Mommy's Best Games, Inc. is an independent game developer founded in 2007. This is a view behind the scenes of our game development and marketing!

–Nathan

Wednesday, February 10, 2010

8 Bit Horse

With Shoot 1UP blasting it's way to your Xbox 360 and into your hearts later next week, I thought now would be a grand time to introduce you to 8 Bit Horse.


8 Bit Horse is the premier source for upcoming, current, and heritage 2D console games. 8 Bit Horse is maintained by myself, and my long-time friend, and legally registered gameholic, AJ Johnson. We carefully dissect each and every game lovingly and help you keep track of the new interesting new games coming out.

We do not review games in the usual sense. For upcoming games, we cover the interesting gameplay mechanics they purport and for existing games, we delve into every tasty morsel of fun, exploring what's good about each game.

We created 8 Bit Horse, not only because we want you buy MBG's new 2D games (which we do of course, because we like food, shelter, and clothes.. well some of us like clothes), but because we are crazy-stupid about 2D games in general. We grew up playing them, and somehow forgot to stop even after the rest of the world decided that 3D was the superior format. For some unfathomable reason, the industry has decided that 3D is the replacement for 2D, which makes about as much sense as suggesting that movies are the replacement for books. Both are art, and there are things that are simply done better in one format than the other.



8BH has several starter articles like the one above, check them out!

One of the more prominent features of 8 Bit Horse is our list of Heritage Games. These are 2D games from all past consoles, hand-selected largely for their unique or interesting gameplay mechanics. This is not a list of obscure titles, nor a list of undiscovered or under-appreciated games. Most of these are games that you’ve probably heard of – and hopefully played. But if you have not, you owe it to yourself to check these games out, and make them a part of your video game heritage.

8 Bit Horse will continue to grow.
No, we do not have every game covered yet, (Blaster Master Overdrive threw everyone for a loop (but we have the original-huge!), and of course we are missing games here and there. Muramasa is on its way as are many more!) but they will come. We are currently covering mostly action games as those are of the most interest to us, but we may expand coverage. As new information surfaces, we will list new games, allowing you an easy place to find all the new 2D games worth playing.
When you come to 8 Bit Horse, you won't have to sift through piles of random game information: you'll get solid, direct articles about 2D console action games. Follow 8BH on twitter, or check out the site for new articles.

A wise but anonymous man once said:
The problem with 2D is its lack of a third dimension;
The problem with 3D is… everything else.


2D games offer the perfect blend of beautiful art and superb gameplay, and 8 Bit Horse is where to find them.

Thursday, February 4, 2010

Xbox 360 shoot 'em ups

With Shoot 1UP out now, I wanted to get together an easy reference list of shoot 'em ups available for the non-Japanese Xbox 360 market. I also hoped making this available would help get more shoot 'em up fans or curious gamers into the genre. I think the games coming from Japan are great but needing to import them and the steeper prices is a turn off for a lot of gamers.

I'm looking at this list, for my own purchasing and gaming habits, but also to see the market outside of Japan (where several higher budget shoot 'em ups have been released in recent years. Check out this shmups forums thread for more details on all shoot 'em ups.)
A lot of these games are in mixed categories on the Xbox Marketplace--some are in "Shooters", some are in "Action-Adventure", and some shmups are in "Classics", all of which makes it difficult to browse.

I've broken them into three categories, focusing on traditional vertical and horizontal scrolling and other forced-scrolling games. I grew up playing games such as R-Type, Life Force, Axelay, and Gaiares, and I'm most interested in those types of shoot 'em ups. I do plan to keep this list relatively well updated.

Here's a few games types I'm not listing (mainly because I'm not that interested in them):
Arena shooters - e.g. Geometry Wars
Adventure-style, controlled scrolling - e.g. Wing Commander
I may end up doing a separate list for these style shooters in the future.


I'm including notes where appropriate, and also including box art for the games I'm most interested in or enjoyed. If there's no info or box it means I didn't care for it, but wanted to include it for completion. But you may try out a given game out anyway. Different strokes and all that, right?



Vertical Scrolling
This is to include every vertical scrolling shoot 'em up available for play on a Western (non-Japanese) Xbox 360.

