Category: games

Ludum Dare 36 is at an end

Ludum Dare 36 is officially over with the close of the feedback phase tonight — a bit anti-climactically, as there was no ratings given this time around. Only comments were given, through the new Feedback Friends site.

The ratings system was given a rest as it’s been decided by the powers-that-be that it isn’t working any more, and has more problems than it was worth. But I really liked to have a quantifiable method of comparing my games to others, and seeing my progress from compo to compo. Of course, I fully understand that the numbers are highly subjective and that the ratings shouldn’t be taken seriously, for many reasons (judges being biased, judges not being able to cover the entire competition, etc.) but none of that really mattered to me.

I would have really loved to have known how Ancient Technologies would have done in the rankings if they had done them this time. While I think the lack of originality in creating a simulation in homage to Atari 2600 Asteroids likely would have hurt it overall, I think it would still have fared decently as a well-crafted interactive experience, and done considerably better than my previous submissions in many categories.

I hope they have a new and improve rate and rank system in place by LD37. The most important thing about the rankings system was that it made it easier to find good games. No matter how many times I sift through the submissions, I always miss some great games. I know because I always find out when the rankings come out and I look through the top 10 or 20 games, find some titles that I never spotted even when I looked through every page of submitted games, and invariably these are pretty well done, the 48 or 72 hour creation time notwithstanding. I did find a few games that I felt were well worth playing, some of them truly great, but I’m sure I missed many others, and that’s too bad because without the ranking system, I don’t know how else I’ll find them.

As for the comments, I gave 85 comments, earning me 163 “coolness” points, and an overall balance of 105 coolness; the top-ranked coolness game on the Feedback Friends site had 121 net coolness, so I feel like I was pretty cool this time around.

I figured out that a comment’s point value basically varies by 1-3 points, depending on its length. Follow-up comments on an entry where you’ve commented already earn you 0 points, no matter how long they are, so they’re encouraging you to review as many games as you can, but not to have lengthy conversations with any one creator. To get the most credit for your feedback, then, your first comment should be a long-ish, multi-paragraph length. A quick one liner will only get you 1 point; a few sentences will give you 2 points.

My game Ancient Technologies received 37 comments, all of which were very favorable, and I think objectively speaking this game was my best-made effort I’ve created to date. I think a lot of LD48 reviewers are just naturally friendly, encouraging, and generous when leaving comments, and are reluctant to say that they don’t like a game. Even when I’ve played a game that was just terrible, I often see many positive comments and compliments. But I, for one, think that if there’s a problem with a game that it should be talked about honestly. Otherwise, feedback only serves to stroke the ego and doesn’t help you get better where you need to.

I get bug reports pretty reliably, which is very good; but if something sucks, people don’t seem to be willing to say that. If there’s serious design or implementation problems beyond a simple bug, people don’t seem to be forthcoming with that kind of criticism. If the game crashes, or if some feature described in the game description doesn’t work, or if there’s an obvious glitch with the sound or visuals, I’m sure to hear it; if I just made a game that sucks, wasn’t well designed or implemented, or wasn’t very fun, people don’t want to say that.

I guess that it’s refreshing in a way, considering how oftentimes comment sections are cesspools of abuse, and I’m not saying that I want to see abusive comments on my games; but I would definitely appreciate if players who give feedback on my games cared about them enough to offer suggestions on how to make them more fun, and to do that by pointing out a problem with the game and a proposal for how to fix it, wouldn’t be bad. Even if the suggestion isn’t one that I agree with, I’d rather hear that. Better some negative points than all positive encouragement, yet empty of criticism.

 

Top plays from Ludum Dare 36

In no particular order, here are the best-made games that I’ve played from Ludum Dare 36 so far…

Anachroma by Zillix

Anachroma by Zillix

Anachroma is a delightful puzzle platformer where the puzzles are defined by the topology of the level and the rewards are color-based, and unlock more new puzzles. I really got into this one.

Cognizance by Managore

Cognizance by Managore

Daniel Linnsen’s done it again, with a fantastic platformer mechanic involving a rotating gear wheel that can climb walls and interact with its environment to power treadmills and other cog wheels in order to move platforms and solve puzzles.

Canoe and Spear by BluShine

Canoe and Spear by BluShine

This is a fantastic single-screen death match, basically a tiny Towerfall: Ascention with a unique canoe paddling mechanic. Toggle left/right arrows to paddle/steer, and fire a spear with the Z or X button. Up to 4 players can play head to head, or you can play vs. AI. Built in PICO-8.

Invent the Wheel by Delicious Code

Invent the Wheel by Delicious Code

This simple game is surprisingly fun and addictive. All you have to do is draw a circle, and the resulting shape will roll down a hill. The faster it rolls down the course, the better your time. The more round the shape is that you draw, the better it will roll. It also seems to help to draw as large as you can.

