all the game’s enemies. The game wasn’t purely a clone of Defender and had some neat touches – your ship could cloak completely and become safe from attack but you couldn’t thrust or fire in the cloaked state. You had to prevent the bad guys from stealing bits of your buildings to make a base, and nicking energy from your power plants. It had heavily inertial controls, great sound effects, and was a really nice game that most people in the UK probably never heard of. I devoted a fair bit of time to it back in the day and enjoyed revisiting it on the emulators.

Pew pew pew.

On a whim I thought I’d look in the app store to see if there was any version of it available, perhaps as an image for the c64 emulator or something. Imagine my joy when I found not just an emulation version but an actual native iOS version – and done by one of the original authors, no less! Hoo boy, I thought to myself, and figured I was in for a treat. I went to the game’s page and took a look at the screenshots:

Erm… OK. Let’s ignore for a minute the HONKING GREAT VIRTUAL CONTROLS PLASTERED OVER A LARGE AMOUNT OF THE VISIBLE SCREEN. Because that’s an easy mistake to make. (Actually no. I’m lying. It isn’t an “easy mistake to make”. It’s an egregious example of the collective idiocy that has a Scientology-like grip on vast swathes of the iOS game development community. Trust me, from outside, in the land of rationality, the idea that you have to overlay images of old-style joystick controls and buttons in specific places on a modern touchscreen is every bit as loony as evil Lord Xenu and the volcanoes and atom bombs. It’s stupid, and sane people don’t do it, and it pisses me off no end that there are people out there getting paid way more than me to churn out games with shit controls. But anyway I shan’t digress any more about the onscreen controls. Even though they get not just my goat but my entire flock).

Even *aside* from the horrid onscreen joystick though, look at the graphics. They’ve been modernised, they are higher rez… and they’ve pretty much lost the *stylishness* the original 8-bit pixel graphics did. They look like they might have come out of a Powerpoint presentation or some Flash animation. The palette’s been toned down, everything’s neater but… they just look insipid compared to the grainy-but-cool-looking original.

And whereas the scanner is actually larger and more detailed than the original, it is somehow less distinct (and not helped by the HUGE OVERLAYS plastered on top of it). It’s no longer neatly separate from the gameplay area and it’s harder to get an overview of the action than in the original game.

I guess I’d been hoping for something more along the lines of my own Minotaur Project style – keeping the basic feel of the oldschool graphics but enjoying the lack of limitations in modern hardware, allowing more effects and fluidity in the gameplay. And this is something I see in a lot of iOS games – graphics very neat and tidy and polished-looking but lacking that oldschool feel that I want when I’m playing an oldschool game.

I think it’s possible to “improve” things too much, and lose something in the process.

Which is something I hope I *haven’t* done in my upcoming game “Caverns of Minos”, which is coming along very nicely. It’s turning out to be a kind of sequel to Minotaur Rescue, and is done in a style that’s heavily based on the Atari 8-bit computer graphical style, only with a lot more stuff going on than you could ever do on a real atari 800. More on that in due course :) .

Posted in Uncategorized | Comments Off

GoatUp Was Almost An Atari VCS Game

As I’ve mentioned before the main influence on the design of GoatUp was an excellent Atari homebrew game called Man Goes Down (and not, despite what some people have thought, “Doodle Jump” on iOS, which I have never in fact played nor even seen anything more than a static screenshot of).

Playing that game a lot inspired me to take a look at doing a bit of 2600 coding myself. The Atari 2600 VCS has always interested me from a coding standpoint simply because it is simultaneously clever and brutally minimal (it has 128 *bytes* of RAM. Not 128K, 128 individual bytes). You basically have to build every scanline yourself using two sprites and three dots and 20 bits of background.

David Crane explains it rather well here, in his excellent talk about the creation of “Pitfall”, one of the most successful 2600 games.

If everything Mr. Crane says during that video does not make perfect sense then I’d also recommend the same book that he recommends, “Racing the Beam”. It goes into a lot of delicious technical detail about how the VCS works.