Boxed
EspGaluda II Black Label

Notes: Originally released for the arcade in Japan in 2005.
Only the "Standard Edition" will be play on non-Japanese 360's.
Released February 25, 2010.

Raiden Fighters Aces

Notes: Not listed on the Xbox Marketplace. Compilation including Raiden Fighters 1, Raiden Fighters 2: Operation Hell Dive, and Raiden Fighters Jet.

Opinion: This is one that is so enjoyable to play as it's well tuned to be challenging but usually not frustrating. Having tons of ships to play, and different games, gives you a lot of replay options. The sprite art is great as well. At $20 (usually) it's a great collection and a great shmup package all around.

Raiden IV

Notes: Originally released for the arcade in Japan in 2007.
Supports "double play" in which one player controls two ships, like Raiden 3, and the upcoming Duality ZF.

Opinion: I don't enjoy the 3d graphics as much as the sprite art from Raiden Fighters Aces, but overall it's still a lot of fun.

Muchi Muchi Pork! and Pink Sweets

Notes: Two different Cave games in one package.


Mushihimesama

Notes: Originally released for the arcade in Japan in 2006.
Region-free copy of the game is available for the US.
Be careful, the "Black Lavel/Label" version on Games Marketplace section is a game add-on and requires the full game to play. You can get full disc from play-asia and other sources.


XBLA

Raycrisis HD

Notes: Port of arcade game released in 1996
Opinion:
The cleaner look is very nice.

1942: Joint Strike

Opinion: Looks pretty nice, but it was ultimately sort of dull. The original 1942 game had a certain intensity to it, even on the NES that kept it more compelling.

Guwange

Notes: Originally released in the arcade in 1999. Characters walk around on the ground rather than fly. 

Ikaruga

Notes: Originally released in the arcade in 2001.
Opinion: I find this to be almost like a puzzle game. I love the tight spots you get into, especially in the boss sequences.

Triggerheart Exelica

Notes: Originally released in the arcade in 2006.
Features a "grab and throw" mechanic in addition to normal shooting.

Opinion: I liked the colorful backgrounds and the funky music. I also liked that not-shooting let you collect the drops easier. The enemies are a little generic or too abstract sometimes for my tastes. The grab and throw mechanic takes some time to get used to.

KOF(King of Fighters) Sky Stage
Notes: Character-based.
Opinion: This one was sort of by-the-numbers and not that interesting. No particular mechanic or look stood out for me, though I may have missed something obvious in the trial.

Xevious

Notes: Originally released in the arcade in 1982.
Opinion: The bomb lomb, and the dual gun gameplay is still compelling after all these years. The ship is pretty sluggish, but overall it's simple yet satisfying.


Indie Games
Shoot 1UP

Notes: Yes, Mommy's Best Games is making this game and it's out now for only 80 MS points! Features six levels, massive bosses, the ability to control up to 30 ships at once, and 2 player for over 60 ships!

Opinion: The color balance is better than MBG's previous games, but I wish there were more animation throughout. Overall it plays pretty well, though managing multiple ships will discourage some hardcore gamers, while having tons of lives will please casuals and some normals. The ability to pick your course is not wholly original but keeps things feeling fresh and promotes replay and tooth decay.

Prismatic Solid

Notes: Features six different weapons and six 'satellite' arrangements. Normal level progression (6 levels with one locked from the start).

Opinion: I am completely blown away by the polygon count in this game. I think it may be pushing more polys than most big-budget boxed games. Sure they're untextured triangles, but the game still looks amazing, and the framerate is rock-solid.

The gameplay is fairly good as well. It's fun figuring out each weapon and deciding what works best in each situation. My main problem is that things can get too bright sometimes and obscure bullets is a shame.

Vampire Rage

Notes: Level progression, Radiant Silvergun-like sword mechanic.
Opinion: I like the strange "green islands with skeleton pieces" motif in the first level. I also like the cheesy "Type-O Negative" feel to it all.

Score Rush
Opinion: There's tons of bullets which is really cool. Ultimately though, I didn't find the enemies interesting to fight, there's basically only one bullet-type (small, and comes straight at you), and the weapon system is not terribly interesting. It is definitely very challenging though and high-score-seeking types will probably have fun with it.


