My desk
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eine neue arbeit mit dem titel ‘charts und präsentationen’ in form gebracht und fertig gestellt.
die arbeit gibts ab donnerstag bei blast in köln zu sehen.
vorab aber schon hier:
charts-and-presentations

Left 4K Dead ist ein kleines Spiel für zwischendurch, das als Java-Applet im Browser läuft. Unzweideutig an Valves gruseligem Multiplayerkracher “Left 4 Dead” angelehnt, ballert man sich in der Draufsicht, bewaffnet mit Knarre und Taschenlampe als Pixelkrieger durch Zombiehorden. Gesteuert wird das Spiel mit WASD (Bewegen) und Maus (Blickrichtung/Schießen). Auch wenn dieses Spiel so manchem Zocker ohne Retroherz eher unspektakulär erscheinen mag, so ist es doch mindestens als beispielhaft für effizientes Programmieren zu sehen: Das gesamte Spiel ist 4 KB groß, das entspricht einer Schreibmaschinenseite. Zum Vergleich: Eine leere Word-Datei wiegt 11 KB.
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…appeared on the Internet. The Top Secret Document contains every know information, that is about PacMan. For example, just examine the lesser knows facts about the design of the levels and the mysterious level 256 in Pac Man. From the document:
Pac-Man was always meant to be a game with no ending. The developers at Namco mistakenly assumed the game’s increasing difficulty was sufficient to prevent anyone from playing indefinitely. Of course, within a few years of Pac-Man’s release, players had discovered that every level beyond the 21st was identical. Patterns were quickly created to exploit this fact and, for any player able to get past the first 20 levels, the game now became a test of endurance to see how many points you could rack up before losing focus and making a mistake. High scores soared into the millions and most players agreed the game simply went on forever. Eventually, a few highly-skilled players were able to complete 255 consecutive levels of play (scoring over three million points and taking several hours to accomplish) and found a surprise waiting for them on level 256. It was a surprise no one knew about-not even the developers at Namco.
The 256th level displays the left half of the maze correctly, but the right half is a jumbled mess of randomly colored letters, numbers, and symbols. Notice the bonus counter in the lower-right of the screen is also malfunctioning. The left side of the maze plays normally, but the right side is a different story. Although both the player and the ghosts can navigate through the right half of the screen, the original maze walls no longer apply. Instead, Pac-Man must be guided through a confusing series of open areas, tunnels, one-way intersections, lone walls, and pass-throughs-all invisible to the player-while four ghosts are in hot pursuit.
PacMan Level 265 with hidden points
You definitely want to know all this things about PacMan. The reason for the “malfunctioning level” i.e. lies in a internal counter error. Just keep on reading on the dossiers site. They also got extensive information about the enemy-characters as well.
netzneutralität, bürgerrechte, datenschutz und das ganze urherberrechtsproblem überschneiden sich im netz immer wieder. irgendwie ist das alles ein teil von dem was man so allgemein mit netzpolitik bezeichnet und gerade in diesem bereich ist aktuell einiges in bewegung.
nach dem ich mich letztes jahr, im rahmen der arbeit mit dem datenschutzraum, hauptsächlich gegen die vorratsdatenspeicherung engagiert habe, gehts dieses jahr erst mal mehr um die creative commons. die eigenen bilder veröffentliche ich schon seit geraumer zeit unter diesen lizenzen.der schwerpunkt der kommenden veranstaltungen liegt aber auf den ohren. ab dem 26.2. gibts jeden vierten donnerstag im monat eine netlabelnight. zusammen mit zahlreichen djs aus dem rheinland werden wir düsseldorf mal zeigen was im bereich der freien musik so geht.
merh infos unter www.netlabelnights.de

The Gearhead Garage Adventure is an mixture of repair- and race game. You play a guy, who has great abilities in repairing cars, but not so much in driving them. So in parts this is a “repairing game”, some sort of mini-games, that let you put together and polish different parts of the car. Other sections of this game includes driving and exploring action. Look, feel, graphics and style look very, very promising. The game was made for the GBA, but was unfortunately never published, due to cartridge prices back in 2006. But you can cheer up, because there is a demo-GBA-file available on the website.
The game was made by Ratloop, who also are responsible for Mightier. It seems to me, that really Ratloop got distinct out-of-the-ordinary thinking abilities. Thank you guys at Tiny Cartridge so much for digging this content.
What did I done within the last few weeks?
I also should spend some time on this webpage, too. Still there is sometimes occurring a forbidden-error, I have no clue why. This requires some in-depth debugging.
Also better colors, better proportions and overall friendliness is what I would wanted this website to have.

An interesting design detail can be found on the lofi-platformer “You probably won’t make it“. Each level features only one single screen. The game keeps on suggesting, it is a “brutal hard” game. In order to reach the goal, you have to make use of double-jumps, avoid the “needles” and reach the goal. Well, if you loose a life, than the blood of your death and - this is the interesting detail - the path of you last played game will be displayed on screen. Nice thing to visualize and really not hard to implement. It is somehow a more static version of that trail of the Feist-character.
I think the game is not too hard, and the music is good, but a little bit repetitive.
via inbetween

