Archive for December, 2007

Miniclip scandal!

Thursday, December 20th, 2007

I discovered Monkey Kick Off on Miniclip.com, but I chose to play at Totebo.com to avoid the Miniclip intro and extra junk it places on the screen, but mostly because I wanted to support the author, Niclas Ã…berg, instead of Miniclip. He did a great job, and he deserves some credit. Since he works for Miniclip, I don’t know how much it matters to him, but I wanted to promote Totebo anyway.

So, I went back to the Monkey Kick Off page on Miniclip and saw my rather pathetic high score and decided to improve it. That turned out to be very difficult. Monkey won’t throw the ball high enough!

I have previously said that if you wait for about 30 seconds, Monkey should throw the ball above his head, by which I meant the entire ball. On Miniclip, Monkey will often throw the ball high enough that the top is over his head, but you can wait a full minute for the entire ball to get over his head, and he will never throw it as high as he will at Totebo.com. The effect is that it limits the maximum power of Monkey’s kick, reducing scores by roughly 1000 points!

Whereas I was able to kick the ball 5806 meters on my first day of playing Monkey Kick Off, in two days I have been able to kick the ball no farther than 4781 at Miniclip. Let me put that another way. By patiently waiting (up to 30 seconds) for a good juggle from Monkey, I can kick the ball 5000 meters almost every time at Totebo. In fact, I hit “Retry” as soon as it becomes obvious that I’m not going to get 5000 meters. 5000 meters may not even be possible at Miniclip!

Now, I know, I can see that some people have kicked the ball that far. The current high score for the past month is 6001, which is probably the highest possible score on Totebo’s website. But how are people breaking 5000? I’ve been studying the game for weeks, and I can’t do it. Let’s analyze how the games differ.

Monkey Kick Off on Miniclip

There’s a Miniclip.com symbol on the screen, and you can submit your high score, which is much more reliable than the easily cracked encryption codes that you can send to your friends. Then there’s something in the top left corner.

04 at magnification 2x

I’ve magnified the number. What does 04 mean? Version 4? Clearly the game has been reprogrammed beyond the addition of the Miniclip advertisement and the ability to submit your high score. I guess the real question is why Miniclip wanted the scores to be lower. Can you think of a reason?

“Version 4″ still uses the same encryption, so I can change the domain name and use the code from one site on the other site. This means that I could pretend that I scored 5806 on Miniclip using the code I got at Totebo, which isn’t fair to my friends who are playing on Miniclip.

I decided to see if Miniclip had changed any of Totebo’s other games. (more…)

Smashing is not so smashing

Sunday, December 16th, 2007

Continuing my review of Totebo Flash games, I recently tried out Smashing. George Santayana famously wrote that, “Those who cannot remember the past are condemned to repeat it.” This appears to be relevant here.

Smashing is a Breakout clone, and sadly, it’s one of the better ones. It’s sad that the game is one of the best of the genre because it isn’t very much fun. A history lesson is clearly in order.

In 1972, Pong became the first arcade machine to achieve significant commercial success, only a year after the first coin-operated arcade machines were invented. Pong required two players and was designed to be “so simple that any drunk in any bar could play.” It had the novelty of being new, but the lack of variation or complex gameplay eventually limited the replay value of the game. It also required two players.

In 1976, Breakout was released. It could be played by a single player, and the addition of a breakable wall added new dimensions of strategy and gameplay. A good strategy is to break a passage all the way through the wall on one side or the other, then send the ball up it and let it destroy the wall from the top. The only downside to this strategy is that the ball speeds up as it hits the blocks at the top, and it’s moving pretty fast when it finally comes back down. It was exciting, and it allowed players to compete with each other’s high scores, which was impossible in a game like Pong. The one fatal flaw of the game was that it could be incredibly difficult to hit the last block.