Having read the book myself and gathered together the various bits and pieces needed to attempt VCS hackery (basically the STELLA emulator and DASM assembler) I decided to have a go myself.

On the VCS you can’t just put a sprite on the screen. Basically you have to write code that is synchronised to the scanning of the TV beam in order to place slices of the various things that happen to cross the current scanline into the line buffer. There’s some hardware to help you do that, to an extent, but basically you can’t do a lot because there simply aren’t enough CPU cycles to do much on one scanline. Your scanline drawing code – called the “kernel” in VCS parlance – has to be precisely timed down to the last cycle. You have to be aware not only how long each instruction takes to execute but also where your code and data are in memory, since crossing page boundaries can cause timing alterations that show up as a glitch on the screen.

It’s crazy mad coding of the sort that nobody really has to do any more, but out of curiosity and as an exercise for fun it’s actually rather satisfying to do. I never really finished off my kernel but if you look at it you can see that even back then a couple of years ago goats and platforms were on my mind.

Here I was actually experimenting with generating the platforms just by switching the background colour off and on rather than using the playfield hardware. It worked but the resolution at which I was doing it was sufficiently coarse that the method was unlikely to be useful and to go further I’d've had to use playfield. It was shaping up into a nice 1-line kernel though.

I would say that it’s quite possible to do at least a simplified version of Goat Goes Up on the VCS, given time to finish the kernel and write the actual rest of the game. Alas I can’t see that happening for a while. These days I don’t get much free time for hobbies.

If you have the Stella emulator you can even run my kernel and see some things move around. The binary can be downloaded here. Be warned though, it’s a massive 4k download ;) .

Posted in Uncategorized | Comments Off

Llamasoft adding iCade support to iOS titles

We are adding support for the iCade mini-arcade-cab iPad game controller to our arcade-style iOS games. The iCade allows the games to be played with authentic arcade joystick and buttons. You can see it in action here.

An update for Minotron was just released which includes the iCade support, and also allows players to select fixed right-handed or left-handed arena shooter controls as alternatives to the adaptive controls that are the default.

An update for GoatUp which fixes a small bug in the game and also adds iCade support was submitted to Apple two days ago and should be released soon.

An update for Minotaur Rescue to add iCade support will be submitted early next week.

We’re not adding iCade support for Deflex as it’s not really an arcade-style game and wouldn’t really benefit from the iCade.

Posted in Uncategorized | Comments Off

New iOS game: GoatUp

I’ve just finished our new iOS game “GoatUp”.  It is now available on the App Store :)

Get it here.

It’s a bit of a departure for me because one genre that Llamasoft has never attempted has been platform games.  This is the first platform game we’ve ever done.

In fact I’ve often said that I “hate platform games”.  This isn’t exactly true, but it does reflect my disaffection with the glut of platformers which swamped the 16-bit consoles post-SMB, and the fact that I was never a keen Manic Miner player.  (I do have a great fondness for Manic Miner, and I appreciate the skill and humour that went into making it, and I like how for a generation of Speccy kids Miner Willy was basically our British Mario.  Just that the kind of platformers I do like tend to be the kind where you can romp about and have fun without too much regard for pixel-perfect accuracy, and MM is pretty much the diametric opposite of that.  A great game, just not one that’s my cup of tea).

GoatUp, then (it was originally going to be called Goat Goes Up, in homage to one of its direct influences as we shall see, but then I found out that someone had just released a game called Sheep Goes Left {really, what are the chances of two ungulate-proceeding-in-a-particular-direction game names occurring within a couple of weeks of each other? I’d've bet I’d've been safe but apparently not!} and not wishing to confuse the issue by using a name too close to that I shortened it to GoatUp).

It’s a playful platformer, for the reasons I already mentioned with regard to Manic Miner.  I hate pixel perfect precision and that sphincter-tightening anxiety that goes with every move in such games.  I wanted to be able to bounce around on my platforms like a tiny caprine nutter, not worrying that I might die if I fell more than two inches onto a lower platform or if my hoof hadn’t been *right* at the very edge of the platform I just jumped off.  Sloppy, joyful, bouncy were my watchwords when designing the basic platforming action.  Physics could sod off in deference to making it feel nice to play.