Supercontinent LTD

Supercontinent LTD

A point and click mystery that you solve with a little hacking and social engineering via telephone. Great atmosphere and mood created by the graphics and sound, and the dialog system is fantastic as well.

The Leak by cabbage_

The Leak by cabbage_

A little adventure/RPG that you can play on a real Game Boy(!!)

Old Man’s Sky by Geared Games

Old Man's Sky

A parody of No Man’s Sky, or a de-make in the style of the Atari 2600, Old Man’s Sky pretty well skewers No Man’s Sky for being a pointless game about infinite sameness, as you go from world to pointless world, exploring and finding only differently colored versions of the same old stuff, over and over again. Never do you encounter anything truly interesting, nor does anything really happen. Still, it’s oddly beautiful, in its own way.

Kites by VitasaMode

Kites

A beautiful homage to Missile Command, set in ancient China. Fire rockets to stop a never ending flock of kites. The kites don’t seem to do any harm, other than if you let the blue ones fly over your city, you lose points. And if you accidentally hit a red one, you also lose points. The art direction is very nicely done.

Review: No Mario’s Sky/DMCA’s Sky

In my last post, I talked about the recent copyright and trademark infringement takedown actions initiated by Nintendo against No Mario’s Sky and various other games hosted on GameJolt.

Here’s a review of No Mario’s Sky/DMCA’s Sky.

No Mario’s Sky was made in a weekend for Ludum Dare 36. It is a mashup of Hello Games’ No Man’s Sky and Nintendo’s Super Mario Bros. The theme for Ludum Dare 36 was Ancient Technologies. It’s unclear how this game relates to the theme. However, due to the popularity and familiarity of Mario and No Man’s Sky, the game got quite a lot of attention in very little time, and was picked up by websites such as Kotaku and Polygon.

The premise of the game is that Mario is looking for the Princess on an infinite series of procedurally generated 2D Mario worlds. The worlds wrap around a circle, giving them the appearance of planetoids.

Once you’ve satisfied your curiosity on one world, you can summon your spaceship and take off in search of another world. Apart from the color scheme of each world, there’s not all that much to differentiate them, which may be due to the game being developed in just 72 hours, or may be a deliberate commentary on the procedurally generated sameness that many players of No Man’s Sky have complained about.

No Mario's Sky

From a Mario standpoint, the game only borrows the titular character, the goomba enemy, and the basic concept of jumping on platforms and enemies, collecting coins, and hitting platforms from below. No sprite artwork is taken from Nintendo’s games, as all sprites and tiles appear to have been re-created by the ASMB development team, and while the Mario and Goomba characters are recognizable, they are not in any way confusable with Nintendo art assets. There is no brick breaking, no super mario mushroom, no star man, no fire flower. Again, this is likely due to the compressed schedule under which the game was created. Each world plays its own variant of the Super Mario Bros theme music, which is again a re-done composition, not the original music ripped from the Nintendo game.

In short, from a copyright infringement standpoint, this game is in a gray area, but pretty safe, in that nothing is actually copied directly from the Nintendo games. This game is about as much a Mario ripoff as KC Munchkin was a Pac Man ripoff. (Atari successfully sued Philips to stop the sale of K.C. Munchkin, even though the game was not Pac Man, but the case was bullshit and probably would not have succeeded were similar suit brought today.)

From a trademark infringement standpoint, of course, the game clearly is using the identity and behavior of the famed Nintendo mascot, without authorization or permission of Nintendo. If this were a commercial product, it would certainly be liable for trademark infringement. However, this is probably closer to a parody, or a “fan game” or homage. Unfortunately, the latter two concepts don’t exist as legal categories. It might be that the creators could have successfully defended the game as a parody, but that would have involved going to court and rolling the dice to find out whether they could persuade a judge of that. There’s simply no way an independent developer has the time or resources to try to defend what amounts to a weekend’s worth of work against a company the size of Nintendo for what would surely be months or years of litigation.

If ASMB had avoided use of the Mario name, perhaps renaming him something recognizable, like “Mustachhio”, say, and if the music had been done in a way that was recognizably Mario-eque without having the exact same melody, probably Nintendo would not have had any copyright leg to stand on, and the game could have remained as-is. From a trademark standpoint, though, it probably does run afoul of Nintendo’s trademark on the Mario Bros. franchise, given that it uses the Mario and Goomba names and likenesses.

While the game is fairly bland as-is, the concept is certainly fun and held promise. Were the game to be developed further, to better incorporate the Mario characters and play mechanics, it could have been a very enjoyable game.