This flaw was passed along to future clones, such as Arkanoid in 1986. Arkanoid breathed new life into the genre by introducing new elements of gameplay, such as unbreakable blocks and blocks that required multiple hits to destroy, and various power-ups, such as multi-ball and laser beams. Most importantly, every level was different. Instead of repeating the same wall over and over forever, each level had the blocks arranged differently to change the strategy and keep the gameplay dynamic. It is also known as a ridiculously difficult game, mostly thanks to the unbreakable blocks. Breakable blocks are often shielded by unbreakable ones, and it can take forever to get the ball where it needs to be to clear out the screen. The game is so difficult that it just isn’t very much fun.

Then came Moraff’s Blast and Super Blast in 1991. A new “adventure” mode used a different layout in every level, and lots of helpful powerups, but the goal was no longer to clear the screen! Hitting every single block is simply too boring to complete an entire adventure like Arkanoid, so the goal in Blast was simply to hit one of the exit squares to get to the next level. Blast was a lot of fun, and is a gaming classic. Although to a much smaller extent, it still suffered from Breakout’s original Achilles heel: it could be incredibly difficult to hit that one exit square in a huge empty screen. The level design in all versions of both games was generally excellent, but there were a few levels that were just needlessly frustrating. There’s giving the player a challenge, and then there’s just wasting his time. Blast and Super Blast took multi-ball to a new level. Some levels were filled with power-ups that split the ball into 4 or 8 balls, and the screen could get filled with balls! Overall, both of these games were way more fun than every paddle game that had come before, and they remain classics of the genre.

Finally, in 1996, Psycon Software fixed the problem. Cybersphere was a revolution in the genre. Aside from featuring gorgeous graphics and great music, the big empty screen became a thing of the past. The blocks are brought closer to the paddle, making it easier to hit them, but maintaining the challenge because the ball bounces back much sooner. It also added angled corners, so that the ball could bounce off of them and back into the center. The angled corners and edges virtually eliminated the problem of hitting that one last block, and the genre was saved! Finally it was possible to have a game that had a variety of levels and power-ups for dynamic gameplay and excellent replay value, that had a high enough difficulty level to be challenging, but eliminated the tedious task of hitting a single block in a huge empty screen. New elements like invisible blocks and bonus screens also increased the challenge and fun factor of both games. Cybersphere and Cybersphere Plus are, to the best of my knowledge, the best Breakout clones of all time.

So, it’s 2007 or so, and Totebo decides to make a Breakout clone. It’s a good idea because it’s very easy to program (I had to make one in a high school computer class), and hours of gameplay can be created by simply designing new layouts. If done properly, this could potentially become my favorite Flash game ever. Hoping for hours of non-stop brick-smashing fun, I assumed that Totebo had learned from the mistakes of the past and made a game with all of the genre’s strengths and none of its weaknesses. I was quickly relieved of that delusion. (more…)

Zed Walkthrough

Saturday, December 8th, 2007

I liked Monkey Kick Off so much that I decided to try Zed yesterday. It’s an easy enough game that I can beat it without losing a single life, and yet it has a charm to it that I really enjoy. A game doesn’t have to be hard to be good. I like the fact that there’s a bit of exploration to it, which any good game should have. You should always throw in an Easter egg for players who enjoy the game enough to look for them. Let’s talk about the game.

Zed

So, this is Zed. Zed is an android who dreams of having a space suit made of gold. I don’t know why. It’s a good enough excuse for me to play a game. So, you’re a robot and you enter a gold mine that is full of monsters that look like dinosaurs. Good things include:

200 points 200 points (103 in the game)
500 points 500 points (105 in the game)
800 points 800 points (30 in the game)
gold Gold, mandatory, 3 per level
key Key to open a door (10)
energy Energy, restores energy to 100% (6)
invisible Invisible, makes Zed invincible for a few seconds (2)
speed Speed, makes Zed faster, jump farther (3: 2-1, 4-2, 10-1)
jump Jump, makes Zed jump much higher (3: 5-3, 7-1, 8-1)

The effect of the Speed and Jump power-ups are permanent, but the abilities are lost when you lose a life.

