Showing posts with label Super Sprint. Show all posts
Showing posts with label Super Sprint. Show all posts

Saturday, October 12, 2013

Things Are Looking Up For 90's Arcade Racer/Arcade Games

A recent update from the guys over at The 90's Arcade Racer.

At this point some of you may feel like we’ve been working on ‘90s Arcade Racer since the ‘90s. That’s not entirely true, while Antonis and I were indeed playing Scud Race (Super GT in the US) and Daytona USA some 20 years--that was just preparation for the game we’re developing now.

Here’s what’s been happening the last couple of months with ‘90s Arcade Racer.

Physics, physics and more physics!

In the 100+ hours I’ve spent on racetracks combined with the thousands of hours logged playing racing video games, there’s something that feels quite counterintuitive to the genre. You would think super realistic racing games would have super accurate and lifelike physics -- but that doesn't necessarily always make a better product. To really give the sensation of speed, gravity, lateral gravity, as a designer you end up removing many functions that make a vehicle simulation “real”, in the theoretical sense. A driving simulator, more often than not feels like a floaty, unresponsive boat. Part of that is because you can’t feel yourself slinking around a bucket seat, you don’t have the sensation of a vehicle’s weight shift between the four corners; there’s an entirely missing dimension in racing games.

Antonis and I are going for a fun and arcade racing feel, we’ve said that from the start. Those two descriptors are equally important to the project. Getting to the balance of an arcade feel while offering a challenging experience and still giving the car some complex real-world behaviors is where our own challenge begins.

Once you start playing a racing game, especially an arcade-style one, terminology like camber, caster, differentials, toe, torque and drivetrain are quickly forgotten. Initially I spent a lot of time trying to get an arcade feel out of a real vehicle simulation. After extensive experimentation what Antonis and I found was that it just wasn’t working.

In this case it’s much easier to build something from zero and create an experience that perfectly recreates the perception and expectation we all have of a typical arcade racer. Version 2.0 of ‘90s Arcade Racer physics is built within the expressed intention of creating a real arcade racing game. What that means is that the game is really feeling like should. The car reacts in a way that is indicative of an arcade racer, it moves and accelerates properly and now we have a really fun grip and drift mechanic within the game. Although it’s been challenging having to build physics from nothing, this has allowed us to really build the vehicles exactly how we want and how they should feel.

I’m pretty confident that we’re very much in the right direction with the physics and you’ll probably agree once you have an opportunity to play it. Antonis, has been doing great work on creating the world of ‘90s Arcade Racer. But I’ll let him do that update.


Recently, I was concerned about the progress that was made towards the car handling in the game.  I even sent them a note beforehand asking "are you going to post a new video of the car handling?  what's it going to be like?" to which they replied "we're working on it."  I get a good vibe from this recent post--that their heart's in the right place and they aren't going to half-ass the most important part of a racing game.  Visuals are great and all but if I putter around in a car that feels like something spawned from a Unity tutorial, then the whole thing is for naught!

I bolded part of the post above because it's really damn important.  I talked about it before--sense of speed in racing games.  Sense of speed is almost incompatible with realism.  As long as you're in your living room sitting on a couch, you're not going to get a sense of speed by looking at realistic car physics on screen--the "floaty, unresponsive boat" feeling--unless you're willing to break some rules and go unrealistic in some aspects (i.e. excessive vibration of the suspension at high speeds).  I'm glad they recognize this golden rule!

You know, I've programmed vehicle handling over different mediums--Unity, Unreal, and stupid OpenGL car sprites.  With Unity and Unreal, you make these "wheel colliders" that you attach to the vehicle and do all the nitty gritty physics work for you--you set the torque, braking, suspension, skidpad, etc. and let the "realistic" car handling take over.  Yet I don't think it's possible to recreate a Daytona, Scud Race, or OutRun using built-in tire physics--the power comes from the entire car itself, not the four wheels.  Since these are 15-20 year old games, I doubt they were so advanced as to use realistic tire physics anyway.

If you're confused, imagine the car is pushed forward by one big invisible wheel instead of four tiny visible wheels.  By not using wheel physics, you're simplifying the vehicle handling but it allows you to precisely program the car handling the way you want, hence giving the car some predictable effects--like being able to slide at a fixed angle or accelerate/steer normally with your tires shredded up from a wreck.   In other words, you look at the handling of a 2D game like Super Sprint that technically doesn't "recognize" wheel torque and whatnot--it's just a block sliding on the screen--nowhere in the code does it mention "suspension" or other real-life handling terms.  The tire effects are dictated by the car, not the other way around, so when the tires kick up smoke and whatnot, the tires aren't really doing "anything," it's just for show.

I really want to see how they pull it off code-wise because I'm a nerd like that, heh.  If Super Sprint has taught me anything, it's that car handling takes a LOT of iteration to get it right--you can't just skimp on it.  Sadly, me passing on realistic car handling is why I'm often confused by real-life tuning like in GT and Forza.  Oh well, it's a fair trade--would rather make fun racing games than realistic ones! :)

There's still more to do.  They really need to implement manual transmission into the game (which I don't doubt they will), plus get some great audio too.  I want to hear roaring engines and a kickass soundtrack.  Good luck trying to do so without Takenobu Mitsuyoshi or Dennis St. James.  If in doubt, then just emulate AC/DC since that's not bad at all. :)

Just an aside while we're on the topic of realistic vs. non-realstic games.  I stumbled upon a very interesting Grand Theft Auto 5 GameFAQs topic and read a very intriguing post.  Yes, something good that came out of GameFAQs, it's a miracle.  But here's a post from NeonYoshi11:

Just played san andreas 3 months ago.

It looks like crap.

any game going for "realism" will eventually looks like crap.

This is why Art Style matters more than realism.

This is why Wind Waker still looks better than most games today, even the GC version.

IF you look closely, to disguise the old tech in the PS3/Xbox360 they use art that resembles realistm mixed with cel shading.

So it's got a bit of Street Fighter 4 in it, but in a realistic way, this allows them to improve "graphics" while not taking away performance of the game.


That's dead on.  Realism is basically an always-moving bullseye.  Even if you hit it, the bullseye keeps moving without you.  It's why a lot of games which sell off realistic graphics (Forza, Madden, etc.) often go through numerous iterations and why games like Daytona USA and OutRun 2, while super-old, still stand out and look fun to play.  Sadly, I wonder if the gaming gods get the memo since they're fine and dandy with destroying console backwards compatibility and DRMs that shred old games.  Just make sure to give your game differentiators so that your game won't become GameStop used game filler ten years down the road.  Antonis and The 90's Arcade Racer have a firm understanding of this!  Okay, you get the idea, I'm done for now.

Tuesday, February 19, 2013

Daytona 500 And Super Sprint BUMMER...

Kinda crummy news going on with my life.  I want to get this now before I start rambling about video games like a madman again...

First of all, I talked weeks, even months ago about going to the Daytona 500.  It's on the 24th--five days away.  I planned on going with my dad.  But it looks like I won't be going at all.  Here's why.