Zulu Hour

Opinion: I like the changing perspective levels

Lewjmele
Opinion: Boss fights look okay.

Joint Strike Force
Notes: color-based action

Warhounds

Fatal Abyss

Defender of Zorgaba
Opinion: I like the boxy, exaggerated font and buttons on the menus.

Vector Force

Starfighter

Akujin
Notes: color-based action

Horizontal Scrolling
This is to include every horizontal scrolling shoot 'em up available for play on a Western (non-Japanese) Xbox 360.

Boxed
Death Smiles

Notes: Released June 29, 2010

Otomedius Excellent


Notes: Supposedly due out September 2010.

XBLA
Omega Five

Notes: Has four playable characters (two from the start), while the fifth character in the Omega-Five rides shotgun.

Opinion: At first I didn't enjoy this because the aiming speed for your gun was a little slow. But since then, the music has really stuck with me, the graphics are gorgeous, and the gameplay worked out pretty well.

R-Type Dimensions

Notes: R-Type was originally released in the arcade in 1987, R-Type 2 was released in the arcade in 1989.
Allows play of both R-Type 1 and R-Type 2 in sprite art form and 2.5D form.

Opinion: Even though I own several versions of R-Type 1 and 2, it's still mesmerizing to be able to switch between 2D and 3D on the fly. I wish more classic versions had this ability!

Aegis Wing

Notes: Has the ability for 4 players to join into 1 ship.

Opinion: The 4 player idea is neat, but the single player was too bland and derivative for me to keep it interesting.

Scramble

Notes: Originally released in the arcade in 1981.
Supports updated and original graphics

Opinion: Similar to Xevious, the shooting vs lobbing mechanics are fun to use and manage your attack strategy. I also like the feeling of progression through the cave-like areas and the fuel dependency.

Defender

Notes: Originally released in the arcade in 1980.
Supports updated and original graphics

Opinion: Shooting the laser is still neat looking as is the mini-map.

Zeit²


Notes: Side-scroller with time-distortion mechanics.
Opinion: Never really enjoyed this one. The gameplay was slow, mostly focused on obtuse scoring, the enemies were too repetitive, very little level variety, the bosses were okay, but there was some decent slowdown during big fights.

Indie Games
Leave Home

Opinion: This is a fantastic, new blend of R-Type-like gameplay mixed with Rez themed graphics. The difficulty of the gameplay changes as you replay, and each game only lasts 5 minutes. But because it can morph, you can find yourself replaying several times in a session.

Revolver 360
Opinion: It's one of the better looking shooters on the 360 and the rotation mechanic is fun to play with. But the scoring system gets even better, as you switch back and forth between trying to kill tons of guys on the screen with your mega beam and suck up bullets to build your beam power for the next volley.

Notes: Unique rotation mechanic, in which the the game collision is in a 2D plane, but all bullets can move in 3D (and are compressed into that 2D plane).

Platypus

Notes: Port of original PC version with some enhancements.

Opinion: The gameplay and enemy design is too vanilla for me, but the execution is great.

Crescendo Symphony
Notes: The name is in Japanese characters on the marketplace. There also seems to be a RPG of a similar name.

Border Wars

Notes: Includes a ship editor.

Opinion: It has a lot of heart, but the ship controls felt sloppy especially mixed with some of the lightening fast enemy attacks.

Lethal Judgement HD

Note: Normal level progression.
Opinion
: The graphics are very nice, but the enemies are too static and the levels are fairly repetitive. It is a well done title though and worth a look.

Guns Loaded
Notes: Provides an ability to zoom in on the action.

Ultimate Sacrifice
Notes: The name is prefaced by Japanese characters on the marketplace.

X-Over
Notes: Score attack-style shooting.

Mech-Fish

Graviton AI

Retro One series

Vega Magnitude
Notes: Color-based action

Other Forced Scrolling
This is to include all forced-scrolling shoot 'em ups (not in the vertical or horiztonal lists already) available for play on a Western (non-Japanese) Xbox 360.

Boxed



XBLA

Rez HD

Notes: Remake of the original Rez, released for the Dreamcast in 2001.

