Sunday games

September 28th, 2008
  • icon_mk5.gifMk5 - Fun little arcade game where you pilot a flying robot around to collect energy pods and other bonus power-ups. Of course lasers just happen to appear to make your life more challenging.
  • icon_pixelshocktd2.gifPixelshocks’ Tower Defense II - An isometric tower defense game that doesn’t stray too far from the genre’s established principals. The interface is a bit cluttered and complex, but the core TD gameplay is alive and well. Hopefully the music won’t drive you too insane…
  • icon_clickfest3.gifClick Fest 3 - An actual click fest, as advertised! Choose the length of game you want to play, then click all the targets as quickly as you can. That’s it! Enjoy! Have fun! Click lots!
  • icon_octapodi.gifOktapodi - A short, French-made animation that claimed “Best of Show Winner” at SIGGRAPH (Special Interest Group on GRAPHics and Interactive Techniques). A comical tale about two little octopus friends and their escape from the grasps of a stubborn and determined restaurant cook.

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‘Gang Garrison II’ — TF2’s 8-Bit Bastard Brother

September 28th, 2008

Remember Portal for the C64 emulator? Reader burgerk1ng has a nice find to go with it: “Gang Garrison II” by “Faucet” software — an 8-bit, fully multiplayer “de-make” for PC gamers. I am … retarded close to going out and getting a copy of Windows and Boot Camp, which would make this the most expensive free game in the history of anything. On the other hand, maybe it’s a good thing I don’t have a PC, as my expectations could only shattered. Gameplay video and links on the jump.

GG2 is in a complete 1.0 stage and clocks in at 4.8 MB. There’s a deep forum discussion on its creation over at TIG Forums, and its periodically updated.

Of course, I feel obligated to tell you to take all sorts of reasonable precautions with what .exe’s you download and install. But if you do play it, let everyone know your impressions in the comments. Mine: the sprites, at least in the close-up stills, look nice and familiar. Gameplay seems to follow the same kind of running/jumping physics, if a little skimpy on the animations.

burgerk1ng says it’s a fun game. The file can be found here and here. Boilerplate caution about downloading and installing .exes from strangers.

Gang Garrison II [FINISHED] [TIGForums, big thanks reader burgerk1ng]

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Chinese Say They’re Building ‘Impossible’ Space Drive

September 24th, 2008

Emdrive_2

Chinese researchers claim they’ve confirmed the theory behind an “impossible” space drive, and are proceeding to build a demonstration version. If they’re right, this might transform the economics of satellites, open up new possibilities for space exploration –- and give the Chinese a decisive military advantage in space.

To say that the “Emdrive” (short for “electromagnetic drive”) concept is controversial would be an understatement. According to Roger Shawyer, the British scientist who developed the concept, the drive converts electrical energy into thrust via microwaves, without violating any laws of physics. Many researchers believe otherwise. An article about the Emdrive in New Scientist magazine drew a massive volley of criticism. Scientists not only argued that Shawyer’s work was blatantly impossible, and hat his reasoning was flawed. They also said the article should never have been published.

“It is well known that Roger Shawyer’s ‘electromagnetic relativity drive’ violates the law of conservation of momentum, making it simply the latest in a long line of ‘perpetuum mobiles’ that have been proposed and disproved for centuries,” wrote John Costella, an Australian physicist. “His analysis is rubbish and his ‘drive’ impossible.”

Shawyer stands by his theoretical work. His company, Satellite Propulsion Research (SPR), has constructed demonstration engines, which he says produce thrust using a tapering resonant cavity filled with microwaves. He is adamant that this is not a perpetual motion machine, and does not violate the law of conservation of momentum because different reference frames apply to the drive and the waves within it. Shawyer’s big challenge, he says, has been getting people who will actually look into his claims rather than simply dismissing them.

Such extravagant claims are usually associated with self-taught, backyard inventors claiming Einstein got it all wrong. But Shawyer is a scientist who has worked with radar and communication systems and was a program manager at European space company EADS Astrium; his work rests entirely on Einstein being right. The thrust is the result of a relativistic effect and would not occur under simple Newtonian physics. Many have dismissed his work out of hand, and British government funding has ceased. He has had some interest from both the United States and China. Now the Chinese connection with the Northwestern Polytechnical University (NPU) in Xi’an seems to have paid off.

