<![CDATA[Kotaku: Flash]]> http://cache.gawker.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: Flash]]> http://kotaku.com/tag/flash http://kotaku.com/tag/flash <![CDATA[ Saturday Timewaster: Attention Hog ]]> From Chris Basmajian comes a darling, piggieful little game called Attention Hog. As the titular attention hog, your job is to capture the attention (and love) of as many people as possible, while avoiding bacon and nabbing power ups to make your job a little easier. Basmajian says the game "reflects some of the social and psychological trends present in social-networking communities, including self-promotion, social anxiety, obsessive need for peer validation, and distraction as entertainment." Heavy stuff. Ian Bogost notes that while he's "happy to see a game that critiques today's attention culture, but I'm not sure Attention Hog reaches the level promised in the description." Still, while I'll admit to being a sucker for cartoonish pigs (my little Monokuro Boo collection is probably a touch unseemly for a 25 year old), it's adorable and worth a few minutes of time on a lazy weekend.

Attention Hog [Chris Basmajian via Water Cooler Games]

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Sat, 16 Aug 2008 13:30:00 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=5037904&view=rss&microfeed=true
<![CDATA[ Worlds in Motion with Orbitrunner ]]> Alright class, time for a flash game. This is "Orbitrunner" and it's reasonably addictive for such a simple concept — place your star on the grid so that the planets (and their satellites) fall into orbit without smashing into you, each other, or going out of the boundary. I'm not sure how realistic the gravity physics are, but it's very challenging, and I like the background music. The collision/explosion sound/animation is lame, however. I was hoping for a Praxis Effect. If they put this in a 3D, rotatable-camera environment, I'd play it for hours.

You can skip up to five levels if you find you're just not getting the hang of one. It stores your IP address and lets you continue.

Orbitrunner [Gamezhero.com]

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Sat, 16 Aug 2008 12:00:00 MDT Owen Good http://kotaku.com/index.php?op=postcommentfeed&postId=5037872&view=rss&microfeed=true
<![CDATA[ Help Amy Winehouse Escape From Rehab ]]> As if poor Amy Winehouse hasn't got enough problems. What with the incessant hounding by tabloid journalists, wobbly live performances, a jailbird husband and — of course — the ever-rising price of crack.

Amy's life just got a tiny bit worse with the release of Escape From Rehab — a frankly rather shoddy flash game that sees the beehived nightingale swearing her way across a side scrolling beat 'em up.

The game is a promo for the upcoming flick Disaster Movie from the (ahem) visionary comedy geniuses behind Scary Movie, Date Movie and Meet The Spartans. Humor-wise, it is definitely up to their usual high standards.

Our Amy has to negotiate wave after wave of characters from other blockbusters (Hulk, Batman, etc) dispatching them with syringe and crack pipe power-ups or smart bombing them with a swipe of her impressive hairdo.

It's just this side of unplayable, but at least Amy can say she finally broke America. Kind of.

Escape From Rehab [via Casualgaming.biz]

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Tue, 12 Aug 2008 14:20:00 MDT Stuart Houghton http://kotaku.com/index.php?op=postcommentfeed&postId=5036151&view=rss&microfeed=true
<![CDATA[ Back to the Present with Chronotron ]]>

My favorite part of "Bill & Ted's Excellent Adventure" came when they figured out the paradoxes of time travel and, simply by saying "Must remember to bring a trash can!" one appears in Ted's hands and he stuffs it over a bad guy's head.

Not that you can do any of that in "Chronotron," but the idea is the same, think in the present, giving orders to yourself in the past. Sort of. In Chronotron, the idea is to Clone multiple versions of yourself, using a time machine, to get through a puzzle level. The catch — all past versions will spawn and recreate your actions, so you need to think in chronological order for each step of the puzzle, and leave enough time for your final self to get through the gates and ride the risers to your objective.

It's a hell of a fun flash game — my co-worker showed it to me yesterday, so I can vouch for its productivity killing effect.

Chronotron [Addicting Games]

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Sat, 28 Jun 2008 18:00:00 MDT Owen Good http://kotaku.com/index.php?op=postcommentfeed&postId=5020536&view=rss&microfeed=true
<![CDATA[ Saturday Timewaster: Bowja the Ninja 2 ]]> It's a Saturday, I'm jetlagged, and the internet seems to be blazing with news of nothing but Diablo III; perfect time for a light and cute flash timewaster. This one is called Bowja the Ninja 2, a point and click puzzler that's nicely illustrated and oh-so-cute. Not terribly challenging, but a good thing to spend a bit with on a lazy Saturday.