DMCA’s Sky removes the Mario and Goomba artwork, replacing them with a generic space man and alien, and the music has also been replaced, but otherwise the game is much the same. Interestingly, the jump, coin and 1-up pickup sounds remain recognizably Mario-esque, but again do not appear to be direct rips from original sources.

DMCA's Sky

I suppose Hello Games could also make an IP infringement claim if they wanted to, and force the game to remove the procedurally generated planet hopping, at which point the game wouldn’t have much left in it anymore. Notably, so far at least, they haven’t.

It turns out, though, that when you break down just about any video game into its fundamentals, pretty much every game is based on, or borrows from, concepts that came from some other game. And — this is the important thing that must not be lost sight of — concepts are not subject to copyright. Not even play mechanics are copyrightable. Only actual works are copyrightable.

Of course, copyright is only one branch of Intellectual Property law, and there’s also potentially opportunity for patent and trademark lawsuits to shut down a game that borrows “too much” from a well known existing game.

Despite this, much of the charm of No Mario’s Sky was in its mash-up-ness, and this charm is effectively stripped from it by removing the Mario references. So clearly, the game derives some value from referencing the source material that it is based on. I don’t think that can be denied. I have a harder time seeing how this game harms either Nintendo or Hello, however. It was available for free, not for sale. It isn’t reasonably mistake-able for a real Nintendo game, and if that were a risk it could be prominently disclaimed on the title screen that it was not in any way connected to Nintendo, who retains full ownership of the “real” Mario characters. I see little evidence that the existence of this game or the numerous other Nintendo-IP infringing games done by fans over the years (including ROM hacks, homebrew games, de-makes, and homages) has in any way diminished the Nintendo brand or harmed Nintendo as a business.

The takedown of unauthorized fan games isn’t anything new — it’s just the latest in a string of consistent defenses of Nintendo’s IP rights. It’s clear that Nintendo is aggressive in protecting their IP rights, and have always been. This has been in part due to their corporate culture, but also in larger part due to the nature of IP law.

But IP law isn’t immutable. We could as a culture elect to shape law differently, if we could agree to.

Nintendo’s takedown of videos on youtube and elsewhere, of people playing their games who do not participate in or follow the rules set forth by Nintendo in the “Nintendo Creator’s Program” is ridiculous — it’s not a copyright infringement for me to play a video game, or to talk about a videogame, or to record me talking about a videogame while playing it, and footage of said videogame that I create should legally be my sole creation (while the characters owned by Nintendo and other IP-holders are still retained by those holders).

If I want to make a video of a videogame for purposes of review, criticism, or parody, I shouldn’t have to obtain the permission of the IP rights holders of the videogame, nor should I have to share revenue with them. They earned their revenue already through sale of the game, and did none of the work to produce the video, so why should they be entitled to a share of revenue generated by the video?

Likewise, if I want to make a videogame that references other videogames, much as a work of literature may reference other works of literature, creators should have some right to do so. Exactly how this should work out so that the original creator’s rights are protected and respected isn’t very clear, however.

Ultimately, the power seems to fall to those who have the deepest pockets with which to pay the most and best lawyers. As as a result, the culture, and the game playing public, is poorer for it.

Mario on iOS, Nintendo copyright takedown

Nintendo announced the first (authorized) appearance of Mario on iPhone a few days ago:

There’s much to be made of this.

Ten years ago, while the Wii was selling phenomenally well, there were some wild rumors about Nintendo and Apple teaming up to bring games to the Apple TV device. But, while tantalizing, these rumors never panned out, nor really made sense. While both companies were extremely successful on their own, they didn’t really seem to need each other, or have any reason to cooperate. Nintendo software licensees could have certainly helped put Apple TV in many more homes, but what could Apple have offered Nintendo, who weren’t having any trouble selling the Wii?

Fast forward to 2016, and the successor to the Wii, the Wii U, is widely regarded as a misstep for Nintendo, and now it appears maybe they do need some help. But rather than looking for it in the living room, where they are poised to launch their next-generation NX console in a few months, right now they are going straight for the pocket. Meanwhile, Apple’s huge hit from 2006, the iPhone, has been a juggernaut for much of these last ten years. And here is where Apple and Nintendo can help each other out.

It’s the first time in decades that Nintendo has put software out on a platform that it does not own. This could be seen as a concession that Nintendo is no longer dominant in gaming hardware, or simply an acknowledgment of the vitality of the mobile gaming market. While Nintendo have been hugely dominant in the handheld market since they released the Game Boy in 1989, smartphone and tablet devices have in the last decade created an even bigger market for games. With the massive success of Pokemon Go earlier this year, the writing was on the wall, and Nintendo making this move now only makes sense. In fact, it’s probably overdue.