My grandfather (my father's father) is currently in a heart hospital.  A few days ago, he got hit hard by "septic shock" (bacteria poisons your blood) which came about from previous pancreatic cancer surgery which punctured his colon.  For a moment, we thought he was going to die.  Thankfully, he is making a recovery but not a really great one.  We still don't know if he's going to leave the hospital any time soon.  Because of this, my dad doesn't want to take off to Florida for a few days when his dad is in this condition.

My grandfather (aka. "Grump") is 76 and a real hardass.  But a good hardass who hunts, sips his crystal beverages, works out, runs a chain of tobacco stores (which are sadly fading away due to government regulation and dropping perception of smoking by the general public), and has great genes (which thankfully I've inherited).  He doesn't talk much but admires that I've made it so far through school so even if I never talked to him much, it would really hurt to see him go.

Besides, even if you take Grump out of the situation, I still am uncertain about going to Daytona.  The race is Feb. 24th, my birthday is on Feb. 29th (well, 28th), and work begins on March 4th.  If I go to the Daytona race, I have to leave home early and am "stranded" alone in Orlando for about a week.  But if I don't go, I can spend more time (especially my birthday) with my family.  So what's it going to be really?  Looks like stay is my only choice.

Also, the main reason I really wanted to go to Daytona was to get a picture with another cheesy Sega/Daytona USA 3 sign.  Something like "Thanks Sega for putting the Hornet in Sega All-Stars Racing.  Now where's Daytona USA 3?"  But the first pics I took were cool but didn't make as big of a splash as I had hoped.  I could try to photobomb the Daytona 500 but I have a feeling the staff wouldn't take kindly to signs and/or people standing near the fence.  I feel I got lucky that the sign wasn't confiscated in the first place.

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And then there's Super Sprint.

I'm telling you, I always get this post-Christmas lethargy which usually lasts two/three months.  It happened to me last year (during FIEA, sheesus) and now it's this year.  Sleep cycle gets all messed up and I don't take on any really hard tasks.  My best guess is that once the Christmas season ends, my body goes into shock that the vacation is really over, the Christmas lights are taken away, and the weather heats up again.  So I still party in order to crash face-first into depression once life actually begins again.  Either way, post-Christmas always sucks for me, work or leisure.

The lethargy got in the way of Super Sprint.  I was working on the game a few days before Christmas but then I kind of stalled.  I was working on keyboard configs which I managed to get in with a options screen and the ability to save your configs when you close and reopen the game again.  I also began to implement leaderboards into the game which save your fast times & high scores.  I also bought a Logitech controller to program in joystick functionality (I know emulators can use them).  But none of those things are really finished and I have to finish the keyboard config and a few gameplay kinks and get the game out now before everyone thinks I gave up on it.  Just gimme a week or two then I can get a 1.0 version (under a new name besides Super Sprint...to avoid copyright woes).  Then I refocus on more advanced features and stuff.

Programming is like trying to glue a bunch of tangled wires together anyway so if I'm not in the zone, it's tough, you know?  Oh snap, that's right, I have a job in two weeks so if I don't get my s*** together, my ass is going to be out on the street.

EDIT: Sorry guys, should've thrown this in here sooner. I know nobody gives a shit about Super Sprint anymore especially with The 90's Arcade Racer on the horizon. But I have to "finish" it for myself since it's my cross to bear. Also, like I said many, MANY times before, this may be the last time I ever get to work on a racing game again. Sumo may not want to hire me, Firebrand clearly didn't want me, and with the sad sorry state of how racing games are these days AND how what games a programmer likes seems to be worth zero when it comes to the company's decision to hire you, I must proceed with Super Sprint even if it's a catastrophic failure and waste of time. Enough said.

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That's about it.  And the Racing Game Timeline needs to be updated too.  Really, guys, I apologize if the blog has been slow.  I've been doing work but at things that are completely different from racing games.  Yeah, that's REALLY about it for now.  Really, goodbye people and fuzzy animals.

Sunday, January 13, 2013

New Nascars Don't Play Well With Video Games

So the Sprint Cup has started Preseason at Daytona.  They're showing off new 2013 cars like these:



I like race cars, but when they overshine them, it sucks (see Daytona USA 2001).  The cars look a bit off to me, like they were designed nice and tight for circuit racing (which is strange since this is NASCAR, not Australian V8 Supercars).  But the new 2013 cars are going hella fast at Daytona and everyone seems to like them.  Everytime NASCAR changes their car designs, there's a few "boohoo, it sucks" complaints but let's get racing cause I can't wait for NASCAR again, geez.

I thought the 2011 cars looked cool...I just hope the designers aren't trying to turn NASCAR into F-Zero, I'd have nightmares if real-life drivers wore tights and appeared in Nintendo fighting games.

So I was casually watching Speed footage of the "Preseason" and everyone was standing around in the garage.  The topic started to sway towards video games.  Ricky Stenhouse, Jr. (whom I will never have pity on ever again for being an "Enemy of Sega" and beating Danica Patrick in that big Sega race Nov. 2012) was playing Words with Friends on the iPhone (Zynga, GAAAAYYYY).  And Juan Pablo Montoya (who had yet to test the 2013's car capabilities versus 2013's jet dryers) was playing CSR Racing on the iPad, a popular drag racing game with a NFS/FnF style. I saw this game before...my dad was playing it and some Trials/Linerider dirtbike game (with engines that sound like BB guns) on his iPhone.


After this clip that I'm sure no one saw, the camera goes over to Bobby Labonte for a brief interview.  He's asked "what kind of game would you give for Darrell Waltrip to play?" to which Bobby replies, "A fishing game."  And then Darrell Waltrip comes on to say "Shoot, I don't play no video games or fish, what'chu kids talkin bout there with those fancy electronic devices."  Then they go on to talk about Kyle Busch's car and the video game discussion is over.  In other words, no progress was made between race drivers and race games.  Gamers and gearheads still continue to look at the other side's stuff and think "what the f*** is that s*** they're messin with."

Ya know what would be great?  If we could get Daytona USA, OutRun, or even freakin Super Sprint in the hands of one of these race car drivers.  You'd THINK that race car drivers would appreciate race car video games, don't you? Especially hardcore balls-out racing games that bring the blue skies and that sense of speed RIGHT TO YOU with no firesuit required. Surely a legit race car driver can truly say THAT'S A GODDANG GREAT RACING GAME THERE my programmer friend. I GOTTA GET BALLIN ON THAT NEW SUPER SPRINT GAME.  Speaking of race car drivers in games...

DANICA, YEAH IF YOU COULD PLAY SEGA ALL-STARS RACING: TRANSFORMED ON TV,
THAT'D BE GREAT...

But this leads me to my next point and it's a pretty crappy observation I made from a decade of browsing countless Internet chats/forums.  I think there's a dichotomy between the two types of racing games--the sims and the Mario Karts.  On one hand, you got diehard auto racing fans are only seen playing the sims like iRacing, NASCAR: The Game, and F1 by Codemasters.  On the other hand, you got plain old gamers who'll get into Mario Kart, Burnout, Need for Speed but they have no interest in real life racing (the "NASCAR is rednecks turning left for 5 hours" crowd).  Almost like the other insults their intelligence.  "Arcade racers makes a mockery of the sport," versus "Racing sims are too boring."  Take your pick.