Bowja the Ninja 2: In Bigman's Compound [Pencilkids via Rock, Paper, Shotgun]

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Sat, 28 Jun 2008 12:30:00 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=5020514&view=rss&microfeed=true
<![CDATA[ The Making Of Puzzle Farter ]]> You may remember our link regurgitation of Puzzle Farter last week, Pet Tomato's debut platformer featuring a farting mechanic that really resonates. Mike Nowak of The-Inbetween, whom we regularly check in with for interesting things, briefly interviewed half the Puzzle Farter team, providing great insight into the Flash-based freebie.

It touches on all manner of interesting topics, such as character design challenges ("We go to the bar.") and plans for the future ("...the next version will also allow people to create and submit levels.") that Puzzle Farter fans will find rewarding. If not, maybe you'll just give the game another go or for the very first time.

Inside ‘Puzzle Farter’ [The-InBetween]

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Tue, 24 Jun 2008 19:00:54 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5019397&view=rss&microfeed=true
<![CDATA[ Hands On with N+ ]]> Lately we are seeing more and more online flash games making the leap to consoles and handhelds. The newest addition to that roster is N+, an updated version of a little Ninja action/platformer game called N that took the interwebs by storm last year. The gameplay is simple and addicting. Guide your stealthy Ninja through mazes of obstacles, grabbing gold along the way until you eventually make your way to the exit. Now, Developer Silverbirch Studios is set to bring the title to the PSP and DS with new levels and new game modes.

There will be a total of three hundred and fifty levels exclusive to each platform: two hundred single player, one hundred "co-op" and fifty "versus." Players will be able to download new levels from the N server as well as show off their design prowess with a level editor. In a rare treat on the DS, player designed levels will be able to be shared with friends free from the ties of the cumbersome Nintendo friend code system. Levels will also be able to be previewed before download so you know what you're getting yourself into. Due to space limitations, the DS version will only be able to hold up to eight downloaded levels at a time, but the PSP version will be able to hold as many as your memory stick will allow. There are plenty of unlockables available to access during the game as well such as game skins, level packs, new gold goals and special music tracks. Speaking of music, all the soundtrack for the game has been created by "chip tune" artists using old consoles to orchestrate the tunes.

One of the more interesting and fun multiplayer modes is a new "tag" mode. Two players chase each other about various levels, one trying to tag the other. Being tagged makes you "it" and you lose a few points in the process. Running into obstacles also knocks points off and the game ends when one player loses all their life points. I tried this mode out with fellow journalist Travis Moses from Gamepro and it was a blast. Being an N expert, he trounced me roundly, but no hard feelings, Travis. Just pray I don't see you on the streets...

Look for N+ to stealth it's way to your DS and/or PSP on August 12th.

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Fri, 20 Jun 2008 13:40:00 MDT Flynn De Marco http://kotaku.com/index.php?op=postcommentfeed&postId=5018405&view=rss&microfeed=true
<![CDATA[ Puzzle Farter, A Musical Hoot ]]> Pet Tomato's debut indie game Puzzle Farter is as high brow as you probably suspect it is. And if you're still amused by the sound of passing wind as we are, you'll probably find it endlessly amusing, even if the gameplay is rather straightforward. There's not much puzzling to be done, but the farting comes through in spades. No, there's no music and Puzzle Farter is more of a platformer than it is a traditional puzzle game—it's more like N with ninja-strength gas—so I guess we're both guilty of misleading titles.

Puzzle Farter [via del.icio.us]

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Mon, 16 Jun 2008 15:40:50 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5016954&view=rss&microfeed=true
<![CDATA[ Winners Named for Teen Dating Violence Prevention Game Design Contest ]]> The Life Love Game Design Challenge named its winners today. The Flash game design challenge sponsored by Jennifer Ann's Group asked developers to come up with games about teen dating violence prevention without using violent content or a violent theme.

The $1,000 winning design "Escape Your Boyfriend's Room" by Jorge Goyco is an interesting point and click game that manages to get both the warning signs of an abusive relationship across as well as how you can get yourself out of the relationship. I loved the look of the game and its approach to the subject matter really impressed me.

The first runner up $100 prize was handed out to "A Walk in the Park by Jared Sain." I loved the look of the game. My only suggestion is that maybe the game could do a better job of explaining how to get out of an abusive relationship. The final $100 runner-up was "Decisions, Decisions by Mark Kakareka"

Judges for the contest were my brother, Drew Crecente; Simon Carless, director of the Independent Games Festival; Stephen Totilo, of MTV and huge brain fame, Georgia Tech prof Ian Bogost and Dr. Elizabeth Richeson, a psychologist, Texas Psychological Association Board member, and my mom.

