By Alex Macqueen

Let’s Win Forever

WINNINGFOREVER

“Mouse click on gerbils to shoot them, get scores, youre winning, YOU ARE WINNING FOREVER

Let’s Win Forever is the latest creation of Amon26, from whom sprang the wonderful Au Sable series and a number of other short, humorous titles. In Let’s Win Forever, the player aims their crosshair at the members of a large crowd of colourful gerbils. Shooting them results in their gaining jetpacks and a seemingly arbitrary number being added to the player’s score. There’s not really any objective or purpose to the game, but that’s okay since it allows you to WIN FOREVER (!). The music is quite brilliant, as always with Amon’s work. If you enjoy this, it’s also worth checking out the more experimental Let’s Win Everything.

Download Let’s Win Forever here; get Amon26 merchandise (including art-books and a CD of Au Sable/AOOFAD) here.

Hit the jump for an interview with Amon26:

Interview with Amon26

TIGSource: What does the pseudonym “Amon26” mean?

Amon26: I was fourteen when I found the name. Amon was short for Amontillado, and in junior high my friends and I talked about each other and our crushes in-code so that our peers wouldn’t find out our secrets. There was Eduardo, Oxy, Aim, Julius, Pizarro, and me, Amontillado. The 26 came in when I was tired of everybody using the same boring numbers like 69, or 666, 13, or 420. It seemed every number had some kind of special meaning. I couldn’t find any special meaning to the number 26 so I chose it to represent me. I let it become my ‘holy number’ I guess you could say.

TIGS: While you’re best known for your games, you’re also a prolific musician, visual artist, and occasional writer. How do you balance your multiple artistic interests?

Amon26: I don’t worry that much about balancing it out. For a long time I’ve liked the idea of trying to bring multiple elements to bear in a way that excites an audience. So sometimes I’ll write a story that becomes a picture, or I’ll design a picture that becomes a short film. I tend to think in fractals, so everything could be easily transformed into another media for me. AOOFAD could be a board game, or a 200 page poem, or a coffee table art-book. It just happened to come out shaped like a game. :)

TIGS: Where do you think games stand as a medium? Do you consider Anna Anthropy’s concept of games being primarily about creator-audience interaction to be worthwhile, or do you tend to focus more on your own individual expression?

Amon26: I think each game should be measured by its own merit. Boardgames for example: Mahjong can’t be compared to Brenda Brathwaite’s Train, or vice-versa even even though they’re both boardgames. Sometimes a game is meant to tell a story or have a message, sometimes a game is meant to realistically simulate an event, other times its just meant to look and feel cool with little or no substance and meaning. The whole “games as/are art” debate is hard for me to understand. The concept of what makes art art is so hard to pin down as it is. I think what matters more is setting out to try and accomplish something good, regardless of what it may be considered in the end

TIGS: All of the games set in the world of Au Sable are in traditional genres, as either run-and-gun or first person shooter. Is this due to a design philosophy that one can most easily distort what is already well known, or simply from the route of attempting to marry gameplay to aesthetic in a way that doesn’t require a great deal of coding?

Amon26: At first it was my way to make sure I wasn’t overstepping my bounds. I re-purposed a free, open source platformer example for GameMaker and didn’t want to design a game that had goals more complex than I knew I could accomplish with what limited skill I had. Now that I’ve learned more, I could try something less conventional but I’ve always been fond of John Carmack’s concept of simplicity. You can play Doom1 with a couple keys and the mouse, that’s all you need.

TIGS: What are a few of your major influences, in any medium?

Amon26: Hm, Castlevania II really helped me see potential in making lo-fi graphics unsettling, the whole game gives this stark sense of loneliness even when you’re in a populated town. Same with Wizards and Warriors 2. Silent Hill/Fatal Frame were good examples of creating a vulnerable player; someone who wasn’t good with guns or combat. As far as books go, I used Ray Bradbury’s “Death Is a Lonely Business” as inspiration for creating an eerie mood from what would otherwise be considered mundane. Also “House Of Leaves” created an illusion that the book was shredding itself apart as you progressed. I listen to a lot of music all over the board, from Lilly Allen to Soul Coughing. I modeled AOOfAD/AuSable’s music after Throbbing Gristle, and the ambient tracks off of the Quake1 CD written by Trent Reznor.