Why can't we have both?  In Sega Racing Games?  I almost think Sega is caught in limbo there.  Like Sega takes real life cars & settings and run with it--they embellish real life, look here.  Oops, can't have that apparently.  You talk about the "Sega Racing Nation" and it's a place run on niche cult classic fuel--like NASCAR fans won't list Daytona USA as being "one of them" while  mainstream gamers just can't be arsed into playing something requiring practice & determination like OutRun 2.

It's probably why Danica Patrick's Sega All-Stars Racing campaign bombed--because we have a REAL LIFE DRIVER (appealing to racing sims people) trying to sell an ARCADE RACING GAME (played by gaming nerds who have no idea who Danica is).  It's like trying to advertise motorized scooters on Disney Channel.  Herp derp, we still love you Danica & Sumo Digital.

Seriously though, if I ever meet a real life race aficionado (someone who sticks a Dale Sr. "3" on their rear windshield or something) who's obsessed with crap like Mario Kart (or better yet, SEGA ALL-STARS RACING), I'll flip my s***.  Ok guys, we're all gonna be real life NASCAR/F1/Indy/Rally/Le Mans/V8/Touring as well as arcade racing fans now.  Problem solved, goodnite.

Tuesday, December 4, 2012

The Rosa Parks Of Racing Games

There's some more Sega All-Stars Racing stuff to talk about but we've talked about it for weeks now so let's mix things up a bit!

Anyway, at the gaming school I go to (I'll stop using its exact name...I'm tired of Google searches leading those directly to my site), the new class (cohort) is coming through.  And they are going the same stuff I did a year ago...working on games, hanging out, yada yada.  So last year, we pitched games for large teams to work on--our capstone games.  Like Battle Fortress Tortoise, the game I worked on.  Also Plushy Knight and Penned which I constantly ridiculed on this blog and (un)fortunately got my site a little publicity.

Again, pitches work in an American Idol style.  You pitch, it gets voted on, you move up the ranks from Top 30 to Top 10 to Top 5 to Top 3.  I pitched a racing game in less than 5 minutes.  Despite giving it 1000% effort and getting tons of compliments for it, it didn't even break through the first found.  I was greatly disappointed at the time but the main reason why it failed is because A. racing games are a hard genre to sell (no kidding) and B. artists aren't fond of designing cars.  Okay, fine, that's what Super Sprint is for.  I make my own damn racing game without you guys.


Let's fast-forward to TODAY.  So I watched this presentation given by this other guy whom I've never met before.  And he pitches a driving game called Warp Derby.  It's basically Twisted Metal meets Borderlands meets Portal. It's a great pitch that went last out of 10 (the "pimp spot").  And it handily made it into the Top 5 so that means a team of 15 people are going to work on a driving game.


lol wut?  Has the school finally loosened up to making a serious racing...err, driving game?  I WAS A YEAR TOO EARLY!!!  I'm happy (not totally stoked...I mean, it's still a wreck-em-up with shades of brown) but my reaction is this:


Then I realized I'm Rosa Parks on the bus.  I made three racing games last year: 30 Seconds or Less, A.R.I., and Super Sprint, which is three more than the previous record set by anyone else.  In other words, out of seven previous cohorts, no one made a serious racing game until I came along.  You have no idea how proud I am of myself.  Maybe I am overstating my "influence" but it's fun to pretend I did something important so go along with it.

As for the other 4 games that got picked, I can't make fun of them (sorry!!!) they are:

1. Play as a Corgi with a little girl who goes on Indiana Jones adventures.
2. M.C. Escher land in which you rotate 3D objects and walk along them on a 2D plane (like Fez).
3. Colorful 2D platformer in which this little alien-rat thing jumps on blocks to the beat of music.
4. Some Shadows of the Colossus game but with robots and a grappling hook (the name of the game is Grapple...ok I'll poke fun at that).

Ok, that's about it but I got one word to say to the Warp Derby team.  And this is if you want to make it through Vertical Slice in 3 months (2 games get cut).  Don't make the driving boring.  I mean, you can make a car in Unity or UDK with wheels and all that.  That's a nice feature.  But since driving is the MAIN part of the game, if you just run with the default car handling code, it'll fail.  Take care to instill a sense of speed and make cruis'n around fun.  Then add lasers, portals, all that good s***.  Just like the A.R.I. game in which I iterated over the moon rover's handling again and again and again until people liked it.  The other four games MUST fail for Warp Derby to succeed!!!  Ok, that's terrible but what else am I gonna say?  Everybody is a winner?

Speaking of which, someday I might just crack and start my own 3D racing game.  Super Sprint was cool.  But I'm thinking we need a damn Daytona USA 2/Scud Race remake or something in Unity/UDK (here's some Unity examples) so I can prove the game still kicks ass today.  I just need artists to make the assets and...*crickets*...dammit, this is going nowhere fast.  Back to Super Sprint and wallowing in my own tears!

Friday, November 9, 2012

Another Super Sprint Clone





So here's a flash game I've had in my Bookmarks for way too long.  Turns out that emulating Super Sprint is the way to go for avid racing game fans.  Sure, this one's not terrible but not great.  You play as the red ant...err, car (another one of those "you're the red car and you're stuck with it" games).  Hold space for gas, press left and right arrows to turn.  Not much else to it.

Steering is weird.  Unlike the original Super Sprint or my remake, there's no drifting at all.  So it takes a little while to get used to turning on a dime.  Oh yeah, if you touch the walls, you instantly explode.  The explosion sound is quite satisfying but it's nauseating to think the walls are instant death.  At least the computers will occasionally touch the walls too so you're not alone.  Also, the car is going slow enough to make it somewhat easy although going slow is just boring, heh.

The AI cars are pretty cheap.  There's always one or two cars that slingshot into the lead and are just faster than you and there's nothing you can do about it.  Thankfully, you must finish 3rd or better to stay alive (you have 3 lives, lose them all and the game's over).  Just like RC Pro Am.

There's also chevron turbo boosters, intersections, bridges,upgrades, and other crazy s*** like checkered flag props  Yet there's no wrenches, oil slicks, or tornadoes so it's not a true Super Sprint game, eh?  The 3-second music loop isn't the worst but it's pretty bad.  Not as bad as the previous Flash racing game I reviewed but still, this one's stupid enough to waste 5 minutes on.

Saturday, August 11, 2012

Good Racing Games Not Made By Sega (Curb Your Enthusiasm)

What if I told you...
there were good racing games not from Sega?

I can't be bothered to photoshop text in this pic.  So anyway, one of the unfortunate things that I (and I guess you to) have to do is find a new racing game to play.  This is tough.  Games like Scud Race, OutRun, and Daytona are great, but it's clearly obvious Sega's going nowhere (other than this Sonic All-Stars Racing 2 which I'm still cautious about).  I think you could get by on Dreamcast & arcade emulators which I guess is a good thing.  There's Metropolis Street Racer (good guy rjay's favorite) and Sega GT (my Sega Gran Turismo game come true?) which is good, but I sure as heck wish there were current-gen games worthy of being played.  Forza 4 is great but even with the DLC cars, driving the same tracks over and over again gets super-duper old.  Honestly, I don't have the patience to look at all of these racing games--I'm on break and I'm a tired programmer who's just too impatient to wade through this crap anymore.