The winning entries were quite innovative, but more importantly I think this particular contest reiterates the mantra that video games can deal with important and delicate issues appropriately.

My understanding is that Drew plans to run the contest again next year. I hope it has just as many good entries. Hit up the site to check out the winners.

Jennifer Ann's Group

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Tue, 27 May 2008 15:30:39 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=5011208&view=rss&microfeed=true
<![CDATA[ Holiday Timewaster: WTF?! ]]>

While I have enough work to kill an ox this weekend, I took some time last night to play with this delightfully silly side-scrolling WoW sendup. Here's one introduction to a quest: "Now that you've begun to get the hang of that most fundamental of skills - killing shit - and started to properly become a bit more class conscious, we can tackle a slightly more disturbing problem." Karl Marx even makes an appearance (never mind the Mario appearance pictured above). It's worth checking out if you've got some extra time to waste this holiday (in the US) weekend.

WTF?! [via Grand Text Auto]

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Sat, 24 May 2008 13:00:00 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=5010859&view=rss&microfeed=true
<![CDATA[ Consoles Are Dead, Long Live the PC? ]]>

Wild Tangent's CEO, Alex St. John, made some 'brazen' claims at the ION keynote — one of the boldest being that console gaming is dead and the PC is looking towards a renaissance. It should be noted that St. John has blabbered about this before, so he's just retreading previous ground:

Beginning one of several brazen claims in his keynote, St. John spoke of the death of video game consoles: “Nobody needs a console when a game's value and DRM is defined by community or an input device. Consoles just serve to keep you from playing a game you didn't pay for.”

He asked, “What's Sony and Microsoft's motivation to make another console? It's been so rocky, and it's not about the pretty graphics anymore.” According to St. John, spectacular graphics have become a commodity, and not the platform for games to differentiate themselves. “The Wii is the exception that proves the rule — it's not about the graphics, it's about the input device.

He went on to talk about advertising models and targeting the right audience — but his statements on the console vs. PC pack the most punch.

WildTangent's St. John Declares Consoles Dead, Claims PC Renaissance [Gamasutra]

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Sun, 18 May 2008 12:30:00 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=5009568&view=rss&microfeed=true
<![CDATA[ Saturday Timewaster: Putty Puzzle ]]>

I don't have time to waste this weekend, sadly, but if you do, there's a challenging little puzzler called Putty Puzzler, found over on the interestingly named 'Coke and Code.' It's putty. It's a puzzle. It's kinda hard. I spent a little bit of time with it and was pleasantly challenged — I'll come back for more after I've got a little time to waste.

Putty Puzzler [Coke and Code via Rock, Paper, Shotgun]

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Sat, 17 May 2008 15:30:00 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=5009509&view=rss&microfeed=true
<![CDATA[ Pleasant Saturday Timewaster: Meet In ]]> I really love the too cute for words Grow games — nothing complicated, but cute and fun to play. There's a new game from the same creator — while not a grow game, it's a cute and quick little puzzle. And if you haven't experienced such classics as Grow Island, there's even more to go and click.

Meet In ver.0 [Eyezmaze]

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Sat, 03 May 2008 15:30:00 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=386873&view=rss&microfeed=true
<![CDATA[ Interview With Kian Bashiri (You Have To Burn The Rope) ]]> yhtbtr.png We posted about the satirical You Have To Burn The Rope a few weeks ago; it's come up again in my reading this week, since I noticed the guys at Hardcasual used it as a launching point to grouse about the state of game journalism, then apologized after some other people like the guys at Rock, Paper, Shotgun offered a response. In any case, with all the talk about satire! And game journalism! And the meaning of the game!, it was nice to read the IndieGames interview with the creator, 21 year old Kian Bashiri, and his explanation of the game that is entirely unfettered with pretentiousness:

Well, it is a joke. And I don't want to say too much about it, because dissecting a joke always makes it unfunny. Part of it is this really silly idea, and part of it is this statement about how games are too hard and complicated. It's also a subtle reference to how some games are kind of patronizing toward the player, like too easy.

But I never set out to make it this way, it kind of turned into this with time. It started out as an attempt to make a game that spoiled the whole experience for you before you played it. Funnily enough, people really don't read instructions...

It's a nice little interview that touches on a lot of stuff (and no whining about the state of game blogs!).

