Archive for Gameplay

Gameplay / Paperboy

Paperboy is essential and has been ported endlessly.  Recently, I recorded gameplay from several of the ports: Atari ST, C64, NES, Sega Master System,  Atari Lynx, and Game Boy.  I quickly realized that the handheld ports are the most playable and rewarding.  Paperboy benefits from constraints in both graphics and gameplay.

Not only that, but the Averages from handheld recordings are stunning.  As the paperboy’s position rarely alters,  he appears to be breezing through a blurred neighborhood.  The similarity to long-exposure photographs, particularly with the Game Boy’s yellow-green display have encouraged further explorations which I will be posting over the next few months.

Paperboy/Lynx (Average)

Paperboy/Lynx (Average)

Paperboy/GB (Average)

Paperboy/GB (Average)

Gameplay / Excitebike

Last month, as an early time-study, I analyzed the first three stages of Excitebike. The Maximum representations—those which show everything all at once—produced beautiful results.

At first glance, you can easily understand the track design by way of the equalizer-like formation of overlapped ramps. Additionally, you can see an even distribution of jumps. And although you can press “B” for turbo, you never actually advance beyond the fixed horizontal constraint provided by the game designers.  I will create a more comprehensive study in the future including every stage as well as some track designer experiments.

Stage 1-1 (Maximum)

Stage 1-1 (Maximum)

Stage 1-2 (Maximum)

Stage 1-2 (Maximum)

Stage 2-1 (Maximum)

Stage 2-1 (Maximum)

-->