“NPU started their research program in June 2007, under the supervision of Professor Yang Juan. They have independently developed a mathematical simulation which shows unequivocally that a net force can be produced from a simple resonant tapered cavity,” Shawyer tells Danger Room. “The thrust levels predicted by this simulation are similar to those resulting from the SPR design software, and the SPR test results.”

What’s more, Shawyer says, NPU is “currently manufacturing” a “thruster” based on this theoretical work.

“I could confirm that our mathematical simulation gives the results Dr. Roger Shawyer told you. Now we are submitting our result to a journal. It is now under the consideration of the editor,” Professor Yang adds. “We also developed a tapered cavity and are preparing an experiment which will be completed at the end of this year.”

Needless to say, independent confirmation is a big deal — though many will want to see it published in a peer-reviewed journal. Even when it is, I doubt the controversy will subside. Prof. Yang has plenty of experience in this type of area, having previously done work on microwave plasma thrusters, which use a resonant cavity to accelerate a plasma jet for propulsion. While the theory behind the Emdrive is very different, the engineering principles of building the hardware are similar. The Chinese should be capable of determining whether the thruster really works or whether the apparent forces are caused by experimental errors.

The thrust produced is small, but significant. Shawyer compares a C-Band Emdrive with the existing NSTAR ion thruster used by NASA. The Emdrive produces 85 mN of thrust compared to 92 for the NSTAR (that’s about one-third of an ounce), but the Emdrive only consumes a quarter of the amount of power and weighs less than 7 kilos, compared to over 30 kilos. The biggest difference is in propellant: NSTAR uses 10 grams per hour; the Emdrive uses none. As long as it has an electricity supply, the Emdrive will keep going.

The possibilities are phenomenal: Instead of going out of service when they run out of fuel, satellites would have greatly extended endurance and be able to move around at will. (We wouldn’t have to shoot them down because of the risk from toxic fuel either.) Deep space probes could go further, faster –- and stop when they arrive. Shawyer calculates that a solar-powered Emdrive could take a manned mission to Mars in 41 days. Provided it works, of course.

What will China do with the technology? It may be relevant that professor Yang is not unknown in military circles, having published a paper called “Plasma Attack Against Low-Orbit Spy Satellites.”

Meanwhile, what about the American interest? Shawyer told me that “the flight thruster program is on hold for the present. [O]nce the U.K. government had provided an export license for a U.S. military application, the major U.S. aerospace company we had been dealing with stopped talking to us. ”

The company may have decided that the Emdrive could not work. If they’re wrong, China has at least a year’s head start in a technology that will dominate space and make previous satellites as obsolete as sailing ships in the age of steam.

(Picture: SPR Ltd)

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Sunday Timewaster: Bounce Shot

September 21st, 2008
IndieGames succinctly describes this as ‘a cross between Breakout and Space Invaders,’ which is pretty accurate — but it’s a fun game with a retro feel. I was in the mood for some candy-colored, easy to pick up fun this weekend, and this definitely hit the spot. Boss battles every 10 levels, power ups, and trying not to get hit with your own bullets (so watch out for that trigger finger) — add in some cute alien enemies, and you’ve got the recipe for how I wasted a good chunk of my Sunday morning.

Bounce Shot [Nigoro via IndieGames]

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Hoshi Saga 3

September 21st, 2008

Hoshi Saga 3 has just launched over at Yoshio Ishii’s site, Nekogames. If you’re unfamiliar with the 
Hoshi Saga series, then you’re in for a treat as there are now 3 full games for you to experience. For the uninitiated, Hoshi Saga is a simple game of discovery. 

One part point-and-click and one part puzzle game, the objective in each stage is to find the star. How you go about doing that is different for every level.

The task is up to you to figure out how.

In this edition, there are 20 stages to explore freely as you wish, with another 10 stages that must be unlocked by completing rows and columns of stages that appear on the stage select menu. The menu also shows a stage’s relative difficulty represented by a number of highlighted stars (out of 5).

We’ll be back with perhaps more to say about it once we finish it ourselves. But we didn’t want to hold up announcing it, since the Hoshi Saga series has proven to be one of the JIG community’s favorites. See for yourself, Play Hoshi Saga 3.

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Ghosts & Beers

September 21st, 2008

 Ghosts & Beers

 Author: Vartagh

 Art by cicci

You are a wizard that love to drink beer and to eat italian pizza.

You have just discovered that the best magical beers appear in the undead land…

You have no fear… you want to drink that beers !!