One game I'd like to talk about though again is...Need for Speed: Most Wanted 2012.  The game by Criterion.  Now don't get me wrong, I still don't like this game, but looking at the gameplay footage AGAIN, I still notice a few things:



One thing I notice that is quite good is that there's a tactile sense of speed.  Well, what do I mean.  The camera tends to rock back and forth when you turn.  The suspension cradles the Porsche on the turns.  I haven't seen stuff like this since Daytona USA and OutRun.  In other words, NFS: Most Wanted's sense of speed is...not so bad.

The problem I still have with the game is that it's basically as Burnout-ish as you can get while still remaining a NFS game.  Cops everywhere, dingy orangish-teal hues, wreck cams, same damn Porsche/Ferrari/Lambo lineup of sports cars (I like licensed cars but it gets old when you abuse them like this), the Facebook "beat your friends' scores" concept don't matter to me (I have no friends), and the car handling still looks like crap.  I truthfully give Criterion props where it's due but the rest of the game doesn't sit well with me.  Plus I sure as hell ain't giving EA any more of my money so that's the breaks.

Seriously, I reiterate--just the way the camera & the car react to the turns makes all the difference in the world when it comes to racing games.  Most racing devs opt for fancy production value over simple stuff like sense of speed and it's no wonder some of my favorite racing games ever were just regulated to mere arcade racers.  OutRun, Daytona, etc. were meant to be these brief arcade experiences but instead, they still stick with us today, a lot more than all these crummy Need for Speed/Burnout clones that have come and gone.

Right now if I really had to pick a racer, I would go with some sims like Nascar: The Game, F1 2012, or even i-Racing.  Need to buy a steering wheel too.  I just want something rewarding to play that doesn't feel aimed at the "CoD bros/epic win/YOLO idiots" of the gaming world.  I have mad respect for Formula 1 although I know little about it.  Now's my chance.


A CodeMasters game better than that Derp racing game.


BOOGITY BOOGITY...again, yeah.

I don't know...NASCAR the Game comes off as a bit bland but it's NASCAR, what did you expect.  Meh, I don't even know how you can call me a racing game fan anymore when I've fallen behind the curve.  It's my fault, I apologize.

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Oh by the way, another Sonic & Sega All-Stars Racing Transformed Update!   Two Sumo Digital employee (DarthSOL and SumoRex) have been answering questions on the Sega official boards.  The thread has been in existence for two months and nothing interesting has popped up but we do know now that there will only be seven Sonic characters in the game (Sonic, Tails Doll, Sanic the Hegehog, Emo Shadow, Pingas, a bean from Dr Robotnik's Mean Bean Machine, and Sally Acorn.  EDIT: DLC includes Froggy, neutral Chao with paper bag over head, Chris Thorndyke, and Mighty the Armadilluh) so thanks Sol buddy.  Prepare for the "Blaze the Cat for DLC!!!" topics.  Sawnik fans are hard to please.  If you're curious, keep tabs on the topic and asks some questions if you want.

BTW, there's a special OutRun track that you can only get by pre-ordering the game which is lame, but do it for Sega, please.  I assume it'll be both land and water, seeing as it's a beach, after all.  Prolly will look like something from the Sonic Tennis OutRun stage : D

BTW, logging into the Sega official forums is a pain.  Can't tell you how many times it says I successfully logged in only to log me out on the main page.  I say don't log in using the quick forms on the top of the page--click the login button to be taken to the "main" Login page and try from there.  Check off the "Stay Logged In" box and try different web browsers if it helps.

Inept message board...just like Sega in general

I still am worried about this Sonic All-Stars Racing game.  Does it look good?  Yeah.  Does it do Sega's heritage a great service?  Of course!  I am just curious if the driving in the game is actually up to par with Daytona/OutRun.  The game already runs at 30 FPS which is a minus right there.  It looks more into production value than actually having that tactile feel of being a great racer.  A great deal of the game's fanbase aren't really into racing games per-se--they're just into requesting Sonic characters and other miscellaneous Saturn/Dreamcast characters (please put Segata Sanshiro in the game).  But frankly, love or hate this game, it's practically Sega's last-ditch effort to make a unique racer so I pray it does well.

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Back to racing games: I'm still trying to polish Super...err, Hyper Sprint and get it out there as soon as possible.  No online modes yet, those got all fudged up on the last month or so.  The goal is hopefully to make something small yet fun for everyone, particularly those not into big expensive racers that require steering wheel peripherals they don't own.  But yeah, I'll see what I can do in the future.  Until then, keep updated since I may post my next entry in less than four days.  Laters....

Saturday, August 4, 2012

Zynga Sucks

I'm pretty sure everybody threw up in their mouths a bit after seeing The Ville trailer.  And just when you think Zynga got away with copying The Sims...  Warning: PG-13 Language.


I do not condone profanity but I guarantee that EA's response was equally as harsh.  And it was so EA sued Zynga.

I know that this has been reported in many places so you think "zynga sucks, ea sued them, haw haw," you really need to skim over this complaint that EA wrote.  It rather lengthy and some of it is repeating what you know (i.e. description of The Sims for the idiots who think video games are a waste of time (and they're right) ) but it lays into pretty much every transgression Zynga has made.  Mafia Wars, FarmVille, CityVille, Dream Heights, The Ville with plenty of pictures...  Hey, that's GOLDEN blog post material there so props where it's due.  I mean this is good s*** we're talkin about.  Really.



"As The Sims Social increased in popularity and visibility, Zynga turned to its well-known competitive playbook: "Steal someone else’s game. Change its name," then cross-promote the Zynga clone to its extensive user base. It has been widely reported that much of Zynga’s current position in the online social gaming market is not the result of creative development and innovation, but rather has been achieved through cloning rivals’ games."



Good riddance.   EA did one thing right out of what...a million things?  How often does a big game publisher sue another big game publisher?  Well EA declared war--it's go-time baby.

Comparing Battlefield to any Zynga game, oh yeah that's fair. 

I can't say I'm surprised by this.  Recently, Zynga sued another company for using the "Ville" in one of its game titles.  Oh, and then there's this--Kotaku recently posted an interview with Zynga dude John Schappert who, by complete coincidence I bet, worked in senior positions at EA and Microsoft.  Traitor to the MOTHERLAND!!!  Then the interview is loaded with cotton ball questions...nothing truly vexing.  And the comments sections are loaded with all sorts of (thoughtful) vitriol and I think...damn, Zynga vs. EA for the Worst Company in America Contest!!!  Bank of America, pssshhh.

EDIT: This is also from the Zynga interview: "And then he says this about the question of how one would make Nintendo's famous game free-to-play: "It's a horrible admission, but I don't know that game, Super Mario Bros, well enough to sit down and off the top of my head say what would I do…""  Anyone not surprised that these corporate big wigs don't know about Super Mario Bros?  They know how to make money but not how to make GAMES?  Figures...  EDIT AGAIN: Hey guess what guys?  This John Schappert bloke just resigned today.  After giving such a great, GREAT interview about how wonderful Zynga is???  Rage quitter.  Go work for Activision, an equally pathetic "gaming" corporation.