Kian Bashiri (You Have To Burn The Rope) [IndieGames]

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Sun, 20 Apr 2008 10:30:00 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=381838&view=rss&microfeed=true
<![CDATA[ Compelled to Play "Compulse" ]]> compulse.jpgTold you we'd have another Hot Flash. And here's a sweet one right in your hot little hands: Compulse, which excels as only a flash game can: stupid-simple premise, a thought-provoking challenge, addictive replay and best of all, entrancing Asian-theme music. Best of all, it will save your progress (specific to your IP address). And when you start, it tells you "A game has been created in your honour." It's like being pampered at a gamer's day spa.

Compulse [jmtb02 Studios]

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Sat, 12 Apr 2008 16:00:00 MDT ogood http://kotaku.com/index.php?op=postcommentfeed&postId=379065&view=rss&microfeed=true
<![CDATA[ Cool Flash Game Music is Now Yours, Free ]]> rope2.jpgRemember the hand-holding satire "You Have to Burn the Rope" from last week? If the game play was a little ... unsophisticated, then at least the soundtrack got a solid thumbs up from the peanut gallery here. "It's like Still Alive epic!" said commenter Bokusatsu_Tenshi. t0yrobo called it "better than the Portal song."

Well, now it's online under creative commons license, which means you can do as you please with it. There are three tracks: "Cave," "Lethal Intro" and "Busta Buss." If anyone cuts a ringtone from any of these, let me know.

(Also, this is not the Flash Game Cookie Break. There will be a regular one of those later on.)

You Have to Burn the Rope - Behind the Music[Reachground]

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Sat, 12 Apr 2008 10:00:00 MDT ogood http://kotaku.com/index.php?op=postcommentfeed&postId=379063&view=rss&microfeed=true
<![CDATA[ The Last Canopy Wins Casual Gameplay Contest ]]> lastcanopy2.jpg JayisGames announced the winner of the Casual Gameplay Design Competition, number five, with more than $10,000 in cash and prizes handed out to indie Flash game developers.

Top of the heap was The Last Canopy, a shump which makes up for sketchy art direction with addictive play and the ability to absorb an enemies attack.

HIt the jump for the full list of winners and make sure to visit Jay Is to check out the games.

And the Winner Is... [JayIsGames]

Winners
* First Place
($3,500 + Adobe Flash CS3):
o The Last Canopy by Easy Only! Games
* Second Place
($1,750 + Adobe Flash CS3):
o Super Energy Apocalypse by Lars A. Doucet
* Third Place
($1,000 + Adobe Flash CS3):
o Gride by ooPixel (Jussi Kari, Marko Taali)
* Best Use of Theme
($1,000):
o Pieces by SoybeanSoft
* Viral Award (most game views)
($1,000):
o Gride by ooPixel (Jussi Kari, Marko Taali)
* Audience Prize
($500):
o The Last Canopy by Easy Only! Games

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Wed, 09 Apr 2008 16:00:00 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=377899&view=rss&microfeed=true
<![CDATA[ Teen Dating Violence Design Challenge Extended ]]> lifelovelogo.gif The deadline for the Life Love Game Design Challenge, which we first announced back in February, has been extended by a month.

The new deadline for the Flash game design contest, which challenges designers to create a game about teen dating violence prevention without violent content or a violent theme, is May 15.

First prize is $1,000 and judges, besides myself, include Simon Carless, director of the Independent Games Festival; Stephen Totilo, of MTV and huge brain fame, Dr. Ian Bogost, Ph.D., co-founder, Persuasive Games, and Dr. Elizabeth Richeson, a psychologist, Texas Psychological Association Board member, and my mom.

2008 Game Contest [Life. Love.]

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Wed, 09 Apr 2008 14:00:00 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=377893&view=rss&microfeed=true
<![CDATA[ Hot Flashes: Magic Pen ]]> Sure, it may borrow wholesale from Independent Games Festival finalist Crayon Physics by Petri Purho, but Magic Pen is much more multi-platform friendly, requiring but a short download via your web browser of choice. Perfect for those of us not willing to walk from our Macs to our Windows boxes. You'll draw primitive shapes—circles, triangles and rectangles—as well as pins, hinges and swing-arms to move a red ball to each level's flags. It's fun and physics accurate and has a very soothing looping guitar ditty.

Magic Pen [Fizzlebot via Jay Is Games]

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Mon, 07 Apr 2008 18:20:00 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=376919&view=rss&microfeed=true
<![CDATA[ The Only Game I Ever Beat on the First Try ]]> rope.jpgOK, time for a flash-game cookie break! Know what I like about this one? Even though you get the joke, even though you follow the instructions, even though you do it right with complete and total hand-holding the first time ...