TIGS: Your games tend to employ a glitch aesthetic in that there’s no definite reality that is readily understood by the player, making them unsure of their abilities and goals. To what extent is this intentional, rather than accidental as a result of your unfamiliarity with your tools?

Amon26: Well a lot of those glitch and scratch concepts come from “manufactured accidents” during the development process. I.E the Eyes in Ausable. I wanted them to do something other than hover in a fully predictable pattern, so I made attempts to break the game on purpose with lots of random integers, particles, distortions. Once I found something that looked good, I toned it down to a point that kept the game playable, but reflected that sense of nearly crashing. That’s pretty much how I do everything.

TIGS: Collaboration is obviously something that you’re familiar with, as you’ve done the music for both Anna Anthropy’s and Jazzuo’s games. To what extent has this been a positive influence on your own work?

Amon26: Mighty JillOff and Sexy Hiking have been two heavily played games among my local friends and I for years. We’d spend hours at all-night diners trying to work our way over that damn tree, or up the impossible tower. So when I was invited to compose music for Jazzuo/Anna/Kepa I nearly wet myself! Now, a year later, I’ve learned about who they are, and what they enjoy doing beyond what brought us together. Their friendships have been the most valuable outcome from all of this. I’ve met Anna in person and someday I would like to fly over and visit Jazzuo so we could do a live performance of the DildoTank theme song. I think we would obliterate all of Eurasia with its greatness. (And some of Denmark)

TIGS: One of the defining features of games as opposed to other artistic mediums is the possibility of a social aspect; this is present even in single player games, as you’ve mentioned in relation to your experiences with The Mighty Jill Off and Sexy Hiking. Do you plan on ever creating a game that focuses as much on human interaction as atmosphere, a la Anna Anthropy’s Octopounce?

Amon26: I have this really crazy idea for a 2 player game that actually encourages failure to some degree. I loved how the later ps2 Burnout games rewarded you with super-dramatic visuals when you failed. I want to recreate that same sense of “oh man, I lost the round but look how amazing my failure was!”

TIGS: Do you have any tips for complete beginners to Game Maker or independent game development in general?

Amon26: hmm.. well it applies to more than just GameMaker, but; Make lots and lots and lots of mistakes. Visit forums, grab examples and code and just rip them apart. Even if you dont know what you’re doing, you’re still doing something. Eventually it gets clearer.

its not effective for people who want to go from zero-to-awesome in a day, but its really rewarding

also, make friends with other small devs, cultivate meaning partnerships with other fledgling designers and share your experiments between eachother.

if it wasn’t for the help of glyph, the A.I in AuSable would be little more than bouncing do-nothings.

TIGS: I see that’s worked out very well for you and Anna Anthropy.

Amon26: exactly, she really took me under her wing and spends lots of time helping me fine-tune things. In return, I’m her “piano monkey” writing fun music for her work.

TIGS: Are you doing the soundtrack for her new deep sea diver game, too, then?

Amon26: It’s planned, I’ve had really bad writer’s block with music lately. Winter gets me down and makes it hard for me to focus on things, but I sent her a few blurbs of music today [Ages ago, now- Ed.].to see what she thinks.

it’s a lot of fun, there’s stuff I cant discuss about it that really amuses me. Very much her sense of humor.

TIGS: Your Quake machinima tend to have a comical aspect not present in your games or music (aside from the Dildo Tank theme). Is it less natural for you to make humorous, rather than melancholy, creations?

Amon26: I struggle with chronic night terrors. I’ve had them since I was a child and they’re very distracting. One time I had a therapist that encouraged me to try “trapping” my horrors on canvas but It didn’t work out really well. The pictures didn’t make me feel any better. But it all changed the moment I personified a nightmare as an NPC, took aim, and killed it.