But really, I could care less how this turns out.  Without slandering social/mobile gaming in general (thinking about my job security), this whole new frontier is such a mess, trying to gaming, social updates, microtransactions, and advertisements all in the same package and hence it ceases to hold my attention (and maybe yours, too).  EA has been pushing tons of social/mobile games too (75% of their games this year alone, as opposed to 25% console/PC games???).  So f*** it, I really don't care.  All I know is that EA's stocks are down, Zynga's stocks are down, and Sega is making a profit again.  Maybe there will be a heaping dose of humility too.  There is a shining light at the end of the tunnel.

BTW, I wonder if Super Sprint (now named Hyper Sprint) is just as bad in terms of law-breaking.  Hmm, it can't be because A. it's a non-profit game that actually acknowledges its source material and B. I don't go as far as to copy the whole game (including the RGB values of the cars).

Anyway, why the hell am I talking about Zynga again?  Anyone here care about Zynga?  EDIT: Zynga doesn't make racing games anyway so what do I care what happens to 'em.  I should say Zynga has had a recent impact here at FIEA.  First day of classes, there's free breakfast (donuts, bagels, orange juice, etc) compliments of Zynga.  Okay!  Then a couple of Zynga folks pass on through with the usual propaganda.  And Zynga even did interviews here too.  I didn't want to work for them not because I don't really like them or their games but because they're also located in San Francisco and I don't want to move to California unless it's for Sega (because of living expenses & distance from home).  Couple of people from school actually got internships (I like them just as much had they not received offers) although they were really hard on the programmers so I don't think any of them got offers.  I see how it is.

Speaking of programmers, I feel bad for those programmers at Zynga anyway being forced into the gunfire...making clones of existing games only to potentially have them stripped away due to lawsuits.  Poor people stuck working on this crap.  I mean, isn't the game industry about making games you love?  NO, it's not.  It's about making money.  Well, money's good but not at the cost of creativity.  And now you know why I'm so miserable.  F*** video games.  Later.

Monday, July 9, 2012

Super Sprint Copyright Woes

Before I get into the events of this weekend (NASCAR race, etc.), let's get this out of the way now.  Turns out that the Super Sprint 1.1 zip file was taken off SendSpace due to "copyright infringement."  Don't worry cause it's not THAT big of a deal.  I'll address what I know now.

For starters, I was NEVER notified by SendSpace at all that the file was taken down.  No e-mails, nothing.  Only due to curiosity did I log into my SendSpace account to see that the file had been taken down.  Had I never done this, I would've never known that the file didn't exist anymore.  What's up with this crap?  Sites like YouTube and SendSpace (both owned by Google) will send you e-mails for the most dumbass crap like "A user  subscribed to your channel" or "Here's the new file you uploaded" but they can't notify you when you break the rules?  Thanks, SendSpace, a little notification would've helped here.

But f*** that, what I really want to know is what the violation was all about.  If you click on the words "Violation of Terms" next to what was once my file, it takes you here to the copyright infringement section--I highly doubt it's anything besides copyright.  So...who instigated this?  SendSpace, Warner Bros. (the current Super Sprint IP owners), or somebody else altogether?  What I assume (and this is how YouTube works) is that some Warner Bros. folks were somehow notified of the existence of this game (either from their own Google searches or word of mouth from others) and decided to send a takedown letter to SendSpace.  Therefore SendSpace was obliged to take down the file on WB's behalf.

Strange because if a copyright takedown happened on YouTube, at least you were able to contest your video if you believe it wasn't copyright infringement (counter-notice).  But here on SendSpace--it's just gone.  No warnings, no feedback from the original copyright owners, no admonishment, nothing.  I don't know how much this instigator actually played my game--they could've just glazed their eyes at the title, saw the words "Super Sprint," and then instantly removed the thing although I believe it's Fair Use if you actually play the damn game and see what's in it for yourself.

In the meanwhile, Version 1.0 still remains on SendSpace so I see this as evidence that WB was led directly to the Version 1.1 link while completely missing the 1.0 link.  Ha, I'm going to get the 1.0 version deleted too but so what--it's super outdated as it is.

I'm looking through the Fair Use laws again for the millionth time and thinking about how they apply to my version of Super Sprint.  The main reason why I think someone would get anal over my game is because I use the same exact game title.  Okay, that must be changed and now is a great time to do so.  But the rest of the game?  I use a few edited graphics and a few concepts (i.e. get wrenches to upgrade, dodge the tornadoes, pick the track using the steering wheel, etc) but is that truly enough for copyright infringement?  That's like saying I infringed on Call of Duty & Battlefield because I made a game with soldiers shooting each other with guns.  Then again, with Sega and their vague patent on the green arrow from Crazy Taxi, I'm not surprised if anyone of Viacom's sinister nature would bully any poor fool who barely scratches the surface of one of their copyrights, no matter how irrelevant it is.  Does Warner Bros. (or anyone else) have secret patents related to Super Sprint that I just don't know about?

BTW, it just dawned on me that it's not 100% guaranteed that Warner Bros. was involved.  It could be anybody else that's only slightly relevant like MicroProse, Nintendo, or even Sega.  It's ridiculous and a little more information would most certainly help.  On top of notifying you on copyright notices (not via e-mail, mind you), YouTube also references the party that claims the copyright you used such as Viacom (they're responsible for whacking 99% of all suspended YouTube users).

Anyway, besides the title, some graphics, and a few pieces of music, the rest of Super Sprint is just trace elements of "abandonware" racing games and a bunch of idea I concocted on my own.  It's not for profit and is actually a vast expansion on the original Super Sprint game as I start to combine ideas from more games than just the 1986 arcade game.  Not to mention that the Super Sprint IP was seldom used in the last 10 years--oh hey, there's rushed ports for Gameboy Advance and Playstation Network.  Do you think for a second that my version of Super Sprint will put a dent in Warner Bros. profits?  Not to mention that my version of the game was only downloaded like--what--20 times in the last few months?

If there's any guide, it's that changing the main title should be enough.  Take a look at Victory Road--the fanmade game that emulates aspects of Daytona USA and Virtua Racing.  It still has the title but it uses music,  recreated tracks, and logos from the original Sega titles.  Problem is Fair Use is an incredibly hazy thing--Sega may be chill with Victory Road but Warner Bros. may be seething over the new Super Sprint game.

I guess part of the reason why is that my Super Sprint is debatably better than the original Super Sprint, therefore Warner Bros. can't have that.  Which also explains why the Streets of Rage remake was canned by Sega because it was superior to the original version while the Sonic CD remake was saved because it was on-par with the original copy of the game.  Newsflash to all game devs--if you don't want people recreating your games then make better versions for yourself!  Seriously, at times, these programming enthusiasts can do a better job than these million-dollar studios and it makes me sick to hear about these things.

All I would like is more information from somebody at Warner Bros. (or anyone with a legal background) to give a fair explanation on what's going on here.  Sure, there's things I could do with the Super Sprint game to deviate from the original copyright but c'mon man, this is a grad student's fan game that serves to praise the original Super Sprint as well as other ancient racing titles.  But regardless, I should address any copyright issues NOW because if I plan on working on this game for many months into the future, then it's best to be safe.