Opinion: The game has a musical theme, but it's not intrusive to the shooting gameplay. I love the changing levels; things seem to grow as you play.


Gyruss

Notes: Originally released in the arcade in 1983.
Supports updated and original graphics

Time Pilot
Notes: Supports updated and original graphics

Indie Games
Olu

Notes: Heavily inspired by Rez (see above). Has normal level progression

3D Infinity
 Notes: In-to-the-screen forced scroller similar to Panzer Dragoon or the Space Harrier series.
Opinion: This is sort of well-done and looks like a good start, but is very, very short on content.

Pell Mell

Notes: Racing-style shooting. Looping levels that slowly get harder--but not normal progression.

Revenge of the Evil Aliens

Magnetic Defender
Notes: color-based action

Thursday, January 28, 2010

Risk, Reward, and the Plasma Auger

Offering gamers a choice between less risk but lower rewards and higher risk but higher rewards is what offers the fundamental addictive and exciting element in many games.

In Shoot 1UP, as you maneuver your ever-growing phalanx of ships you have some options controlling them. You can draw them together to be as small as a single ship, lowering the likely-hood that you'll get hit, or you can expand your fighters, increasing the possibility of one them being destroyed.


Collapsing your ships is easy with the left shoulder or trigger. But you have even more control in the form of the X button which puts on the ships' air brakes, causing you to move a third of your normal speed and granting you finer movements to dodge incoming bullet swarms and enemies.

If you do choose to expand your ships, which is easily performed on the fly via the left shoulder or trigger, you are rewarded in several ways.

First, shown on the HUD via a row of icons is the "spread gauge" which directly reflects your "spread multiplier". Each enemy you kill grants you a given amount of points. But if you kill an enemy with your spread multiplier active (showing at least one pip), you now cause them to drop a "points medal" which you can catch for higher scores.
The bigger your spread, the higher the multiplier can get--all the way up to x30.

As your ships spread out more, it makes it easier to catch the point medals, but again scarier because you're more likely to crash.

The most exhilarating reason to expand your ships is to activate the Plasma Auger. Once you've gained at least two ships, you can now fire the Plasma Auger by holding down the fire button though it takes a moment to warm up. You must have your spread multiplier (and your ships) expanded to the fourth pip, signified by being brighter and whiter.


This giant stream of destruction can go from very small to very wide, and increase in damage all based on how you use it.

For the more skilled player, the Plasma Auger doesn't require more ships to increase in size and damage--it only needs a bigger spread multiplier. The best way to get that is to keep your ships circular (or simply diagonal) and watch your hud for feedback.

The Plasma Auger is available in 2 player as well, and even possible with the Ghost powerup. Grab a buddy and start playing for a total of 3 enormous pillars of alien-rending energy!
We avoided launching the game this week (Jan 25th) so as not to be devoured by ME2. With that in mind, Shoot 1UP should be firing it's way your Xbox 360 by early February (possibly within a week)!

Thursday, January 14, 2010

Feedback Incorporated

Shoot 1UP's playtesting sessions have been going really well and already yielded some nice changes. Thanks for testing everyone! It's been great trying to fold various suggestions into my overall design of the game in order to create an even stronger version.

Here's some new features that weren't initially in the game but were influenced through the recent playtests.
  • Awards system: Originally I hadn't planned for it, but it is great fun to have little extra challenges for which to strive in addition to "just beating the game" or a high score.
  • Story paintings: I had a story in mind as I was creating the game initially but wasn't sure if it was going to fit the final game. Dean Dodrill suggested I add some story element to make the game feel "complete".
  • 1UP super-bombs: Initially if you hit the 30 ship single-player max, the 1UPs just added to your score. Players wanted something more, so I decided the extra 1UPs could be triggered to act as super-bombs instead!
  • More Bosses and monsters: I love making monsters. That shouldn't be a surprise after Weapon of Choice. But initially Shoot 1UP was going to be pretty small. It's not a giant game now, but it's definitely filled out, and so far everyone's really loving all the new bosses!
The game is getting close to finish and I'm sending out preview copies to the press. It's wrapping up really nice and should be in your hands within the month!