I also make reference to various platformers of the pre-Super Mario Brothers era which I have enjoyed, or which have been particularly influential.

The goat was always going to be the goat out of Canyon Climber, one of the first platformers I played on the Atari 400/800.  I bought the game on tape in a computer shop in Southampton one weekend, largely on the basis of the first screen.  If you watch the video of the game I am sure you’ll see why I found it irresistible.

Canyon Climber for 8-bit Atari

One thing always bothered me in that game though – when the little guy goes to blow up the bridges, what happens to the goats?  Sometimes the goats are on the bridges when he blows them up.  (In fact if you watch that video and look at the game’s last level you’ll see that a goat does have his revenge).

I always thought the goats were cute though, so one of those goats became the main player character of GoatUp (at least you *start* as one of those goats, and the more you play the more you become a compound entity, as we shall see).

Another game that was a big influence was Miner 2049er, an old fave, again from the 8-bit Atari (I know there was the c64 version as well, but the Atari computer cartridge was my favourite version).

Miner 2049er on Atari 8-bit

This game was a curious combination of painting game and platformer – rather than having to collect a certain number of objects and/or reach a particular exit as in most platformers, in 2049er one had to traverse every bit of every platform, gradually filling in the floor as you went.  Baddies could be turned harmless for a while and consumed, Pac-Man style, by grabbing various objects floating in the air above the platforms.

I also admired Bounty Bob’s relationship with his donkey.  It’s obvious they were very fond of each other.

BB

Perhaps the biggest influence was a sort of inverse of the usual “climb to the top” style of platform game (and a much more recent game too, although on ancient hardware) – “Man Goes Down”, a homebrew game on the Atari VCS.

Man Goes Down on Atari VCS

This is a beautifully simple, impeccably-presented VCS homebrew that I’ve spent countless hours having “one more go” on.  I thoroughly recommend you fire up an emulator and check it out.  It’s more of an “endless faller” than an endless climber, but it’s definitely the major inspiration for GoatUp.  I’d always intended to do a game in that style of gameplay one day.

There’s lots more influences and references that I refer to and which you’ll see for yourselves as you play through the game.  I think most people will find some part of their platforming past mentioned at some point even if their tastes in such games weren’t identical to mine.

So then – GoatUp.  Let’s have a look.

Simple, no-frills title screen, in keeping with the vibe of pre-SMB platformers, and commensurate with the fact that Llamasoft doesn’t have any proper artist.  The Speccy font is sure to give gamers of a certain age and nationality the warm fuzzies.

My games seldom come over that well in screenshots (not being a pixel artist, for me it’s all about how things move, and the colours, and the feel of the gameplay) so to get an idea of what the game’s like, have a goosey at this video of the first few levels of play.

Goat Up first few levels

I am sure you get the idea from that – it’s a frolic of a game.  No pixel-tight manoeuvring is necessary and you can bounce around like a flock of capering lambs :) .

GoatUp is a cross between the “endless running” type of game – where typically you have to keep running across a terrain until some mistake stops you – and the “climb to the top” style of platformer.  It’s an “endless climber”.  Once you start climbing the platforms continuously scroll downwards and you must keep climbing to avoid falling off the bottom of the screen.

You can “graze” the platforms, eating the grass a bit like the way the platforms get filled in in Miner 2049er.  Unlike in that game, however, it’s not necessary to cover *every* platform and eat *every* bit of grass in order to progress.  Grass-eating and passing over the platforms reveals bonus items, which pop up out of the ground and can be collected to increase your score as you go.

In order to gain better scores you want to grow as you play rather than simply surviving.  This you do by becoming an entire flock of goats rather than just a single individual.  You do this by seeking out billy goats along the way, and kissing them.