I also wonder if the Warner Bros. spy played my game and actually liked it.  Gimme some feedback on the game itself too, that would be helpful :)

Finally, if I so felt like it, I could change the filenames and reupload the game on SendSpace or any other file sharing website and possibly get away with it, but that's absurd and will probably get my SendSpace account permanently banned.  Until then, if you want Version 1.1, just send me an e-mail or leave a comment to this post and I'll get back to you on that.  Also, if you have any ideas for a new title and/or want to help design new logos/title screens, let me know about that too.  I gotta go to bed, back to school in the morning, boo........

Thursday, July 5, 2012

July 4th: Your Right To Play Racing Games Like GeneRally

How was your guys' July the 4th?  Did you exercise your right to ignite a bunch of explosives in public places?  Me, I exercised my right to eat a big FIVE GUYS burger, fries, and large drink all in one sitting.  "Haha, fat Americans," well I'm not fat so STFU.  I wonder if Five Guys will be legal in 5-10 years.  Same thing with fireworks.  You never know so until then, keep on rocking.


Anyway, I want to keep this quick as possible.  So I'm looking at more little racing games and I come across another game that greatly resembles my Super Sprint remake and it's called GeneRally.  GeneRally?  Does it have anything to do with genetics/natural selection?  No, shut up and take a look:


Unlike Super Sprint, this is an actual 3-D racing game with incredibly simple textures and geometry.  Not bad--it looks nice and clean.  The camera is fixed in the same place so all the action takes place on the same screen so you can call it a 3D Super Sprint if you like.  There's a multitude of car models (F1 cars, drag racers, sedans, go-kart, monster trucks, etc.) and tracks to choose from as well as other "sim" options like the ability to adjust damage, fuel consumption, and tire wear (yes, that means pit stops like Indy Heat).  Oh, and you can configure your own keyboard input and screen resolution.

By the way, there's a track editor too.  You can create "big" tracks (cars are very small) or "small" tracks (cars are very large) though the camera is always stationary.

You know, I might as well get this out of the way now and that is I never once tried to "emulate" GeneRally or any other arcade racers while working on Super Sprint.  As a matter of fact, GeneRally was really an afterthought until I decided to give it a spin recently.  I like the game a lot but the handling is a bit stiff compared to my Super Sprint, it's really hard to see which direction to go, and the AI is quite unforgiving.  Plus there's only six cars max and there's no "Arcade" mode of sorts--you're just picking a bunch of options and it takes a while to prepare the races you like.

What is this?  A racing game for ants???

But I cannot criticize the game since it looks damn good.  It was made in about 2003 (the old menus give it away) and was only recently updated in 2011.  You can download the game free off of their website.  It already has 200,000+ downloads so it's obviously a big deal.  There's message boards dedicated to the game too.


Like I said, working on Super Sprint, the only two games I believe I tried to emulate was the original Super Sprint arcade game and Virtua Racing (the drift physics/visual effects in particular).  But because my game is being released in 2012, of course it's going to look like crap.  But I really don't care because A. it's a "student" game that I'm trying to learn from, B. I like the old-school arcade style, and C. it'll still be unique and unlike any other racing game out there.  Indie games like Minecraft and Fez were deliberately made to look retro/pixelated so what's the big deal with Super Sprint?  Really, I'm doing the best I can on Super Sprint regardless of what other people do and I have confidence that it'll be good.

While I've slightly stalled on Super Sprint lately, I'm sort of at a crossroads on what to add next.  I have plenty of options, though some of them don't make sense other than that they're just cool and interesting.  16-car Super Sprint was kind of the same thing--it's ridiculous but I had to try.  Whatever new features I do add I plan not to intrude on the core experience if you simply don't want them there.  Here's some things I came up with:

* Fix online multiplayer, add dedicated servers, get up to 8 players online (very difficult).
* Add more car and track choices (sensible if I had some good sprite artists on the job).
* Add banked turns, jumps, sliding doors (can be done but it'll take a while).
* Add helicopters (also doable but not high on my priority list).
* Add manual transmission or a handbrake for Sega style drifting (know how to do it but adding a 4th key would be pushing it).
* Add rolling starts and mandatory pit stops (overkill and maybe just for fun).

Right now I plan on improving the AI just a bit more (add some raycasting so they can detect objects in front of them and act accordingly--go after wrenches and dodge oil slicks) and fixing a few sprite things and I'm done with Version 1.2.  I also added drafting/slipstream ability.  Oh, but you'll find out more about that later.  Adios.

Sunday, June 24, 2012

Super Sprint 1.2 Video Update

Put plenty of time into Super Sprint lately but have had very little to say about it.  I just made a big video containing most of what I've done since the last update.  Too lazy to type out methodologies and so forth--save it for later.  Just watch the video, check out my annotations, and I'll get around to documenting this into further detail later.


Maybe I'll release 1.2 but without online play.  Online is a monster of its own--lemme get as much single-player stuff out of the way now before embarking on online mode again.

Anyway, if you still have any suggestions or want to help with the graphics/sprites and so forth, let me know.  It's still a massive work in progress.

Sunday, May 27, 2012

In Defense Of Super Sprint & Electronic Arts

Edit: Moved the racing conclusions to the previous post.

You may notice I've been posting more often recently.  So far in this Summer semester, we've been free-floating a bit.  Haven't had any other work other than to work on our capstone games/portfolio stuff.  Chilling out with other people.  It's good but it's like we're organelles free-floating in the cytoplasm.  Now's the time to prep for future careers.  And hence, another long-winded discussion on my future career plans on tap for you guys.



So, about Super Sprint.  I've still been working on this thing.  I've added plenty of features such as track selection (as seen above), better collision detection with "realistic" physics (so you can't overlap the other cars, see above again), better keyboard controls, more settings & improved menus, real-time position tracking, general improvements to code/performance, and, of course, network play (complete with a chat window).  I'll probably give a more detailed explanation of how this stuff is done in future posts.

Right now, I've got basic online working but there's so many kinks to work out to keep a server & multiple client session moving from race to race while accommodating for any minor holes that could crash the server.  It's incredibly tedious and all I can really do is chip away at it.  I could possibly release an off-line only version of Super Sprint with the new stuff but I have to get the online portion solid as soon as possible.

The reason I keep bringing up Super Sprint, much to the chagrin of everyone reading this, is not to rub it in anyone's faces or to get a million downloads.  The main reason why is because I want to have at least one "solid" racing game on my portfolio heading towards the future.  Honestly, I don't know how many racing games I'll get to work on in the future.  Between the combination of game studios to choose from AND the abysmal failures of the racing genre in recent times, odds are slim to none that I'll get the chance to work on a racing game that I'll truly like ever again.  So before I enter the workplace, now's my chance to "cherish" a racing game for the very last time.

This brings me to my next point and that is job opportunities.  In about a month or two, several companies, such as EA, Electronic Arts, EA Tiburon, EA Sports, and Electronic Arts in Maitland, FL, will come around doing internship interviews with students.  My pickings will be very slim and there's no getting around that.

I had a sad, pitiful goal as soon as I entered the game industry that you all know too well.  As I hit the floor running, I make a bee-line towards Sega of America.  Get Sega of Japan/Yu Suzuki/Toshihiro Nagoshi on the phone.  Make another Sega racing game, particularly Daytona 3.  Then the game gets made and the world is eternally blessed for our efforts.  The problem is THIS IS NEVER HAPPENING (at least not right away).  Sega is an inept company which is hardly on the move.  They're developing fewer games and hiring fewer employees.  They don't even develop their own games in the US anymore.  See the Sega post I made earlier.

