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Showing posts from November, 2024

Fifty Days of UFO 50: Day 47

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    I seem to recall saying something daft about wondering whether or not I could manage to fill my secret menu garden with gifts, since there's no longer enough time left in the project to do anything ambitious like gold all the cartridges. Well, time's a-wasting so let's take a look at all the gifts that I have yet to earn: TO GIVE A 🏠 GIFT... Campanella 3 (clear the bonus round) Could have sworn I've done this thing with the balloons, so that means what I'm thinking of would be worded something like "survive the bonus round" and what I need to do is shoot more things, better. Quibble Race (sponsor a quibble that wins a race) I must have originally read this as "bet on a quibble that wins a race," because looking at it now, I don't actually know what sponsoring a quibble is. I was under the impression that one merely bet on them! CombatAnts (slay a spider) Early spoilers in the menus, jeez! I had no idea there were  spiders until I rea

Fifty Days of UFO 50: Day 46

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     Been thinking about the "challenge structure" of UFO 50  lately. It's a three-tiered system applied to every game: Gift - This is the easiest to earn and generally unlocked for playing enough of a game to "witness the core of the thing" Gold - This is awarded for "beating the game," which obviously varies a bit depending on structure Cherry - This is the completionist tier for "doing everything,"  which doesn't necessarily demand perfection but is highly likely to show you all of the regular content... Slightly controversially, this objective isn't visible in the menus until you've earned Gold on that game I think I'm going to be forced to agree with the decision to hide the cherry info, given even my guesses or assumptions about the nature of the objective has already had warping effects on my play; I'd have golded Rock On! Island  days ago if I stopped quitting missions every time my cave takes a single point of

Fifty Days of UFO 50: Day 45

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[This is the home stretch, designer; you're falling way behind on the comparatively simple task of playing and beating high quality games there, bucko...]      If there was ever any doubt about what an awful game journalist I'd theoretically be, this project has dispelled it. My personal gaming habit of flitting about from title to title, playing enough to feel like the design shape of them is clear; that's about as far from knuckling down and digesting the content as butterflies are from locusts. This has been a very thorough education in how multiple UFO 50  reviews can simultaneously contain quips about it being " a terrible review experience " and also lines referring to the game being " a joy to play ." Turning exploring the collection into a job or task is like tunneling one layer deeper into the dreamscape, where the application of my own "design research pollinator" pattern feels inadequate when applied recursively, not to mention every

Fifty Days of UFO 50: Day 44

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     WarpTank might be one of the most charming and thought-provoking games in the collection for me. It almost feels weirdly laser-targeted to surprise and confound my specific taste. Take the initial presentation, for example; the minimalist title screen and sparse sci-fi aesthetic will trigger my love of Metroid , right? Well they would, if the music wasn't immediately zigging out on a jazzy café jag instead of zagging into moody atmospherics. Then, some later game tracks are more like what I was expecting ... before going full carnival mode once again! One of the tricks they're using to make WarpTank  feel like an older game than it is involves limited animation and scrolling. Your vehicular character is allowed only a single frame of animation between each tile it occupies, and the camera snaps to the tile grid in a way that makes the game less visually smooth. Straining your persistence of vision a bit accomplishes the goal of making it feel less like 2024, but little