Once kissed, you must eat more grass to move things along (getting bonus items helps too), and shortly afterwards you will experience a happy event, and a little goat appears and starts to follow you.  Repeat this procedure as you climb and you’ll get a longer and longer trail of little goats behind you.

You want more goats for a variety of reasons – your score for bonus items, knocking off enemies and eating grass depends on how high you’ve climbed and how many kids you’ve got with you, so the more the better.  You can use your trail of kids as a weapon, too.

Although you can’t attack enemies directly (except when periods of invincibility are granted) if you can touch them with your trail of kids as you jump over them, you can knock them off and get more bonus points.  Here a large musk ox has been knocked from a ledge for 4000 points.

You’ll lose a kid if you bash into an enemy yourself, so you should be careful to try and keep as many as you can as you make your way up.  Spectacularly large families are possible with care :) .

As you climb you’ll pass through zones that refer to some old favourite platformers from the past.

Miner Willy has a habit of landing on your head.  And the platforms there aren’t that solid…

In the words of the ur-platformer – how high can you try?  And what will you find and see along the way, and just how big a family can you get?

When your game is finished the stats are presented.  Online leaderboards are maintained on both OpenFeint and GameCenter.

Excellent controls for left- and right-handers are available, along with the option to play by tilt and touch, which allows for simple one-handed play on the smaller iDevices.

In all it’s a cute, fun game that’s simple for anyone to pick up and play, and I’ve very much enjoyed my first foray into the world of platformers.  I hope you enjoy it too :) .

Posted in New Releases | Comments Off

Latest iOS game Deflex – out NOW

Our latest iOS game “Deflex” has just been released for sale on the App Store.  It’s a Universal app for iPad and iPhone and will be priced at tier 2, £1.19 or local equivalent.  It’s quite different from my previous two games in that it’s a puzzle/dexterity game rather than a shooter.  It’s controlled using just two buttons and features chilled, relaxing gameplay accompanied by gentle piano noodlings and eye-pleasing washes of colour.

Video: Deflex gameplay on iPhone

(and yes, there is a volume slider for the voice effects for people who want to adjust the level or switch them off).

The objective of the game is quite simple – deflect a ball using two types of angled bat, steering it around obstacles to retrieve targets.  It consists of 52 levels – and after clearing the levels it’s fun to retry them so as to achieve the highest score.

I’ll explain a bit about the game by way of a walkthrough of its first level, provide some screenshots from other levels in the game, and lastly provide some historical background to the game.

Let’s start with a walkthrough of the first level.

The level starts with the ball rolling up and down vertically between the ranks of musk oxen.  It leaves that rainbow-chalkline-ish trail behind it as it rolls.  The only controls are the two deflector buttons which you can see at the bottom left and right of the screen.

On this first level the points value of each ox is displayed all the time – this is so you can see how it changes according to what you do.  Normally the points value is only displayed when you actually collect a target.

The particles that make up the ball gradually “evaporate” over time – you can see some of them spinning off near the ball.  This imposes a natural time limit on the level = if you just leave the ball doing nothing, eventually it’ll evaporate and the level will end with no score.

We don’t want this to happen, so we’re going to press the right-hand “\” deflector button when the ball is abreast of the double line of oxen at the bottom of the screen.

Here’s the scene just after doing that.  Let’s see what happened:

- The ball, going downwards, had a “\” deflector placed in its path.  The deflector acts like a 45-degree mirror and changes the path of the ball accordingly – a downward-moving ball deflected by \ ends up going to the right, and now it’s smashing into the musk oxen, collecting them.  Collecting targets gives points and also restores the particles lost to evaporation, so you want to keep doing it in order to prolong the level.  It’s also raising the multiplier, as you can see.

- The deflector is now “/”.  Why is that?  because one of the basic rules of Deflex is that whenever a deflector is hit by the ball – which happens immediately when you first place one – it flips to the opposite kind.  We can use that property to build fairly complex ball trajectories using only a few deflectors, something that becomes useful on later levels.

But for now let’s let the ball run.  It’ll finish picking up that right hand double row of musk oxen, then bounce back off the right hand side of the screen, back towards that deflector.