You're still proud of yourself for figuring it out.

Someone stick a walkthrough on Gamefaqs, please. I'm busy posting.

You Have to Burn the Rope

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Sat, 05 Apr 2008 17:00:00 MDT ogood http://kotaku.com/index.php?op=postcommentfeed&postId=376525&view=rss&microfeed=true
<![CDATA[ Know Flash? Win Cash. And Maybe a Job ]]> Flash game coders have a shot at some loot and a developer gig in a contest UGOPlayer.com is running beginning April 8. So if you think you've got the next killer office time waster, it could net up to a $5,000 first-place prize and, potentially, a job writing games.

For those of us who don't know how to program, the monthlong UGOPlayer.com Online Game Fest is another useful site for goofing off at work.

Entries will be evaluated by a panel of experts, which will select 10 finalists. All entries will be available at the UGOPlayer.com site during the April 8 to May 5 contest period.

As for the development gig offer, a company release hedges by saying it's "a chance to become a game developer." Obviously they can't go guaranteeing jobs sight unseen. But I'm thinking that if you take time write an awesome side-scroller in your spare time without asking for an hour of OT, or any promise of compensation, you'll be very desirable to the video game industry and find work soon enough. If you're not already working for teh man.

There are tons of indie flash games out there— my faves are Boomstick and Chaos Theory. (Admittedly, that last one is more than a year old, but it's still a great time killer) UGOPlayer.com is smartly corralling writers together, and likely appealing to the egos of those with a following, and then getting the best submissions under their brand. Still, even if your coding skillz stopped at hypercard stacks, the site might be worth a look for latest-and-greatest games once the contest is about a week in.

Side note: You think this one could crack the top 10?

UGOPlayer.com's Online Game Fest [UGOPlayer.com]

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Fri, 04 Apr 2008 15:00:00 MDT ogood http://kotaku.com/index.php?op=postcommentfeed&postId=375918&view=rss&microfeed=true
<![CDATA[ Jay is Games Casual Game Competition #5 Is Up ]]> robertplank.jpg Jay is Games' Casual Gameplay Design Competition #5 is now up with twenty one entries. I always like spending some time with the contest entries when they're finally up; even though there's always an overarching theme (this go around, it's 'upgrade'), the games are usually a pretty diverse and interesting bunch.

Unlike previous competitions, all the games are available for perusal right now, and they're not doing individual blog entries to introduce the titles. Still, there's a nice spread and variety, so if you've got some time to waste, wander over and check them out.

Casual Gameplay Design Competition #5 [Jay is Games]

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Sat, 22 Mar 2008 15:00:23 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=371006&view=rss&microfeed=true
<![CDATA[ Nickelodeon Preps Gaming Glut ]]> Nickelodeon plans to develop 600 games in the next few years. Most of the titles, it sounds like, will be web-based games, with nearly a third popping up on Nick.com alone, Yahoo reports.

The games are part of a $100 million investment by MTV Networks. MTV plans to spend $500 million on creating games for its websites through 2009 as well.

The whole thing is tied to the advertising packed into sites like MTV, Nick and Nick Jr. according to the article. Other games will allow player to try before they buy or include micro-transactions to make money.

Nickelodeon's Game Plan: 600 Casual Games Being Developed; 185 Games Planned For Nick.com Alone [Yahoo]


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Wed, 19 Mar 2008 10:00:09 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=369678&view=rss&microfeed=true
<![CDATA[ Juvenile Timewaster of the Day: Questionaut ]]> I don't remember learning modules being this good when I was a munchkin: Samorost creators Amanita have put together a lovely game for the BBC, designed for 11 year olds. Questionaut is point and click, very pretty, and is tripping up adults left and right (that's what happens when you get far removed from your junior high school years and the concepts contained within, I guess). It's short and worth taking for a spin for the lovely environment alone, even if finding 20% of 140 is a bit below your intellectual level.

Questionaut [BBC via Rock, Paper, Shotgun]

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Sun, 16 Mar 2008 13:00:07 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=368406&view=rss&microfeed=true
<![CDATA[ Beijing Olympics Website Pirates Flash Games ]]> Stolen video games are nothing new in China, but it reaches a disturbing new level when the official website of the 2008 Beijing Olympic Games does it. Several of the flash games located on the website seem to have been lifted and modified from already existing games. As Ars Techinca reports, developer Cadin Batrack has noticed that the game resembled a modified version of his own game, Snow Day, as if someone had downloaded the SWF file and modified it. That game has been taken down, but more remain. My favorite flash game creator, Ferry Halim of Orisinal, looks to have been ripped off twice, first with Obstacle Race, which closely mirrors Halim's Arctic Blue, and then Leap and Leap, a modified version of Winter Bells. Batrack has emailed officials in Beijing about the Orisinal copies, but has so far received no response. It's no wonder that piracy is so rampant in the country when incidents like this are allowed to occur. Very bad form indeed.
New Beijing Summer Olympics event: software piracy [Ars Technica]