Saturday, December 26, 2009

Shoot 1UP 7-Day Work Diary

I had never created a game for Experimental Gameplay yet, but October 09's Numbers theme really inspired me. Growing up loving shoot 'em ups of all kinds, I imagined a vert scroller in which powerups poured forth from enemies, but the player gained playable ships instead of just switching weapons or getting super bombs. Thus Shoot 1UP was born. It's since grown in size, aged a little, and lost its baby teeth in favor of a mouthful of real chompers.

As I explained to 2BeeGames developers, I keep careful notes on my games during production. Mainly to keep myself on track for the tight seven day schedule, but also in case anything went wrong, or if any particular discovery could be useful in future work.

What follows is a unedited log of the development during those first (non-consecutive) seven days of Shoot 1UP's development (including embarrassing though humorous self-congratulations). Notice, the 'big things; take longer up front, and more little details begin to fill the list as the polish goes in (what little there was at the time).

DAY 1
October 21, 2009
Got the TiledSprites sample working and running as Shoot1UP.
Experimenting with the cloud layer.
The parallax is broken in the sample. I’m trying to improve it.
Worked on some graphics this morning to try out a new art style.


DAY 2
October 22, 2009
Got the tiled sprites to scroll properly and repeat forever.

Abstracted classes out into game objects, and made an animation class for sprites.

Got the ship back in, properly, with no animation.

More ship sketches.


DAY 3
October 23, 2009
Ship flying around! But not super well animated.

Played with distortion/pixel effects as well.

New animations for ship are working.
Drew some more, revised ship.

Animations work pretty well but code needs more work.

DAY 4
October 24, 2009
Animation functions (AnimDone, etc).
Ship rolls left and right correctly.

Shots drawn. Shots playing. Shots able to recycle.

Refactored anim code to reuse static data better.

Added in shadows for objects.

Level scrolls automatically now.

Drew temp enemy.
Temp enemies spawning via level controller. Recycling in pool.
Level controller knows all player shots and enemies.

Enemies and player shots can collide.

DamageInfo class in place, and used.
Shots disappear, ships die after health gone


DAY 5
October 26, 2009 (Skipped Saturday and Sunday)
Ship locked to screen.
Widened screen. Scaled down shadows
Fixed bounding box collision determination (was only using circle test)

Moved all objects to level controller from main game file.

Update lists find max current objects dynamically now.

Player ship can die on enemy ships and enemy bullets.
Level can reset (kinda crappy).
Powerups for new ships.
New ships from powerups (up to 30) Increased player bullet count.
Offset all ships based on count (ship trail/ship worm looks awesome!)

Early hud, points, ship count.

Added push-pull mechanics/controls for player ships


DAY 6
October 28, 2009 (Skipped Tuesday)
Temp explosions drawn.

Fixed anim bug with not storing time per frames.

Refactored all objects to use “delete” bool instead of just state checks.
Added explosions to list.
Small enemies make explosions on death.

Big player explosion temp art.
Big explosion in new list, to collide with enemy shots.
More awesome refactoring. I wasn’t resetting health in some objects on recycling, so things couldn’t die since they already thought they were dead!

Fixed multiple-updates per same explosion bug (took a while)

Uggh, lots more nasty update bugs fixed. Not carefully keeping track of things dying.

New art pass on bullets for player/enemies
Enemies now grant you new player ship powerups based on numbering system I added in three streams of enemies—pretty fun now! And really challenging (not surprising). Polished the pop animations for enemy bullets and the player shot muzzle flash animation.

DAY 7
October 29, 2009
Keyboard controls working alongside pad controls

Refactoring game/levelcontroller to use menu system to exit game.

Menu waits to start game.

Early Pause menu works.

High score board works now.

Nice’d up the main menu and score board.

Randomly rotating most explosions now.

New explosions, new ship arts.

Tweaked difficulty to change as you play.

Fixed pause bug (can spawn bullets when paused).
Done!

Sigh, didn’t get to sound.


You can play the 7-day version of Shoot 1UP, linked in this previous post. But it's really small and simple, basically only a prototype. With luck the complete Shoot 1UP will be out on the Xbox 360 next month Feb. 2010!

Shoot 1UP is out NOW!