It’s bounced off the deflector, then the bottom of the screen, then off the same deflector again, and is now picking up the opposite row of musk oxen.  We haven’t had to do anything at all except place that one deflector so far and we’ve already picked up quite a few oxen.

It’s worth remembering that deflectors will tend to act symetrically, and that it’s worth letting the ball roll around a bit to see how it’ll move as the deflectors on the level are hit and change state.  Often it’ll be to your advantage, especially as you learn the game’s ways and begin to place deflectors strategically to take advantage of this effect.

With the ball travelling leftwards we place a “\” deflector, which bounces the ball up into the herd of musk oxen on the left hand side of the screen.

As we approach the screen top we place a “/” deflector – as we’re going up this has the effect of bouncing the ball to the right, all along the top row of oxen.

The ghostly Hubbard heads indicate that we are hitting targets one after another quickly enough to form a chain.  During a chain the multiplier holds, and can be increased by hitting multiple targets simultaneously.  Going too long between targets resets the multiplier.

Approaching the right-hand side of the screen again we place a “\” deflector, to bounce the ball down towards the musk oxen below.

Picking up two oxen simultaneously has increased the multiplier.  We’ve held a good chain so far and it’s up to x5.  The ball is going down the screen and there’s an obvious row of oxen that can be collected if we place a “/” deflector to send the ball off to the left.

There we go – the row of Hubbards confirming that we’ve held the chain.  Only a few oxen are left to mop up now.

Letting the ball roll on and bounce off the left screen edge we pick up a couple more oxen and as we do so we get the ON SOURCE achievement (for getting plenty of Hubbards on one level).

With a few well placed deflectors we mop up the last few targets until there’s just one musky ox left.

Level’s complete – and although we scored fairly well it’s a long way off the best online score.

Completing the levels usually isn’t too difficult in itself – part of the fun is learning ways to complete the levels that give you higher multipliers and more points.

A stat graph built in to the level selector shows you where you stand compared to the online best.

Deflex is a game that is pretty chilled and relaxing – there isn’t even a “Game Over”.  You can play any level you’ve unlocked at any time, and the unlocking itself is designed not to be arduous.  Levels unlock in chunks of 4 at a time, and the next chunk will open up when 3 out of the 4 previous have been completed; so even if one level has you stumped it needn’t block progress through the game.

The nooding piano music and the gently pulsing backgrounds make for a nice relaxing time, and the very nature of the game – lots of individual levels each with their own score tables and which can be played in any sequence at any time – lends itself to being dipped into for a quick go every now and again.

No need for huge marathon sessions in order to get a high score (although an aggregate high score for the whole game is used on the Overall leader board).

Here’s a few screens from some of the other levels:

Tidying up the diskettes.

Collecting the camels in the camel maze.

Ponies for the bronies.

Chasing evasive e-meters.

Ron approves of your banana madskillz.

Not only the ponies are pink.

Cake and PONG.

Something happened to my GEM desktop.

Deflex History

Deflex could be considered one of the oldest Llamasoft games of all.  Its history goes way back to when I first learned to program, back in school in 1979.  There was one Commodore PET at school and me and a handful of fellow nerds cut our coding chops on that machine in spare time between lessons.  In the History of Llamasoft I remembered that we’d seen a game on the PET which inspired what became Deflex, and not long ago I managed to find that game in old emulation archives.  It was called TARGET PONG.

The idea was basically the same as Deflex – you had a ball that bounced on horizontal or vertical trajectories, and you placed angled bats in front of the ball by pressing the N and M keys (the N key carried the PET graphic of / and the M key \) and by placing the deflectors you tried to make the ball hit the target.

The ball is the solid dot in that screenshot, and the target is the hollow dot.

We liked this game but found that it was limited in that the ball’s trajectory was fairly limited and it was easy for the ball to get into tight loops that were somehow unsatisfying.