Entitled Super Mario Run, it appears to be an endless runner type game rather than a typical 2D platformer. Due to the iPhone touch screen being the only controls, and a desire to make the game playable one-handed, this design addresses the constraints imposed by the user interface in about the only way that would work well.

More Nintendo Copyright Takedowns

Nintendo also made headlines this week by issuing takedown notices for a large number of unauthorized games that infringe upon Nintendo-owned trademarks, particularly Mario and Pokemon. It is not surprising at all that this should happen, but still disappointing for people who built or enjoyed those games. While many of these games may have been derivative and inferior games done in homage of, some were parodies or innovative or just fun, well done fan homages.

It’s too bad there doesn’t exist a legal framework in which fan-made games can co-exist peacefully with official releases by commercial studios, but licensing is only a solution if the IP-holder embraces it. Nintendo are within their rights to take these actions to protect their trademark and intellectual property rights, of course, and perhaps it is necessary for them to vigorously defend their trademarks or risk losing them entirely, but it’s nevertheless possible to set up a legal framework by which these unofficial games could be allowed. While it’s entirely ridiculous in my opinion for Nintendo to claim copyright and trademarks on speed run, Let’s Play, and review videos featuring their products, something like the Nintendo Creators Program would make a lot of sense for fan-produced games.

What might such a program look like? I would propose something like the following…

  1. The fangame creator would acknowledge that Nintendo created and owned whatever they owned.
  2. The fangame creator disclaims that Nintendo do not have any responsibility for content the fangame, and that the fangame is not an official Nintendo release.
  3. Any revenue derived from the fangame would need to be disclosed and shared with Nintendo.
  4. The fangame could be nixed by Nintendo (pulled from release) at their sole discretion at any time.

I very much doubt that a company like Nintendo would ever agree to such terms, but it’s too bad. Apart from perhaps Nintendo, everyone is worse off because of it.

The irony of this situation is that Nintendo can copyright and trademark its characters, but not the mechanics or genre of game. (Nor should it.) Someone can invent the infinite runner, and Nintendo can decide to do a Mario infinite runner game, and not owe anything to the inventor of the infinite runner game. So can anyone else. And Nintendo can make a running and jumping platform game, and anyone else can too, duplicating the Mario mechanics and rules system entirely if they should wish to, but simply can’t use the name Mario or the likeness of any of Nintendo’s graphical or audio assets.

GameMaker Humble Bundle – super cheap and source code too!

GameMaker Humble Bundle pay what you want, but for just $15 you can get licenses for GameMaker: Studio Professional and the ability to create games for HTML5, Android, iOS, and Windows UWP, which together normally cost several hundred dollars. The total value of the entire bundle is $1885, making this one of the best value bundles I’ve seen in the history of the Humble store.

Additionally, you can also get a number of commercially released indie games that were built in GameMaker, and for a few of those games, you even get the source code. It’s very exciting to be able to look at source code written by professionals to see how it’s done. Titles offering their source code include: Extreme Burger Defense, Freeway Mutant, Shep Hard, Angry Chicken, Galactic Missile Defense, Uncanny Valley, Ink, 10 Second Ninja X, Cook, Serve, Delicious!, Flop Rocket, Solstice, and Home.

The sheer cheapness of this giveaway leads me to wonder whether the release of GM:S 2.0 may be immanent. Time will tell. In the mean time, this is a spectacular value bundle and well worth buying for the project source alone.

GameMaker Marketplace new checkout system now allows direct downloads!

Yesterday, 9/7, I noticed a big spike in downloads of my GameMaker Marketplace assets. I also happened to notice when looking around on the Marketplace that they’ve changed the checkout so that you can download the .gmex files directly through your web browser, bypassing the My Library interface in the IDE.

As I’ve remarked several times in the past year, My Library is crippled by terrible performance when the user’s purchase manifest exceeds some number that is far too low. Allowing purchases to be downloaded directly through the browser makes a lot of sense, and is probably the simplest solution to the performance issues, which still plague GM:S as of 1.4.1760.

It remains to be seen whether this spike in downloads will be sustained as the new normal, or represents pent-up demand for users who were reluctant to buy due to the poor performance of My Library. Despite the seeming smallness of this change, I’m really excited that YoYoGames have made it, as it alleviates a significant pain point that I’ve been complaining about for well over a year, and means that I’ll likely be making more use of extensions in my projects.

Graph showing sales spike on 9/7/16. Could this be due to the change in delivery method?

On 9/7, 18 downloads. The other spike earlier in August was due to my Ludum Dare 36 sale, when I put my paid assets on sale for $FREE

Update: 9/8 saw another 18 download day.

Giveaway: all my paid gamedev assets are free for the duration of Ludum Dare 36

All my paid #GameMaker assets are 100% off this weekend only in celebration of Ludum Dare 36.

itch.io sale bundle.