In my ordinary waking-life I tend to be very light hearted, positive and quirky. I avoid over-exposing myself to negative things, I don’t read the news or watch TV. So when I’m in the spirit and feel it’s time to tell a really good joke, I do it by whatever means necessary. I look forward to creating a really absurd and hilarious game in the future. Something that I hope will equal the polish of AOOFAD/AuSable.

TIGS: Have you played any of Aliceffekt‘sgames? They’re quite reminiscent of yours, especially Cyanosis Fever.

Amon26: ooh this looks interesting (downloading valp.zp)

angon a sec, trying it

ohh MAN!

i never knew i could feel that way about a game. valential hopes just made me keep going “YES! FASTER! YES!” then i ate some mints, and i was allright. im not sure what its about yet, i just tried the first path

yeah, i’d really love to develop something alongside a programmer with some genuine 3d prowess. I have an idea for a flight game that I’m not nearly smart enough to make yet. I tried unity, but it made my brain explode out my ear,

TIGS: It appears that you’ve tried to sell some of your work on CD and USB locally as well as on-line; has this been successful?

Amon26: The money I’ve made off sales doesn’t cover much more than a nice dinner or a DVD on occasion, but I don’t expect it to. It’s just my way of providing people a method to donate money and be able to get something nice in turn as my way of saying thanks. I wish I could curb production costs though, I make 2 dollars profit off a 18 dollar shirt.

TIGS: You’ve recently made the jump into 3D; how is designing for three dimensions different than designing for a spatial area seen only from one side?

Amon26: It was a nightmare at first, but I was sort of expecting that. Even though all I was doing was providing a variable for “height” along with width and length, it took a lot of re-thinking to understand. Once I started getting the basics down It actually felt very familiar. Cactus helped me solve a problem that was a bit tedious but he really saved my ass. Without his tip, The Hunt still wouldnt run right on most PC’s. I really need to look into Unity and see if I can make anything interesting in that next, but I’m not sure if my brain can handle it. We’ll see. If i start speaking aramaic and drawing stick figures of zalgo with my own feces, then maybe i’ll stick to 2d a little longer.

You can ask Amon26 your own questions at his Formspring.

Amon26

By IndieGames.com - The Weblog

Browser Game Pick: Mountain Maniac (Pixeljam Games)


In Mountain Maniac you control a man with a hammer whose single aim is to destroy the town at the foot of a mountain for points. He does this by smashing boulders with his instrument of doom, sending them down the mountain Pachinko-style while crushing everything that stands in its way. Occasionally the police force or a yeti might try and stop him, but you can use the mallet to protect yourself by swinging it at them as well.

There is a certain percentage of town destruction that you must achieve to pass each level, and failure to do so equates to a loss of a precious life. An online high score submission feature is included as well, although players must first register for an Adult Swim account before they can post their best achievements up on the site. Continue reading

By Jennifer Schommer

Slingshot Cowboy Review

Slingshot Cowboy is an arcade style game for the iPhone/iPod Touch. The goal of the game is to shoot as many cows as you can using a slingshot. The further away the cow is the more points you score. Players have to attain a certain amount of points to beat the level. The cows wander [...] Continue reading
By Simon Carless

Still Scary: Doom Monsters

Doom's monsters likely haven't scare you in well over a decade, not since Quake's zombie rottweilers and gigantic, blood-stained Shamblers took over your nightmares in the mid-90s.

These pieces from Brandon Duncan, though, are a reminder that those monsters still lurk in the dark recesses of your memory, ready to pop out when you least expect it and send you running backwards out of a room while firing your shotgun with no regard for aim or your limited ammo.

Duncan says the Doom series was "a huge inspiration" to him, and you can see it in many of his illustrations. He drew from his teenage memories of the game's monsters scaring the crap out of him to create this "Doom Bestiary" set:

By IndieGames.com - The Weblog

Indie Game Pick: Grappling Hook (Speed Run Games)

Grappling Hook is a fantastic first-person puzzler which is very much in the same light as Valve's Portal. Armed with a lazer grappling hook which can only attach itself to green surfaces, players navigate metal chambers in the hope of getting back to Earth.