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Fri, 14 Mar 2008 09:20:27 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=367907&view=rss&microfeed=true
<![CDATA[ Zack & Wiki "Demo" Released ]]> We told you to go buy Zack & Wiki. Some of you listened. You have our thanks. Everyone else, though, you're a great disappointment. Not just to your fellow Wii owners, but to Capcom as well, who have had to go to the trouble of throwing together a free, Wii-friendly flash demo of the game, just so you can see what all the fuss is about.
[Zack & Wiki Flash Demo]

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Tue, 04 Mar 2008 23:30:00 MST Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=363952&view=rss&microfeed=true
<![CDATA[ Game Design Contest for Teen Dating Violence Prevention ]]> logojag.gif

My brother just launched a Flash game design contest that I'll be one of the judges for. The object of the Life Love Game Design Challenge is for people to create a Flash game about teen dating violence prevention and to do so without violent content or a violent theme.

Quite a brain teaser, but having played innovative Flash games for years now, I'm pretty sure the design community is up to the challenge.

First prize is $1,000 and judges, besides myself, include Simon Carless, director of the Independent Games Festival; Stephen Totilo, of MTV and huge brain fame, and Dr. Elizabeth Richeson, a psychologist, Texas Psychological Association Board member, and my mom.

When my brother first contacted me about this, he said he wasn't sure that it was a good idea, he didn't know if a Flash game could deal with so serious an issue, but I pointed out that people like Ian Bogost do that for a living.

Life Love Game Design Challenge

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Fri, 15 Feb 2008 12:19:06 MST Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=356942&view=rss&microfeed=true
<![CDATA[ Nothing Like Pointing and Clicking Through 18th C. Crime ]]> It's not everyday that we get to play a flash game set in mid-1700's Georgian London, where early policing tactics were introduced by the Bow Street magistrates. It's not everyday that we get to play a flash game made by Alice over at Wonderland! Dubbed Bow Street Runner, it's set in Covent Garden, which was overrun with prostitutes, booze and crime. (And we're trying to STOP this?!) It's a point and click detective game — and a really great one at that!
Bow Street Runner [Wonderland]

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Fri, 15 Feb 2008 06:40:21 MST Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=356896&view=rss&microfeed=true
<![CDATA[ Hot Flashes: Untangle ]]> AAARRGGGHHH!!We love a good Flash game, especially when it takes about .05 seconds to understand the gameplay concepts involved. To wit, I'm loving—and pulling my hair out to—Untangle by Chris Benjaminsen, which couldn't be simpler to get into. Unfortunately, I'm finding it increasingly damn hard. You may remember the creator's previous work on Multiplayer Asteroids, but if not, don't fret as they bear no relation. All one need do to win a round of Untangle is move the points around until none of the puzzle's lines intersect. It's a fun little diversion that can only be made more complete with the inclusion of a timer, a move counter and a more obvious puzzle reset button (hint hint!). Let us know how far you get.

Untangle [Nonoba]

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Tue, 12 Feb 2008 18:20:10 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=355667&view=rss&microfeed=true
<![CDATA[ Samurai Movers ]]> Oh Granny. Somehow, all her furniture's ended up outside her house! Outside and near the catapult. Guess you're going to have to do to get it all back inside. Did I mention there's a catapult? One click starts it swinging, another releases the furniture. That pic above? Total accident. I swear.
Samurai Movers [via IndieGames]

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Thu, 07 Feb 2008 07:20:00 MST Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=353641&view=rss&microfeed=true
<![CDATA[ What If Everyone Could Make Video Games? ]]> flashcube.jpg User—generated content is an issue that has been getting a fair amount of press as of late (even Stanford is looking at how to make it easy for everyone to create nice models to share); Mark DeLoura takes another step, and discusses average fans making entire games. My gut reaction is that if everyone could make games, there would be a lot more crap out there than there is currently, but I suppose lowering the barrier of entry is not always a bad thing. Where does the novice get started?