Check out all my itch.io wares, including some additional always-free stuff.

Or buy on GameMaker: Marketplace instead.

YoYoGames discontinues sales of GameMaker for Mac

YoYoGames announced yesterday that they have discontinued sales of GameMaker for Mac (the GM7-based IDE for Mac OS X, not the build target module for GameMaker: Studio to allow building games for Mac OS X).

I don’t expect that this move surprises or disappoints many. This version was long out of date and did not include features from the 8.x and Studio 1.x sequences of the product, and had languished while YYG focused its resources on the success of GameMaker: Studio.

YoYoGames stressed that users who already own GameMaker for Mac are still supported and can install and use the product that they already own. YoYo say that they are still committed to supporting development on the OS X platform with a future release of GameMaker: Studio, but the expected release date for this is as yet unannounced.

One would hope that with the ending of sales for the old version, the replacement product might be coming soon.

It’s good to see YoYo communicating its intent with the product like this. The announcement was clear, addressed possible misconceptions, and came through an official outlet.

GameMaker EULA restricts developer creativity

[Editor’s Note: After a busy year or so of low posting frequency, during which I started but never completed many articles, I’ve been going through my old drafts, working to complete old articles that still hold relevance. So this is an old topic, though not out of date, which I started writing in May of 2015, and I don’t mean to stir up new debate over it, but it’s worth being aware of.]

YoYoGames has restrictions in the EULA for GameMaker which states in essence that users agree to allow YoYo the authority to determine whether a game produced by the user is in line with their moral standards, and the right to terminate your license if they wish should you produce something they deem objectionable, without explicitly spelling out what counts as objectionable.

An April 2015 discussion on the old GameMaker Community forums raised this issue, but is now hidden due to the closure of the Suggestion Box subforum, but still available through the Internet Archive’s Wayback machine.

To summarize the discussion, YYG don’t seem to be actively policing their policy, nor are they specific in explaining their standards for acceptable content in games. They seem to be treating the EULA clause as something they can invoke if they so choose, but not actively evaluating published games to ensure they don’t violate it. And currently they seem to be pretty lenient about what they deem acceptable — for example, they deem Hotline Miami to be clear of violating their standards. Accordingly, I don’t read YYG as bad actors here.

But this does give rise to what one would have to do in order to cross the line with respect to YoYo’s standards, and why have them in the first place. It seems the answer to the latter question is to allow YYG the contractual authority to nix a license more or less arbitrarily, in order to make clear that they do not have any relationship with a developer who they deem too offensive. Which is to say that if a game produced with GameMaker were developed and it generated negative publicity for YoYo, that’s probably ultimately what their standards boil down to.

YoYoGames motivation seems to be that they (understandably) do not wish to be associated in any way with a game that someone else develops, if that game is “deeply offensive” (whatever that means — it varies from person to person what offends them). Considering that many games these days address topics which many might find “controversial”, and thus may be offended by, it gives a developer pause. And even those games that are not exactly controversial routinely depict subject matter which upon a moment’s reflection make us wonder why they’re not considered offensive. A huge proportion of videogames depict violence in a casual, matter of fact, even joyous manner. But most games would be instantly get a Mature Audiences rating if they depicted nudity, even if the context isn’t sexual.

It’s tough to say what the guidelines are for producing a game that is free of these concerns, and YoYo weren’t very interested in stating their guidelines explicitly. “Use common sense” seems to be their question-begging non-answer. Common sense falls down in controversial cases precisely because they are controversial. There’s undoubtedly a whole classification of things that are offensive to marms and nuns but that teenage boys think is fine, but the only answer that matters in this case is, “is what’s considered offensive by YYG?” Debating “what is too offensive?” is an endless quagmire but “What does YYG consider too offensive?” is something that can have a start and an end to it, and is probably a succinct bulleted list, which people may be free to disagree with or not as they choose, but still helpless to change.

I surmise that there are things that are commonly topics addressed by the medium of videogames, such as violence and war and crime that are not included in the “truly offensive” category, but that a game could step over the line by being too explicit in its depictions of these things, or by appearing to advocate for doing these things in real life, or by appealing to the player’s “prurient interests” in such depictions. The “common sense” approach seems to be a way for YoYo to say, “We don’t want to say because it’d probably just give horrible people a to-do list, but if everyone could avoid things such as explicit torture, rape, and so on, that’d be great.”

Still, the fact that someone else can tell me what I can or can’t put into a game that I’ve designed, is inherently offensive to me. I think it unlikely that I’d produce something that would cause YoYo to take notice and strip me of my license, but the fact that they can, and that they think that it’s right for them to have such power, is offensive to me. To me, there is a boundary where their responsibility ends and my responsibility takes over, and I should be responsible for my creations; once the tool they’ve produced is in my hands I don’t need their sense of responsibility for their creations to encroach upon my creativity.