Like with Portal, the use of momentum and timing is crucial to success. Many puzzles involve letting go of the grappling hook at just the right time to propel yourself to safety, while others require firing in mid-air and latching onto surfaces that may not have been visible when firmly on the ground.

It's wonderful stuff. Starting off at a slow pace, you're giving the opportunity to get used to the grapple gun before the more taxing situations come into play. Just check the video above for examples of just how difficult it can get - perfect, precision play is essential for making sure you land on the required platform and not across the other side of the room instead, and later levels love asking you to jump into the unknown, seemingly destined for death but then a glimmer of green emerges and, with a skillful aim, you're back on track. Continue reading

By IndieGames.com - The Weblog

Freeware Game Pick: Magnello (Nick Janssen)

magnello.JPG

Magnello involves electricity and lots of magnets. The aim is to guide a magnetic ball through a series of challenging courses and into the electric hole at the end.

A word of warning - it starts off quite difficult and doesn't get any easier. The ball can only be controlled while it is contact with electric platforms or magnets, so most of the levels are about setting the speed and timing up correctly then hoping the ball flings itself through the air and lands in the hole perfectly. The way the ball produces a ridiculously low amount of friction makes this all so much more hair-wrenching, yet somewhat appealling.

The production levels feel pretty shabby, but it's still definitely worth giving a go, even if you give up early on. Download it from Nick's site. Continue reading

By Simon Carless

COLUMN: ‘Game Mag Weaseling’: Mag Roundup 9/5/09

raku1.jpg['Game Mag Weaseling' is a weekly column by Kevin Gifford which documents the history of video game magazines, from their birth in the early '80s to the current day.]

Hello and welcome to Mag Roundup! Since this part of the column is now also running (with a slight time delay) over on Gamasutra, a brief re-introduction is in order. I'm an ex-magazine editor and freelance writer who -- call it curmudgeony nostalgia, call it what you will -- writes a weekly column over on GameSetWatch devoted to game and computer magazines, past and present. I've been at it since 2006 and, remarkably, haven't run out of things to prattle on about yet.

My aim with the biweekly Mag Roundup is to look over what's happening in the US/UK print game-mag scene, one that (despite financial hardship and constant disrespect online) is more innovative and interesting than ever before. If publishers expect you to pay for a magazine, they know they need to offer something that online can't.

They aren't stupid, after all, and from a new emphasis on developer interviews and behind-the-scenes coverage to grand new tie-ins like World of Warcraft: The Magazine, they're finally beginning to make good on that knowledge. Not all of them, no -- but the ones that are will almost surely be the ones that survive.

Join me, then, as I take a look at all the new magazines to hit my mailbox in the past two weeks. And post pictures of my ferrets. That's another given.

Play September 2009

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Cover: Muramasa: The Demon Blade

This cover, a George Kamitani original created for Play, generated a lot of online press starting late last month, long before the issue itself finally hit my mailbox today. It's undeniably beautiful, but it's also undeniably Play. Not that you asked, but if I was EICing it, I probably woulda told him to lay off the tentacles -- I don't care if Hokusai was doing it centuries ago; it still reaffirms all the bad stereotypes people have about Japanese popular media. Not that hardcore Play-fans mind, I'm sure.

I have to hand it to Play, however. If you lined up the past 12 issues of every US game mag and compared their covers, I think you'll find Play has the most consistent cover design out of any modern mag -- there's definitely a "Play style" in existance, and regardless of what you think of that style, it's nice to see such a unified look in a US mag instead of simple reworking of PR material.

The cover feature, a combination game review and interview with Kamitani and designer Yoshio Nishimura, extends across 18 of this issue's 92 pages. Dave Halverson's review is about as silly and obsessive as you'd expect, and the two interviewees are among the most frank and honest Japanese devs I know, so it's worth reading from start to finish.

