Mar 12, 2007

Museum Monday #50

Monday. As usual. Apparently Museum Monday too, and this week it will all be about arcades, or, to be more precise, about arcade history. So, uhm, visit the impressive Arcade-History website and browse through 10,000+ coin-operated video games ranging from Pong to Dance Dance Revolution. You'll learn stuff, you will...


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Mar 11, 2007

Digital magazines for analog gamers

Freeware PDF magazines are to wargamers what bicycles are to fish: essential. So, uhm, be the fish and ride the Fictional Reality March 2007 issue. Its 89 decently laid-out pages feature many miniature reviews, 2 battler reports (Rezolution and Viktory II), quite a few game reviews including new Warhammer RPG and Warmachine products, some painting advice and absolutely no pr0n. And in case you're more of a Blood Bowl fish, then let me introduce you to the EndZone magazine and its first four excellent issues.

Related @ Gnome's Lair: a Blood Bowl novel, H.G. Wells' Little Wars, White Dwarf 327 review

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Mar 10, 2007

Tetris and the Needle & Thread interface

Alexey Pajitnov, the genius that created Tetris, has just given mankind a brand new and quite analog game: Stitch & Cross. Stitch & Cross, a sewing racing game, uses only a needle, thread and fabric as input device and was good enough to overshadow Harvey Smith's (of Deus Ex fame) storytelling The Tailor's Daughter needle & thread game and David Jaffe's totally unrelated to God of War (or God of War II for that matter) entry. Entry? Yes, entry. At the GDC Game Design Challenge, no less. A challenge that Alexey Pajitnov apparently won.

Intrigued? Good, that's a healthy response. Thankfuly there's more to read over @ Gamasutra.

Related @ Gnome's Lair: It's Alive interview, Game Design Wikiversity, Designing Arcade Computer Game Graphics PDF


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Mar 9, 2007

U.K. White Dwarf #327: just another WD review


So, where were we? Ah, yes, U.K. White Dwarf issue 327. The one with the menacing (but definitely cuddly) Dark Angel Space Marine on the cover. The only issue following WD #326. A glorified and costly advertisement for the miniatures and games Games Workshop bothers to provide the more privileged groups of mankind with (roughly the 0.02% of earth's population that can afford a 4£ magazine, that is).


A gaming and hobby magazine review, then. How important can this be? Well, not very really.

General content and ads: Gone are the few Specialist Games pages and so are any board game or RPG mentions. Other than that, you can expect the usual filler content, some ads, an impressively pointless piece on the value of deadlines by Jervis, a short piece on using green stuff, 5 pages on the brilliant miniatures painted and converted by Kirsten Williams and a few more ads. (5/10)

Warhammer: Seems the Empire phase is over and the Greenskins-Dwarfs pair is making a shy return. Anyway, Warhammer Fantasy content begins at page 62 with the 6 pages long first part of Grombold's Oath, which is a story driven WHFB campaign. Sounds exciting, doesn't it? Well, it isn't. It's so dull it would bore a Troll. Then there's a very interesting Tactica article covering the movement phase and spanning another 6 pages, and that's that. Yes, 12 whole pages of Warhammer content in the premier Warhammer magazine! You lucky miniature obsessed bastards, you... (4/10)

Warhammer 40k: If you're into the Dark Angels (a.k.a. the Unforgiven) you're in for a treat. The Design Notes covering their spanking new army are brilliant and so is the Battle Report they star in versus the Tau. Warhammer 40,000 players also get a good painting & fluff piece on Space Marine Librarians, 5 pages showcasing the new Devastators sprue and one of those nice tournament reports WHFBists have been enjoying for so long. (8/10)

Lord of the Rings: You get a decent article on the Arnor book forces and a mildly entertaining scenario. Oh, and a painting guide on this new Gulavhar beastie. (4/10)

High point: That would have to be the Battle Report, shockingly.

Low point: Gulavhar is not a part of the real Lord of the Rings mythology our great-grandfathers passed on to our step-sisters.

In a nutshell: Only for Dark Angels lovers. There's just not enough content in there to justify the price for anybody else, especially considering the tons of GW related content floating around the web. Bah!

Related @ Gnome's Lair: the latest WHFB rumors, Battle for Skull Pass review, Chaos Dwarfs


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Zelda: A Link to the Past Maps and Walkthrough

The Legend of Zelda: A Link to the Past (MobyGames entry) began its happy young game-life as a brilliant RPG for the Nintendo SNES and moved on to the rather popular Game Boy Advance, only to find its current place among the Wii Virtual Console games. Still, more than 15 years since its original release, Zelda ALttP remains a hugely playable, beautifully art-directed and quite challenging game.