It’s tough to see why YoYoGames would be associated with a game that was developed by someone else, even if they happened to use GameMaker. One reason might be their logo is used as the default splash screen and application icon when a game is built with GameMaker. These are removable by the developer, but are often left as-is by amateur developers. But there, a simpler remedy would be to compel game developers to remove YYG logos from games that they do not wish to be associated with at their request. Or, if YYG wanted to, they could ban games that they deem unfit from being sold or otherwise distributed through their online store, while not taking away the developer’s liberty to release the game through other means, or to continue using GameMaker to develop other games.

YoYo declined to change the policy, taking a “take it or leave it” attitude, and then closed the forum topic to quash further discussion. It seems to be the YoYo forums general policy to kill topics when moderators deem that further discussion is “pointless” since they are firm about not changing their minds. Obviously that’s not the case, as there may be much to discuss whether or not YoYo change their minds, and getting YoYo to change their minds is not always the aim of discussing some topic on the forums. Really, it’s about stopping discussions that may lead to users expressing views deemed critical or negative to YoYoGames, which they (wrongly, in my opinion) feel is harmful or threatens their brand.

Which, since it’s their forum, that’s their prerogative, but I can’t say that I like or agree with the practice. And now that they’ve restricted access to that particular forum, the topic is no longer visible. And this is one of the reasons why I have my own website where I can exercise my right to free speech without censorship.

Appreciating MegaMania

Megamania, published in 1982 by Activision for the Atari VCS and designed and programmed by Steve Cartwright, is one of the all time great video games, and is a standout on the Atari 2600 console and in the vertical fixed shooter genre. Inspired by the Sega arcade game Astro Blaster, but vastly better, it is an extremely well refined shooter for its time, and is a fun and challenging game to this day.

Above: Astro Blaster, an 1981 arcade game by Sega that bears some resemblance to Activision’s 1982 hit on the Atari VCS, Megamania.

Astro Blaster had many features, including digitized speech, that made it technically impressive for its day, but the design did not integrate the features particularly well, making the game overly complicated and clunky. By comparison, Megamania offers a stripped down, almost poetic experience, with elegant symmetry and proportions. Far from a ripoff of an original game, if anything it’s a refinement. Megamania expresses its beauty through minimalism and an elegant orderliness to its structure. This game is all about action and motion, and the original version just gets these things right. There is a rhythm to the game that a good player will develop a feel for, and learn to use to his advantage.

A major hit for Activision on the 2600, Megamania was later ported to the Atari 5200, and Atari 8-bit computer line, but the original remains the best play experience despite modest graphical improvements in the later releases. I’ll be discussing the original VCS version of the game for the rest of this article.

Here’s how Megamania looked on the Atari 2600:

Due to the hardware limitations of the 2600, the player is permitted only one shot on the screen at a time. The player can steer the shot with their ship as it travels upward, giving them the ability to guide their missile into the target. Somehow, despite their varied and erratic motion, the enemies often seem to line up just right so that if you’re in the right position and have the right timing, your next shot will rapidly find your next target, enabling you to clear the wave quickly and resulting in great satisfaction. But if you’re off target, the same proportions of speed and distance that line up your shots on target will cause you to miss frustratingly. It’s an elegant symmetry that provides both challenge (when the player’s timing is off) and reward (when it is on) with the same few, simple mathematical relationships, giving the game a subtle beauty.

The object in Megamania is to survive wave after wave of zany household objects that come at you from the top of the screen, as you shoot up at them for points. Your ship has an energy meter that slowly winds down, providing a time limit to complete the wave; when you complete a wave, your remaining energy meter is converted to bonus points, then refills, and the next wave begins. The waves repeat in cycles, in the following order: Hamburgers, Cookies, Bugs, Radial Tires, Diamonds, Steam Irons, Bow Ties, and Dice.

megamania enemies

There are two variations in the play mechanics, having to do with the way your shots behave:

  • In variation 1, the ship will fire continuously as long as the fire button is held down, and the shots are steerable, moving in line with the player as the player moves. This generates the rhythm that makes the game so fun, as I will show with some detailed explanation to follow.
  • In variation 2, the player must press the fire button each time to fire a shot, and the shot moves vertically only; once it leaves the gun it cannot be guided by the player.