But there's always a home at EA...  I already burned bridges with EA in the past with my incredible "EA sucks" post.  But now I may have to rethink that opportunity.


For some reason, the best analogy involves the 2005 movie Lord of War, featuring everyone's favorite Caucasian male celebrity, Nicholas Cage.  The movie is about an arms dealer (Cage) who buys weapons from the Soviets and sells them to African mercenaries/terrorists/militia men.  He's a wealthy, well-to-do man but his job is clearly dangerous, illegal, and immoral.  But when Cage's character is confronted with his decision to aid in the death & destruction of other people, one of his quotes (and I paraphrase) is "I'm a necessary evil...if I don't sell weapons to terrorists, then others will, so what's the difference?"

So let's say I remain the little rebel that I am.  I reject the EA propaganda and turn down any offers that they  give me as I storm out the building seething from the mouth in a fine display of bravado and swagger.  Okay, fine.  You got 'em that time, boss.  I can go work for some other local studios like N-Space which specialize in hallmark titles such as Call of Duty and Hannah Montana games for the Nintendo DS.  Radical!  Then some other schmuck in the long line of EA wishfuls hops on-board with them and The Powers That Be continue to bang out Madden, Tiger Woods, and other Origin crap titles that continue to settle in the morass known as the video game marketplace.  So by me refusing to work at EA, does that change anything???  I put myself in a worse position and nothing is gained from it.  Way to go, me!!  You held out...for nothing.

Crap picture of the EA HQ in Maitland, Florida.

Let's look at the benefits of working at EA Tiburon.  First of all, it's close to where I live now so I don't have to sweat it out moving half-way across the country for someplace completely unknown.  Lots of old FIEA classmates will be working there as well.  The studio isn't a bad place to be--the working conditions and pay are pretty good.  They got rid of the yearly contracts so now you get paid healthcare (I think).  The experience of working at a top-notch studio looks great on my resume.  Plus, I'll be working on Madden or Tiger Woods.  In all honestly, I'd MUCH rather work on something innocuous like a sports title rather than something that would grind my gears, such as RAGE, Diablo, or Mass Effect (yes, I said it).

But like I said before, that's not the point of going into the game industry...to be a subservient lackey for EA for the majority of my career.  We must get out of here and work on actual good racing games.  One problem is that to game studios, their workforce is their greatest asset.  Unlike other goods produced such as cars & furniture, the value of video games drop rapidly a year or two after release so all they've got is their workforce.  Therefore, big studios like EA can be a bit "clingy" when it comes to keeping their employees.  If a person quits, it takes much time to bring in new employees to fill the position and get them up to speed.  In other words, studios hate people who move from studio to studio a heck of a lot.  It looks like crap on your resume.  So when you pick a job, be prepared to spend at least a year there.  I don't want to spend too much time at EA while Sega continues to whither away like a dying rose!

Never mind Sega for a moment.  We're looking for racing game studios in particular (EA and NFS DOES NOT COUNT).  Too bad that the only racing games that are made nowadays are dinky little $2 games (I tilt the iPhone and the car steers!!!) or big-budget dreck that we've seen for the last 5-10 years such as Need for Speed, Burnout, DiRT, and Forza.  Hell, even being able to work on ANY racing game would be nice but which studios specialize in racing development nowadays?  Uh, EA (sort of, they're outsourcing NFS games every which way).  Then there's Codemasters though I'm not a fan of many of their games (DiRT).  Then there's Sumo Digital, probably my best secondary target besides Sega and will always be high up on the list.  Don't forget Slightly Mad Studios (Shift series) and...uh, Eutechnyx (NASCAR: The Game)?  Kind of running out of options here.  Gotta keep my eyes peeled for all racing job opportunities that crop up here and there and hope the interview process is successful.

...there is one option left on the table that's really not worth mentioning but here goes.  We start our own company.  Hire some guys (preferably ex-classmates or online Sega fans) and make the games we want.  But that would require so much business & legal work that I'd need tons of help.  And assuming you do make it to the "big leagues" (more than half of all start-ups fail miserably), most of your projects will be menial tasks from EA/Activision--the games that are so irrelevant they are too lazy to make on their own (i.e. Madden on the 3DS).  If you could wheel & deal with Sega it would be worth it but it's not likely so it's hardly worth the entrepreneurial effort.

I've made the hiring analogy of a NFL Draft before in the past.  Basically, as an employee, you have very little choice in where you want to go, especially when you are just starting out.  You may hate the company/organization/team/colors you play for, but you gotta make it work for the betterment of everyone around you.  And if somehow Sega manages to wither away in the next 5-10 years...well...at least I hope the good little drones that buy the EA titles are more "blessed" due to my work.  If Sega is "doomed" anyway, then why not help other people?  It's not my dream but it's better than nothing.  So you must make do with what you got.

This has gone on way too long...I'm done.  Gonna keep plugging away at Super Sprint.  Hopefully, we'll be able to catch Sega's eye though unconventional means besides working there.  That's one reason why this blog exists too.  And Happy Memorial Day, we support the guys in uniform that gave their lives for our freedom.  I've said this plenty of times before and I'll say it again.  Already made the "official" Memorial Day post so it's alright.

BTW guys, you gotta buy this to help save Sega:

Tuesday, May 15, 2012

I'M ON A PLANE YOU CAN'T TOUCH THIS

Hi guys, I'm back in Orlando in front of the computer and I can't really post anymore.  So I'm winging it--here goes.

I had a good two weeks with the family in the nice big house.  I was sad to go.  These breaks I have off are a real reality check, man.  One day, you're with your family, pets, and old friends staring at the water and the trees.  Next day, you're back in the cell again locked up with a bunch of homies who rave nonstop about Mass Effect and drinking beer.  Okay, that was low, sorry dudes.  But really, just strange to see people that aren't in that 25-35 age bracket for once.

Anyway, I flew home on Delta Airlines and I had a layover at Atlanta's Hartsfeld-Jackson Airport.  Yeah, reppin' the ATL, ya dig.  I was the guy with the Daytona Speedway hat.  Missed the 9:50 pm flight to Orlando cause the previous flight swerved out of the way of bad weather and took forever to let people off the plane.  Yeah, try running to another terminal while carrying two laptops in one bookbag.  So I ate a Burger King cheeseburger (that must've taken 10 minutes to make, so much for fast food) then I sweated it out, waiting for standby as the packed me into the 10:50 flight to the same destination.  So that's great.  I didn't lose my bag with the Xbox 360 & Rock Band Keyboards so that's a great, great success.


I really want to know what's the deal with these fancy airports.  They're like high class malls but you can't just park and chill out--you gotta fly somewhere or get lost.  So they have the food court and the book stores--I get it, but there must be a BILLION book stores, phone accessory stores, jewelry stores--they sell all the small things.  And they manage to cram these fancy restaurants like steakhouses or sushi bars in these narrow little concourses surrounded by boarding gates.  You see that Chili's over there?  Feels just like home!!  It seems awfully sporadic but I'll take it cause I like malls so yeah, it's cool.  Too bad you're usually hauling ass to the gate so you have time for nothing, not even a shoe shine.