Let's say you want to make a game today. Where would you start? Assuming you want to share the game with your friends, the consoles and handhelds are virtually off-limits due to their strict distribution rules. Microsoft's XNA Creators Club for the Xbox 360 is about as flexible as you get, and even after buying into the service, you can only share your games with other members of the club. The PC and cell phone aren't a bad way to go, but conquering the installation process on systems with such varied hardware is hard, even for a professional. Your best bet is probably the web, which leaves Adobe's Flash, which is installed on 95 percent of today's PCs. But even Flash is fairly complex, and the development environment is expensive. Really, it's very difficult for a novice to strike out on his own.

I suspect in future years, we'll be seeing a lot more attempts to let everyone get in on game design, beyond RPG Maker.

What If Everyone Could Make Videogames? [The Escapist]

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Sun, 03 Feb 2008 13:30:55 MST Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=352026&view=rss&microfeed=true
<![CDATA[ Drudge Report Attacks Presidential Flash Game ]]>

The Drudge Report this morning, too busy apparently reporting on the bird flu fears of India and Hackabee's cash flow problems to do any digging, threw up a headline this morning on their site decrying the Presidential Paintball flash game we posted yesterday.

The headline: Online shooting game lets kids target presidential candidates... doesn't really paint a accurate picture of the cartoony paintball game most likely created more for readers of the Drudge Report than for the Dora set.

The link jumps you to The Smoking Gun's write up of the miniclip flash game which describes it as a highly trafficked game that "allows kids to train a rifle scope on six presidential aspirants and squeeze off a hail of shots." I guess it's important to say it's a game for kids, because, you know, adults don't play political flash games. I guess kids are the ones playing the game being created for the New York Times too.

The Drudge Report

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Wed, 23 Jan 2008 08:08:46 MST Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=347943&view=rss&microfeed=true
<![CDATA[ Hot Flashes: Presidential Paintball Has You Shooting the Candidates ]]>

It's about time someone's come up with a video game that lets the presidential hopefuls face off in a forum befitting their partisan manner: Paintball. Presidential Paintball pits your candidate of choice against the other presidential hopefuls in a rolling paintball match that takes place in and around the White House. While the game is fairly easy to beat, I never get tired of watching a huge-headed Clinton or Romney roll across the floor. Oddly enough, when I got to McCain, he kept standing up and shooting at the floor by his feet. Statement or coding mistake?

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Tue, 22 Jan 2008 13:00:39 MST Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=347591&view=rss&microfeed=true
<![CDATA[ Fancy Pants Adventure 2 ]]> Fancy Pants Adventures is one of my favorite flash games of all time, so ever since March of last year when Flynn posted about the demo level for World 2 of Fancy Pants, I've been eagerly awaiting the full release. Now Armor Games has the mostly complete version of World 2 online, featuring Mr. Fancy Pants in a life or death struggle with the vile...bunny thing. Mr. Pants must retrieve the mystical...ice cream cone before the rabbit uses it to fill his stomach with creamy goodness. Okay, so the plot is thin and the music - my favorite part of the first game - doesn't quite exist yet. You can't play music while you're playing flash games on your employer's time anyway.

Fancy Pants Adventure World 2 [Armor Games]

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Thu, 10 Jan 2008 13:40:45 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=343437&view=rss&microfeed=true
<![CDATA[ Hot Flashes: Cursor*10 ]]> Cursor*10 may feature the graphical wonder of echochrome and gameplay length totaling in the minutes, but I'll be damned if this isn't the most clever Flash game of 2008. It's currently the top contender for Hot Flash of the Year, introducing many to what will probably be their first timeshifted single-player co-op experience. The game's mechanic is too clever to spoil here, but make sure you, at the very least, give it a few lives. And if you make it to level 16, help me out with a tip, wouldja?

Cursor*10 [nekogames via The-In Between]

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Thu, 03 Jan 2008 15:20:00 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=340261&view=rss&microfeed=true
<![CDATA[ Holiday Weekend Timewaster: Guest House ]]> While browsing my feeds during the inevitable mid-holiday news slump, I was pointed to some fascinating little Japanese point-and-click (or 'point-and-kick ass,' as Leigh Alexander described them over at Sexy Videogameland) puzzlers, lumped under the heading of 'room escape games.' Guest House is the latest in the series, and I spent quite a while clicking my way through all the frustrating (but not too sadistic) puzzles. It's a good way to spend a few hours on a lazy weekend. Terminal House [via Sexy Videogameland]

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Sat, 29 Dec 2007 12:00:00 MST Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=338877&view=rss&microfeed=true
<![CDATA[ Scholastic Manufactures Book Series, Mentions Games ]]> logo_scholastic2_kids_home.gif

Gaming brainiac, and one-time Kotaku Editor fill-in, Ian Bogost points out that Scholastic, now in deep withdrawls from the Harry Potter series, has been casting about looking for new was to make billions of dollars. Their latest idea? A series called The 39 Clues which will feature ten books and be written by different authors including Gordon Korman and Rock Riordan.