Variation 2 requires more hand-eye coordination and greater attention from the player, and is therefore much more challenging, but I find that the feel of the game is not nearly as immersive as when you are able to steer your shots. In variation one, you feel at one with both your ship and its missile, and while you steer your shots to hit your target, you must simultaneously dodge to keep your ship safe. This creates an inherent conflict that causes the player to constantly be making decisions at a subconscious level. In variation 2, once your shot is launched, you have no further influence over it, and can only watch until it hits something or leaves the screen, leaving you only to avoid enemies and their fire until you can fire again yourself. And since there is no auto-fire in variation 2, the subtly clever timing that results from the relationship between the distance and position of the enemies, their speed, and the speed of your missile, is lost.

The sound effects, while rudimentary, are strong, and fill the game with noise from start to finish, despite being limited to your laser shot, enemy destruction, the energy meter countdown and refresh, and player death. The enemies, rather than explode, disappear with a brassy, synthesized “clang!” , while you fizzle away into nothingness when you are hit by a missile or collide with an enemy. The effects are blaring, loud and harsh, but with the volume turned down low they serve well.

The wave cycle in Megamania is particularly well paced, with a fantastic challenge curve, and a structure that reminds me of a sonnet or a fugue. Certain waves (metaphorically) “rhyme” with others, being similar in their motion patterns. Patterns established in earlier waves are elaborated upon in subsequent “rhyming” waves.

The odd-numbered waves (Hamburgers, Bugs, Diamonds, and Bow Ties) all move horizontally from left to right across the screen. In the first cycle, their motion is constant, while in the second and subsequent waves, their motion pauses periodically for a few seconds, then suddenly accelerates before settling down to normal, and then repeats. Starting with the Bugs wave, the horizontal scrolling waves add a vertical undulation to their motion, which becomes more pronounced with Diamonds and Bow Ties. Diamonds and Bow Ties “rhyme” further with each other by having a “winking” or “spinning” appearance. These are the easiest waves to clear, as the enemies pose no collision risk to the player, who can only be destroyed by enemy shots or running out of energy in these levels. As the first, third, fifth, and seventh levels in the wave cycle, they provide a breather between the more challenging waves. Each odd-numbered wave may be seen as an elaboration of the previous in the series: Hamburgers move horizontally; bugs move horizontally, and with a slight undulating vertical dip; diamonds move horizontally, have a more pronounced dip, and spin; and bow ties move horizontally, have the most dramatic undulation, and spin.

The even numbered waves all feature objects that pass vertically through the screen.

Wave 2, cookies, introduces the player to vertical motion gradually, as the cookies move primarily horizontally, while doing a two-step drop periodically, and reverse their horizontal motion as well. Cookies move in unison, all moving left or all moving right at the same time. Wave 4, radial tires, kinetically “rhymes” with cookies, but the radial tires dip more quickly, and the wave introduces a more complex motion where alternating rows of tires move left or right simultaneously. These levels are particularly dangerous, as in later cycles they descend increasingly rapidly, but a skilled player will learn, after the panic subsides, to make small, economical moves, and let the shots line up and rapidly take out strings of enemies quickly. At this point the levels remain challenging, but reliably beatable by a skilled player. You’ll die quickly if you get out of rhythm and fail to clear out enough enemies to give you adequate space to dodge, or if the computer gets lucky with one of its shots, but if you’re on your toes and in the zone you should be able to clear these waves with only an occasional death.

The next two even-numbered waves are of special difficulty, although their unique patterns do not “rhyme” with each other.

Wave 6, Steam Irons, uses a deceptive and tricky pattern. Three columns of steam irons descend, pausing and then sweeping irregularly from side to size at a speed that is very difficult for the player to track, as they seem to deftly weave right around your shots, and then descend again. The spacing of the formation is such that the player must shoot out at least one from each column, or else that column becomes an unbreakable chain when the column reaches bottom and wraps around to the top again, providing insufficient space between the rows to allow the player to squeeze in and get a shot off. If the player fails to take out at least one steam iron from each column, it is guaranteed that he will die at least once before completing the wave. The interesting thing about wave six is that it is the one wave in the entire game where the behavior pattern never varies, no matter how many times the player cycles through the game, the steam irons always move the same. Despite the lack of increasing challenge, the behavior is so frustrating and erratic that players often ascribe a sinister artificial intelligence to the steam irons. They are a constant threat to the player, no matter their skill level.

Wave 8, Dice, are special in that they are the only wave that is always the same color, yellow, no matter how many cycles the player completes. Dice are also unique in that they are the only objects that do not fire any shots at the player, and are therefore dangerous only due to collisions. Yet this is more than enough to make dice the most challenging wave to survive. The first dice wave is also the only level in the game where the objects move straight down. While their speed in the first cycle may seem overwhelming, their simple vertical motion makes it a fairly safe level. Simply stand your ground beneath a falling pair of dice and shoot, and your shot will surely find its mark, protecting you. But in the second and subsequent cycles, the dice move horizontally as well, in rows that alternate left and right, and create an almost bullet hell-ish level where dodging takes a great deal of finesse. The player has to move constantly on the dice levels to avoid fatal collisions, making it the most strenuous and challenging level, a climactic finish to the wave cycle. A skilled player can still beat the level without getting hit, but it requires great concentration and timing.