On both flights, you get schooled on safety instructions.  Which makes sense--guess it's some sort of federal mandate.  But you can't simply fly anymore without being reminded "oh, you're gonna crash."  It's like trying to eat McDonald's without someone tapping you on the shoulder, "oh, you're gonna be get fat."  Debbie Downers.  On the flight to Orlando, stand-by put me right next to the emergency exit and I was like "ooohhhh noooo..."  I gotta rehearse opening the door!  And when do I open it?  I didn't ask for this!!



I can't believe they put the Delta In-Flight video on YouTube but they did.  My life is complete.  Nooooo smoking!!

I was listening to music on the plane.  First up was Steve Miller Band!  Fly Like an Eagle!  Jet Airliner!  Next up is Tom Petty.  Free Fallin!  Yeah, that was weird.  What's weirder was how the flight attendants took my Coke away and made everyone turn off the electronic devices 10 minutes before landing.  What's the big deal guys???  Breakin' my stride.  At least I got to show you fools what's up by playing Super Sprint at 30,000 feet!  Wait, should've busted out the Supermodel emulator...what a wasted opportunity.  They have the Mile High Club--well I got the Mile High...Video Game Design Club.

Considering the cost to fly, the hassle of having to bring all the stuff, waiting at the terminal, and sitting next to random strangers, it's much cheaper and about just as quick to drive home for 8 hours.  I haul my own damn luggage--no bag fees, no size restrictions, nothing.  Crank the volume up and take those interstate exits OutRun-style.  Just need to get behind the wheel of that bad boy and cruise on home, not slowing down for anybody (except the toll booths and the occasional state trooper my radar detector picks up).

Back in Orlando, I already miss home.  Made my rounds about the mall and got to pet the dogs one more time.  I had my doubts before leaving and I sure have a lot more of an emotional bond with things than my fearless teammates who work anywhere and on anything without question.  But that's okay because as you get older, you start to get used to these things.  I've been through high school for 4 excruciating years.  Been through Southeastern Louisiana University for another 4 years.  Now I'm here.  3rd time I left the house for FIEA.  This ain't new--I can make it.  And we're closer to finishing those super l33t games.  Plus I might get to go to the second Daytona race on July 7.  Also I don't have to worry about my little brother getting on my 360, embarrassing my good name on XBL by dying a lot on Black Ops Zombies so that is good news too.

So I'm spending a lot of my time now working on Super Sprint and Battle Fortress Tortoise so I may not post as much in the future.  It's not that this semester is hard but I'm also feeling glum about Sega.  Not that they're doing bad, but when you look at the games, I'm having a hard time getting into it.  Sonic & Mario at the Olympic Games sold 3.3 million copies.  Who's buying this?  Lots of kids and Sonic fanboys.  I saw next to nothing in terms of enthusiasm on the sites I visit.  But then again, the ability to shoot stuff as Vector the Crocodile almost makes it worthwhile.

Then after that, there's Sonic Generations, Yakuza, Football Manager, etc.  Sales are good but I'm having a hard time getting hyped about any game, Sega games included.  Yeah, there's Sonic & Sega Racing 2 (I refuse to call it by its actual title) but I still have slight doubts that it'll cater to hardcore racing fans like me and the OutRun 2 gang or is it all the Sonic/Dreamcast scenery porn at the oh-so-lousy 30 fps?  Let's see what you got, Sumo--make that damn racing game.

Well, that's it.  I got a lot of stuff on the stack of stuff to talk about, Super Sprint included, if only I have the time & focus to do it in a cohesive manner.

EDIT: There's one more thing I forgot to mention.  I sat in a window seat on the night flight home (twice actually...the flight going home two weeks ago).  Got to see the city lights as far as the horizon.  Very rarely do you get to see the forest from the trees.  Roads, window lights, parking lots, cars all lit up.  Outstanding--reminds me of a Billy Joel song.  I only imagine what it looks like at Christmas.  I only wish I had brought my camera so I'm gonna steal one from Google.  (Attribution)

Orlando at night.

Monday, May 7, 2012

Working At Home Feels Good

Hi guys, sorry for the hiatus in posts.  The last few days I've been at home with my family, my pets, and my old friends.  It's great to see the old town of Slidell, LA that never changes (maybe for the best).  Unfortunately, I'm flying back to Orlando on Sunday (six days).  Not that Orlando is bad--I've become accustomed to my apartment and feel good there, but I miss being here very much.  Too bad I won't be coming back much in the future since I'm getting that internship gig in the Fall and afterwards...well, time to get a real job in far away lands...

I've been working on Super Sprint online for most of my time though, usually pulling all-nighters since I can't turn away and I want to complete this or that feature.  The main reason is because it's my "Personal Portfolio Project" (or PPP for short, if you like dumb abbreviations) for school.  I don't feel too well though--I feel a bit nauseous.  This has always happened when I work on Super Sprint.  And I hope the guys at school can understand why I'm splitting my time between this and Battle Fortress Tortoise.  Sorry about any problems we've had in the past.  I like you guys--I want to be your friend and help out.

...Anyway, I wish I had at least another week to spend with my family in this nice house.  I can do work at home but going back to the cube...err, hexagon-shaped cubicle farm in the windowless room with dim lights...don't like it too much.  Yeah sure, it's not a bad place to be with its groovy curved walls and whatnot but it's just too much like a game studio (if that makes sense).  Like I want to go someplace "normal" to the rest of the world if I want to pull long hours on stuff.  We should aspire for more.

As a matter of fact, if I ever started my own game studio, I'd probably get a house/cabin/mansion in a very scenic area.  Like the Swedish Alps or the Colorado Rockies.  Better yet, how about Gatlinburg, Tennessee!!  Near the Great Smoky Mountains and the Airsoft Gun Black Market Capital of the World.

It'd be like living in a house, but it would have a couple of computers here and there.  Then you work in a nice house, feel comfortable at home, breathe in fresh outdoor air, stand in the sun in mild temperatures, maybe get some snow once in a while.   You always get a great view of the blue skies, hills, forest, river, flower garden, etc.  It would be very therapeutic.  It would be like programming in Heaven.  Or in a happy Sega world where everyone is your "buddy" and a jingle plays whenever you do something good or collect 100 of some arbitrary item.

 That's me watching NASCAR on TV.  I've been on a NASCAR kick lately, it's awesome.

And there's a waterfall.

Aaaaaaaaaaaahhhhhhhh, nice view.

Best of all, there would be GO KARTS!!!!  There'd be multiple levels with various Sega-themed scenery props scattered around (go away, Mario Kart).  All the karts will go the same speed.  And there will be no jerkoff guys yelling at you to stop bumping into other drivers.  Or pull into the pit because your 3 minutes of driving is up.  Would be lots of fun.


One can dream, huh?  Still though, the goal is to WORK AT SEGA AND AID IN THE GLORIOUS RETURN OF BLUE SKIES.  Remember that.

Also, if you're ever in Gatlinburg/Pigeon Forge, remember to visit the NASCAR Speedpark, Ober Gatlinburg, and any other arcades along the main strip or go kart tracks.  There should be one or two Daytona USA 1/2 cabinets still in operation.