I can’t remember whose idea it was – I suspect it might have been “Ruptured” Rawlinson’s – but we changed the design so that when the ball hit the deflector, the deflector would flip over to its opposite state.  We coded that up and the game became much more interesting as the ball could take much more varied trajectories as the deflectors changed state.

No copy exists that I can find of our modified version for the PET.  The idea stuck with me though and I did end up doing a ZX81 version of the game which I am unfortunately unable to find a copy of online.  I suspect I may have a copy on tape somewhere and one day I may be able to resurrect it if the old tapes are good enough still.

Come the Vic-20 and I wasn’t the only one remembering that PET game as there is in the Vic archives a copy of a game called “Deflector”:

This is obviously based on the PET game, being pretty much identical; the deflectors don’t change state and it behaves more or less exactly like the PET game.

Independently of that when I got my own VIC one of the first things I did was implement our modified version of the game with the bats that changed state.  Like its ZX81 ancestor I called it Deflex (I actually called it Deflex V, I am not sure why, since I only recall there being our PET version and then the zx81 version (maybe there was a zx80 version too)… I guess I thought it sounded better :D .

You could choose static or moving targets.  This is the intro screen.  Note that the keys are still N and M just like on the PET – those keys still carried the / and \ PET graphics on them.  Also look at nerd me having the targets progress in hexadecimal from 1 to F :) .

The game in action in glorious sparse Vic-o-vision.

Hitting a target resulted in a seizure-inducing flashing of the character attributes and a sound best described as the electronic audio equivalent of a bicycle falling over.  Noisy, crashing and grating.  I remember my concert pianist friend’s delicate audio sensibilities being particularly offended by it :D .

The game was scored by time, and as you progressed through the 15 targets the screen would clutter up with bats, making it harder to get a clear shot at hitting the target.

Too many bats got you a timeout penalty, but you also got the screen cleared making further progress a bit easier.

Of course you got to put your name into the hiscore table at the end of the game.

Then out came the Speccy.  Llamasoft didn’t do much on the Speccy but one of the games we did do was a version of Deflex.

Hanging drawing and quartering as a penalty for piracy might have been a little harsh I reckon :) .  And how many (C) symbols does one screen need?  Not like I was EDGE or anything.  If I was I’d be rich now from all the lolsuits instead of a pauper because I like actually making games.

The game was almost all in Sinclair BASIC, it being simple enough, with not much moving on the screen, to do in BASIC even as slow as BASIC was.

I think the only machine code in the whole game was to animate that llama, so I sure as hell got my money’s worth out of it, using it at every opportunity as here on the title screen.

For a mostly BASIC game it wasn’t too bad.  There were various levels with 9 targets per level, and more obstacles and stuff added each level.  You had lasers that fired at you from the edge of the screen (“you” were a little space invader character, in place of the ball in the other versions), walls of deflectors to get in your way, targets shielded by blockages that you had to approach a certain way, and suchlike.  Response to the keys (still N and M, even though it was on the Speccy and those keys no longer carried the / and \ graphics) was a bit sluggish and you had to get used to pressing the key a little before the position you wanted the deflector.  But it was an OK game.

The best thing was the Llama of Too Many Bats that came out if you used too many bats on one level without hitting a target.  It’d walk across the whole screen erasing everything.

Once the Llama of Too Many Bats had cleared the screen it’d knock you down a level, so it was best not to invoke him if you could avoid it.

ALL the levels were devilish and new!  And there were lots of exclamation marks!!!!

Level 5 brought in the little pink guy (I think he was called Grud).  He’d step towards you and hitting him cost you a life.

Lose three lives and this was your reward.

Yep I used that llama every opportunity I had :D .

I also did a version of the game for the 8-bit Atari machines.

No idea why I called it Turboflex, other than that everything sounds cooler if it’s turbo.  These days it makes it sound more like some kind of dildo than a game, and it loses the sense of “deflection” that is the essence of the game and the reason for calling it Deflex in the first place.  But still, there it is.