Official Xbox Magazine October 2009

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Cover: Halo 3: ODST

OXM's disc gets a bit of a redesign starting this issue, including some gamer pics and other bonuses in addition to the usual demos. The real story, though, is what's inside: There's 15-odd pages devoted to Halo which goes into insane levels of depth, from a long hands-on with ODST to a roundup of 10 neat things taking place right now within the Halo universe.

Two other features, unadvertised on the cover, also make this issue a bit special. One's another Gamerscore-whoring guide, but with a twist: Two people, one well-seasoned in XBL and another completely new to it, compete to see how much score they can rack up in five days. The other is a bit on Kodu, with 3 editors creating three games and the rest of the crew reviewing them. I knocked OXM a bit for not mentioning Kodu when Edge did a big thing on it, and I'm glad that they had it covered in the issue following.

NVISION Fall 2009

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Cover: The 3D issue or Splinter Cell: Conviction (2 covers)

NVISION starts looking a lot like PiQ this issue (yeah, I know, I dwell on that four-issue mag too much) with a big roundup about 3D movies. It's quite a huge feature, talking with all kinds of movie executives and talking about how this and that film was made with 3D in mind as a given, and there's also a small bit on 3D in gaming -- to say the least, the technology still doesn't seem much beyond the 'novelty' point when it comes to PC games.

Otherwise the gaming content is mostly large previews of titles like Avatar, Splinter Cell and StarCraft II, with the sort of heavily art-driven treatment that PC Gamer readers have been enjoying for the past few months.

Nintendo Power October 2009

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Cover: Avatar

Nintendo Power...doing a 4-page special feature on the Sega Genesis?! Oh, my God, my 14-year-old self would freak!

That's the real standout piece in this month's NP, along with previews of NIS America's Sakura Wars release and Hudson's Tower of Shadow -- a fine-looking game that could use all the coverage it gets. The Avatar feature gets the usual nice (and interview-laden) NP treatment, but after seeing similar preview features in NVISION and P:TOM, I'm frankly getting a little Avatar'd out with the Future mags at the moment -- especially since all the features largely tackle the same angle of "Movie games suck, but here's what Ubisoft's doing to change that".

GamePro October 2009

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Cover: Assassin's Creed II

GP went all out on the cover feature, taking the "everything but the kitchen sink" approach I identify with them the most -- movie coverage, art anatomy, comments on the series from assorted gamers and a few competing devs. It's quite nice, as is a front end which is oddly laden with "Top X Humorous Things"-type quick pieces.

There's also a preview roundup covering "the 16 best upcoming games you didn't know about," but I'm not so sure that a Sonic game and DC Universe Online really count along those lines -- plus, A Boy and His Blob gets covered here even though there's a big spread about it up front as well. More substantial is a feature on game-design schools, covering ground that I've never really seen in GamePro before and also attracting ads from game academies I've similarly never seen in GamePro before.

Game Developer September 2009

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Cover: Wizard101

This is not the sort of cover you'd expect for a kid-friendly MMORPG, but it's a very Game Developer-y choice and I love it. The postmortem inside is also a neat look behind the thought process that leads to a team trying to tackle this tricky, but potentially lucrative, pre-teen audience.

Fall Specials (Already?!)

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GamePro's seasonal preview guide has published its latest issue, and I feel bad for pointing this out, but it's eight pages larger than GamePro itself this month. It is, surprise surprise, a preview guide covering late '09 and early '10, with just a few pages of cheats in the back.

Meanwhile, PC Gamer Presents World of Warcraft is an edited, redesigned, slightly updated version of CVG Presents #6, a British one-off I covered back in March '08 and heaped lavish praise upon. If you missed the UK original, it'd be worth your while to look at this -- there is a lot more original content, neato art design, and humorous, engaging text than what you'd expect from a Future US special. At the very least, it's better than anything Beckett has ever, ever, ever published on the subject.

[Kevin Gifford breeds ferrets and runs Magweasel, a site covering magazines and other esoteric aspects of the game industry. In his spare time he does writing and translation for lots and lots of publishers and game companies.]

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