To find your way, possibly Link's too, around Hyrule you're going to need a map though, aren't you? Well, here's one. Further assistance is available in the form of this lovely links collection:
Related @ Gnome's Lair: 3 Wii micro-reviews, Zelda: Thor the Wolf-Dog, Contra NES online, the walkthrough archive.


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Mar 8, 2007

ten gnomish questions/Yehuda Berlinger It's Alive

Yehuda Berlinger a blogger, avid gamer, all-around artist and game designer, is also the creative mind responsible for the forthcoming and frankly brilliant looking It's Alive board game by Reiver Games. What follows is an interview Yehuda was kind enough to offer to the rowdy lot that inhabits Gnomes Lair. Enjoy it.

1. Let's start with something personal, shall we? Nice. How did you get into game design?

The same way that artists get into art: it's something that I must do.

I can't help but tinker with any game I have, while, at the same time, trying to figure out the reasons that the designer or publisher came up with the final rules as they are.

After some experimenting, I began to realize that there is nothing holy in the end results of a game. Often as not, they are just that way because the designer or publisher had to choose something. Often, it was the first number they came up with, or whatever matched the type of game that they liked to play.

Since different people like different things, it seems obvious to me that games should be played differently by different people. There is no "right" way to play the game, despite what the rules say. There are better and worse rule sets, but even then, if people like playing the worse one, why stop them?

After tinkering with other games, the next natural step was to take different game ideas and try putting them together into new games.

2. Is it only board games you're interested in designing or are you looking to expand into video gaming and/or RPG territory?

Definitely not video games; they're not my thing, even though I've programmed for many years.

RPGs: if someone wants to hire me, I'd take a stab at it. Naturally, whenever I play RPGs, I'm always making up new classes, weapons, spells, and so on.

3. Care to mention some of your favorite games?

I interpret the word "game" fairly liberally. Not only does it include different game genres, but it would have to include different ways to play the games that I have.

For computer games, I'll play board and card games or rogue-like games. In board and card gaming, Go, Bridge, Scrabble, Anagrams, Puerto Rico, El Grande, and a few other top Euro-games. For Puerto Rico, my favorite is playing with random buildings from the sets I created. For CCGs, it's drafting cards, and building decks on the fly.

I also love Frisbee and Soccer. I like word based party games. I like dice-light role-play and biblio-drama. And I like inventing games, as a game.


4. So on to your brand new It's Alive! board game. It's your second one right? Care to describe it a bit?

It's actually a re-theme and slight tweak of the first one. The new theme replaces the Menorah theme which appealed to Jews and probably some religious Christians.

It's gone through several other themes as well.

5. A set-collection and board game it is, then. How do those game mechanics work?

It's a simple set-collection, auction game, where you have to collect eight different items in order to complete the set. Each round, you either buy the item for its value, toss it out for half its value, or auction it off.

That's the heart of the game. In most games, you likely have to do all three in some combination. And the game is naturally balanced so that almost every game is fairly close.

The simplicity and auction ideas are fairly reminiscent of Knizia's design style, I believe.

6. Regarding the weird an wacky game setting/plot. Did you decide on it? Could you briefly describe it?

The new theme is entirely Jack's idea. I merely gave my approval. I think it's a good theme for the market he's aiming at.

It's about a mad scientist trying to collect enough body parts to build a monster. Sometimes you find whole coffins, and sometimes the rampaging villagers try to burn you down. The truth is, I think Jack chose the theme because, when you have your entire body, you get to yell "It's Alive!"

The game won't be able to sit on the same shelf as games like Rummikub and Canasta, and I know that some little old ladies would buy the game if it did. But that's not the first market Jack's looking to approach.

7. Still, should be fine for kids. What's the target group of It's Alive?

Gamers and geeks.

8. Are you happy with the final product and Reiver Games? Why did you decide to go for a limited 300 copies only release?

I haven't seen it yet, and, in fact, it's not actually ready yet. The 300 copies is, again, Jack's way of operating. He hand cuts and assembles each game by himself.

9. Anything planned for the future? Should we be looking forward to more designed by Yehuda games?

Absolutely. I always have a few game ideas buzzing around. Every once in a while I'll make up a prototype and bring it to my game group. If it's good, I'll move forward with it.

10. Improvise, please. Is there anything you 'd like t add. Something related to your blog perhaps?

Game design is just another art, like writing, poetry, and creating literature parodies of famous poems and legal codes. It's what keeps me going.

Thanks for taking the time, best of luck with It's Alive!

Thanks, Gnome.

Related @ Gnome's Lair: a Guillotine review, the strategies of Risk, Monopoly bits, Zombies!!! 2


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