If we think of the eight waves that make up the wave cycle as a stanza in a poem, then the “rhyme scheme” suggested by the structure of the eight waves is as follows: A, B, A, B, A, C, A, D. The difficulty curve of a cycle is interesting, in that it does not simply progress in a linear fashion, but instead plots two different curves: the odd-numbered waves follow a more linear progression, while the even-numbered waves follow a steeper progression. This gives the challenge curve a continually escalating trend line while still affording the player a “breather” between two more difficult levels.

megamania difficulty curve

After three or four cycles, the difficulty does not ramp up further, and the game turns into an endurance match to see how many cycles the player can endure. If you can make it to 999,999 points, the game ends, effectively a killscreen.

One of the more interesting things to realize about the mechanics of Megamania is that (with the exception of the first Dice wave) the horizontal speed of all the enemies in the game matches the player’s horizontal speed. After the first cycle in the odd-numbered waves when the enemies accelerate to double time. The rest of the time, the horizontal speed of the enemy objects always matches the player’s horizontal speed exactly. This, combined with the shot-steering in variation 1 makes tracking the enemy objects easier, since you, your shot, and the enemy all move at the same speed, it is trivial to line up and guide the shot into the enemy on the odd-numbered waves. It also means that if you are behind an enemy, there is no way to catch up. Interestingly, players often don’t realize this, and novices and even moderately experienced players will persist in trying, to no avail, to catch up with an enemy that is just past the reach of their fire. Once you realize that it is impossible to catch up, and stop chasing, the player gains an insight that will lead them to higher skill levels — it is very common for a player chasing an enemy that they cannot possibly hit to accidentally run into an enemy missile, or run out of room at the edge of the screen and get pinned. But once you learn to avoid these two common causes of death, you become better at dodging, and the game opens up and becomes easier.

Another important realization is that the positioning of the enemies often is such that when you connect with a shot to destroy one, your very next shot will also connect with another enemy if you don’t move. It’s very common to chain together “string” of two, three or even more hits in a row, in very rapid sequence. This is key to success, and especially critical on the later cycles on the even-numbered waves, where the falling enemies present a collision danger, and taking a chain of them out immediately when the wave begins is crucial to carving out enough space to enable you to dodge and survive. When you realize this, the game becomes less about chasing aggressively and aiming, and more about being in the right position, and letting the enemies come to you. This is where the auto fire feature of variation 1 comes in to play, as once you have connected with a target, you are likely to hit again with your very next shot, and may start a chain of hits just by holding position and keeping the fire button pressed.

A final note of strategy helps with avoiding being shot by enemy missiles. Only two enemy missiles are capable being on the screen at any given point in time. What’s more, there are only two enemies at any given time who are capable of firing. If you see an enemy shooting bullets, you should avoid it and concentrate on eliminating the enemies that are not shooting, as they are less of a thread and easier to safely destroy. Don’t go under them when they stop moving, and wait for them to move again before tracking them. Then, take out the shooting enemies when they are moving, by matching pace with them. Enemy shots do not steer, so if you move in sync directly below a horizontally-moving enemy that enemy cannot hit you, and you cannot miss them. The most dangerous time in the odd-numbered stages is when are moving against their motion, from right to left, since this is the only time when you are likely to hit an enemy missiles.

Wrapping a formation of enemies

Another point of refinement that I find interesting is in the way the enemy objects wrap around the edge of the screen. Enemies in Megamania move together in large formations, but the way they wrap around the edge of the screen is interesting.

What I find innovative in this is that it doesn’t matter how large the formation is — looking at the odd-numbered waves, if you don’t shoot any of the enemies, they will form an unbroken chain as the first to appear wrap immediately behind the last. If you shoot a few, leaving holes in the formation, the holes persist and are not closed up — except if you shrink the formation at the leading or trailing edge. When that happens, the formation wraps sooner, closing the gap between the last still-extant enemy in the formation and the first. Thus, when the last Hamburger, Bug, Diamond, or Bow Tie is left in the wave, when it reaches the right edge of the screen, it wraps immediately to the left, rather than waiting for the space taken up by the no-longer-existing members of its formation. This is important because it avoids wasting the player’s time, as the energy meter winds down while no enemies are visible on the screen.

The tight, precise nature of the motion of the enemies makes Megamania a satisfying and exciting play experience, and feels complete despite a relatively small feature set. Megamania demonstrate that refinement and polish matter far more than feature count.