It wasn’t particularly pretty for an Atari game, given the excellent display capabilities of those machines.  It was written mostly in BASIC again, although it did make use of Atari’s famous “player missile graphics” for smoother movement of the target than in other versions.  (“Player missile graphics” were Atari’s somewhat odd implementation of sprites where you had 4 “players” that were basically sprites the whole height of the screen and 8 bits wide.  You could move them horizontally, and do vertical motion by actually moving a bitmap inside the memory allocated to the sprite.  Each one had an associated “missile”, which was the same thing only 2 bits wide.  They were odd but you could do cool things with them given how easy it was to do raster interrupts on the Atari.  But I digress, and didn’t do anything at all cool with them in this game).

There it is in all its mostly monochrome glory.  Why did I do the timer bar in a multicolour mode using what looks to be character Cs rather than doing something nicer?  I don’t know. By now keys N and M to place the left and right bats had become traditional regardless of what system the game was running on.

I do remember the game at least had some nice crunchy POKEY sound effects in it and it made at least a small attempt at being cute, in that when you lost a life a tiny sprite gun would come out and execute one of your indicated balls remaining.  A functional game but given the graphical nature of the Atari machines probably not the most spectacular game you could have bought for your Atari back then.

Deflex made one final appearance in the 8-bit era as a pause mode game within my Commodore 64 game “Iridis Alpha”.  Pressing F1 during gameplay would bring up this little version of Deflex.

MIF stands for “Made In France” because I made it while on holiday in a French ski resort, back when I used to be able to have holidays like normal people.

It was a simple game, just bounce the trail of colour around to hit the targets before the time ran out.  This pause mode game itself had a pause mode which led to a demo that used lots of sprites in sinusoidal patterns that you could fiddle with.

There was a version of Deflex made in fairly recent living memory, for the old Pocket PC things (they were sort of like smartphones but without the phone).

It actually wasn’t a bad little game, and those little systems weren’t bad for spritey games at all, but the market was tiny and you’d be doing well to sell a handful of copies, not really worth working for.  Still I enjoyed the things I did on them, this version of Deflex included.

On this level you had to smash up a herd of Queen Mothers that were trying to get away from you.

This level was based on VCS Berzerk.

And this level had you avoiding certain types of plushie whilst collecting other types.

It was quite a fun little game and we even sold a PC port of it until fairly recently.  It’d've never have passed muster as an iOS game though since it had frequent references to smoking and suchlike.  Anyway my iOS games all deserve to be new things in their own right rather than just ports of old stuff for older hardware, so it was only right and proper that iOS Deflex be its own thing.

Here are links to my LJ entries containing the same information but with larger media.

About iOS Deflex

History of Deflex

Posted in New Releases | Comments Off

Minotaur Rescue update submitted to Apple

I’ve just submitted an update to Minotaur Rescue – figured I’d do a few little tweaks before I move on to my next game.

Main changes:

- Adds persistent, user-settable start bonuses. If at the end of a level you have 3 or more lives left and your score is greater than the existing start bonus, it becomes that level’s start bonus. If you have less than 3 lives a smaller value is used depending on how many lives you have.

- Level select is no longer limited to only 8 levels. You can start on any level you completed.

The following changes were made to help the player power up more quickly after a death:

- Power up per minotaur rescued is now 2x.

- Shot speed increase towards the middle of the screen effect radius widened.

- Saucers and mines onscreen when the level ends are transformed into minotaurs.

Other changes:

- Volume setting is persistent.

- When PAUSE is activated, other options apart from UNPAUSE do not appear until after a 2 second delay. This is to prevent accidental quitting due to unintentional PAUSE mode activation during play.

- Survival Mode is now entered directly rather than selecting Survival and pressing PLAY.

These changes should open up the higher levels and scoring possibilities for a broader cross section of players and alleviate some of the moaning that people have done about feeling too powerless when they lose a life.

The update should roll out automagically as soon as Apple do the approval.  No idea how long that takes for updates or if it’s significantly shorter than an initial submission, we’ll see.

Still, hopefully Minotron should drop soon so that’ll give you something to be getting on with in the meanwhile }:-D.

Posted in Uncategorized | Comments Off