What can i say ? I love beers too !!

try the game HERE

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Say welchrome to the new Google browser

September 2nd, 2008

The wait is over.

You can finally download and install the beta version of Chrome, the new browser made by Google guys.

Chrome

I installed it and everything seems to work.

I am not going to review it… but I am very interested in the Chromium Developer Documentation that explains how did they make it.

It’s time to play a bit with it… meanwhile download it and enjoy…

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A little update

August 13th, 2008

PonPon House 2 - This game is a pure pleasure to play, a gentle and dreamy experience without any sense of urgency or danger. All in all, a lovely, not-too-tough respite from an increasingly hectic world.
icon_t2bescape2.gifT2B Escape 2 - I love this game! All the classic elements of a really excellent room escape are present: well-designed graphics, intriguing and gratifying logical puzzles, and a distinct lack of pixel-hunting (hooray!). You’re in for a treat.

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Totem destroyer

July 13th, 2008

We’ve all played that game. You know, the one with the wooden blocks stacked up like a tower that has the uncanny ability to turn the most reserved of adults into a group of six year olds on a sugar rush while you nervously load test each and every single block as you try and remove it without sending the whole tottering structure collapsing with a magnificent crash.

Yeah, that game.

Now, thanks to the efforts of Gabriel Ochsenhofer, the very same who brought you Armor Picross 2, you can savor the very best of the classic party game without all the annoying side effects. Side effects like spending half an hour just stacking the tower in the first place, or chasing down that last wayward piece after a particularly good crash, or, my least favorite, having to endure your brother in law jumping around the room screaming, “IN YO FACE!” for a minimum of twenty minutes.

Totem Destroyer is, to say the least, an ironic name for this little jewel of a puzzler, considering that the very last thing you want to do is destroy the totem. The goal of each level is to instead retrieve the tiny golden little idol unharmed. Doing so is easier said than done, however. Keeping you from your prize is the precariously stacked structure upon which its perched. Your goal is to selectively destroy the required number of blocks for each stage without letting the totem touch the ground.

You will find in your hunt for priceless totems black blocks which can’t be destroyed, normal brown blocks which can be destroyed, and green blocks which are equally destructable, but throw some added challenge into the mix with their bounciness. Whips, Fedoras, and the ability to outrun giant boulders won’t be needed on this expedition, just your wits and a little luck.

Analysis: There’s very little to find wrong with this game. The physics upon which it is balanced (heh) are incredibly well done. I did eventually find it unusual that the longer blocks landed so easily standing up, but even this little hiccup is one that I didn’t notice until after level twenty. Beyond that, the physics really make the game; providing a natural feeling reaction to your every move that is predictable enough to plot your moves yet provides just enough randomness to keep you second guessing. Also, the dead time between when you can destroy blocks at first feels like a game flaw until you realize that it forces you to slow down and find a logical way to reach your goal as opposed to just clicking like mad and hoping the totem lands on one of the indestructable black blocks.

One criticism is the fact that successfully completing a level is determined by destroying a requisite number of blocks. For many levels this works fine, but for many this puts you in a situation where the totem is safe and low and you are just gratuitously clicking blocks that are out of play. Further, once you’ve reached the goal, you aren’t allowed to destroy any more blocks, which sometimes puts you in a situation where if you could just destroy one more your totem is safe, but instead you have to watch as it slides down to the deadly grass below while you remain helpless to do anything about it. An alternative possibility might be to have a line below which you could bring the totem so that you could “reach” it.

The other quibble I have with the game is that it’s just too short. At 25 levels, you should be able to work your way through in a relatively brief amount of time, and while we are promised at the end that more is to come, by the time the game is over you’re going to be wanting some more NOW! And indeed, this game screams for a level editor option where players can build their own devious towers for others to try and deconstruct safely.

But these are minor annoyances and won’t take away from the game’s inherent charm and seemingly infinite possibilities. Thanks to the underlying physics, there are numerous logical solutions to each puzzle, as well as a few that can be reached through some good old fashioned luck. And when you’re done, you don’t even have to hunt down all the blocks so you can put them away in your closet. Play Totem Destroyer.

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New Indie Game Releases

June 30th, 2008

The Amazing Brain Train, Grubby Games (Windows, Mac, Linux)

Larva Mortus, Rake in Grass (Windows, Mac)

Droid Assault, Puppygames (Windows, Mac, Linux)

Skin and Bones, Addictive 247 (Windows only)

Chase Ace Deluxe, Space Time Foam (Windows only)

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