The series seems to hint at the fact that it will include mention of video games and in fact have flash-based video game tie-ins.

An online game will allow readers to search for the 39 clues themselves, while solving puzzles and playing mini-games that will be refreshed daily. Mr. Levithan said the site would include blogs written from the points of view of characters, and maps, treasure hunts and videos, many with historical and geographical content.

Each book will come with six collectors' cards that can be used to find further clues in the online game. Players can also win cash and other prizes.

The publisher hopes that reluctant readers will be drawn to the books by the game. "Reading the books will make you better at the games, so that is the incentive," said Suzanne Murphy, publisher of Scholastic's trade division.

More interesting, though, is Scholastic's seeming disapproval of an author (and maybe a developer) retaining the rights to their hard work:

The series is also Scholastic's attempt to create a branded franchise for which it owns all the rights. Ms. Rowling retained the rights to the Harry Potter series, which meant that she could pursue separate deals for film and other licensed products, effectively cutting out Scholastic.

Damn Rowling and her clingy desire to own the product of the life time of work, damn her to hell.

Scholastic Defiles Self, World with Game-Book Tie-ins [Watercooler Games]

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Thu, 20 Dec 2007 16:00:56 MST Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=336154&view=rss&microfeed=true
<![CDATA[ Hot Flashes: Chain Factor ]]> With this year's list of stellar releases, you shouldn't be wanting for games to play, but if you've found yourself dead broke or simply stuck in your cubicle with nothing to do today, direct thy browser to Chain Factor, the best beta puzzle game I've played all day. The concept—and art direction—is brilliantly simple. Drop a disc onto the playfield and, if the number of discs in that column or row matches the digit of a colored disc, it will disappear. If it weren't for Desktop Tower Defense, Chain Factor may have taken the prize for best Hot Flash game of the year. At the very least, it will probably walk away with the Hot Flashes Award For Musical Achievement.

Chain Factor

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Thu, 20 Dec 2007 14:40:00 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=336265&view=rss&microfeed=true
<![CDATA[ LEGO Racers Being Remade as Flash Game ]]>

NetDevil, the guys behind Auto Assault and currently working on LEGO Universe MMO, announced today that they are working on a remake of LEGO Racers, based on the toy of the same name. The web-based flash game is being developed under a new Web Games division at the company and will be rolled out with several other casual web-based games in 2008.

"NetDevil has proven a valuable partner that truly understands what the LEGO play experience is all about," said Kelly J. McKiernan, Internet Content Manager on LEGO Racers. "The company's high-quality work on the LEGO Universe MMO made them an easy choice for LEGO Racers, and we look forward to continuing our relationship with them to give fans of LEGO a whole new way to interact with some of our most popular franchises."

LEGO Racers will have kids trying to beat out other LEGO Racers to become the best LEGO racer and will allow players to own up to five cards from ten teams, each with unique attributes. Players can modify and upgrade their car with parts and the racers will be shown live online. The game will also support offline racing.

"Having a dedicated focus on casual game content is something that we've thought about for a long time and we see it as a natural extension of our team's experience and capabilities," said Scott Brown, President of NetDevil. "We see casual game content as a key growth driver moving forward, and feel we are in a great position to bring some the world's most recognized brands and entertainment properties to new audiences."

It's cool to see a Colorado developer growing so quickly. Now we just need to get a couple of studios from EA, Ubi and Activision. Then I'll launch my plans to have E3 moved here. :)

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Tue, 18 Dec 2007 09:36:47 MST Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=335229&view=rss&microfeed=true
<![CDATA[ VG Cats Still Alive ]]> vgcatsportal.jpgVG Cats creator Scott Ramsoomair loved him some Portal. Not only did it inspire him to create a comic featuring the worst babysitting choice in the history of parental irresponsibility, but he also broke out his mad flash animation skills to create a music video for the song that I listen to over and over again on my iPod whenever the world conspires to drag me out of this chair and out into the harsh sunlight. No, not "Two Princes" by the Spin Doctors. That was last winter. Of course I am talking about "Still Alive", that epic tale of cake and lies. Nice to finally put a face to the voice, even if the face is just a series of blue blocks. Hit the link to check it out. Just go ahead now!

VG Cats Still Alive [VG Cats - Thanks Alex!]

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Fri, 07 Dec 2007 09:20:43 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=331225&view=rss&microfeed=true