There are six kinds of enemies. I don’t know what they’re really called, so I made up the names.

purple walker Purple Walker, just walks back and forth (4 in the game)
red walker Red Walker, walks back and forth, breathing fire (3 in the game)
green walker Green Walker, walks back and forth, occasionally with a burst of speed (5 in the game)
purple flyer Purple Flyer, just flies back and forth in a horizontal line (2 in the game)
red flyer Red Flyer, follows Zed and drops fireballs, can only move horizontally (2 in the game)
green flyer Green Flyer, chases Zed horizontally and vertically, can fly through walls, has occasional bursts of speed (3 in the game)

The six monsters make their first appearance sequentially in the first six levels, in order of deadliness. Green Flyers are, by far, the most dangerous. Zed has no weapons, and the monsters can’t be killed or trapped. The only way to deal with them is to avoid them.

The game is a platformer, but not a sidescroller. That is, the screen doesn’t scroll; you move from screen to screen.

There’s really no way that I can write a whole post about this game without significant spoilers, so consider everything from here on covered by a spoiler warning. This is a complete walkthrough of the game. Codes for each level can be found in the screenshots. (more…)

Monkey Kick Off

Wednesday, December 5th, 2007

Here’s a fine example of why DOS games are still popular. I just discovered a Flash game called Monkey Kick Off, made by a company called Totebo. Having mastered Monkey Lander several years ago, the name caught my interest a few hours ago. It’s a simple flash game in which a monkey tries to kick a ball as far as possible. I’ve always said that DOS games are great because they just take a simple concept and make it fun. Well, it doesn’t get any simpler than this. The only thing you do in this game is press a key or mouse button when you want the monkey to kick the ball. Simple, certainly, but is it fun?

It’s addictively fun. It’s fun because you want to see how far you can kick the ball. It’s a matter of trajectory. For years, artillery engineers have had to learn how to calculate trajectory. For as long as there have been projectiles, there has been knowledge of an ideal angle to maximize distance and calculate weapons range. If you fire at a very straight angle, the projectile will waste less energy on upward motion (which it must fight against gravity to achieve) and spend more time going forward, but when it runs out of momentum it will have less distance to fall. A projectile that is shot almost straight up will spend longer falling, but it won’t get as far before it runs out of momentum. The ideal angle is somewhere in between. It has to be straight enough to get distance before it runs out of momentum, but high enough to get a good arc instead of just running straight into the ground.

In high school computer classes, most students will have to write a projectile game at some point. The user enters the speed and the angle and you see how far the projectile goes. Those are games where you type in the numbers, so there’s no skill or reflexes involved. Then there are dozens of golf games where they add reflexes to the mix by angle and power bars to determine your swing, and you have to press a button at the right moment to get the maximum distance. Monkey Kick Off is even a bit more advanced than that.

In this game, the monkey juggles the ball (with his feet), and you must determine when he kicks the ball. If you kick the ball at the top of its arc, it will be angled upwards. If you wait for it to come most of the way down before hitting it, it will be straighter. The monkey also juggles the ball to different heights. The higher the ball is at the beginning of your kick, the more powerful your kick is likely to be. By patiently waiting for the ball to be juggled high enough for a really good kick, and timing it right to get the ideal angle and power, you can really launch the ball. Physics in action!

Unlike artillery simulations, the ball will bounce, and your score is how far the ball travels before it comes to a complete stop. In a simple artillery simulation, the first “bounce” is the only consideration. With a bouncing ball, there are more options. With a high angle, the ball will have more height, so it will bounce more times, although it won’t get as far on each bounce. A lower angle will get less bounces, but it will get more distance out of them. There is still an ideal angle, but there’s more than one way to get the ball the same distance.

Once you kick the ball, it sails through the air and whistles through the trees, which are full of monkeys. The environment is broken into zones that repeat over and over for 1000 monkey meters, at which point you enter a new zone. 0 to 1000 meters is a forest, the 1000+ zone is a desert, the 2000+ zone appears to be a castle or fortress with an obvious lunar inspiration, the 3000+ zone is full of palm trees, the 4000+ zone is the monkey village, the 5000+ zone is full of banana trees, and everything beyond 6000 meters has a spaceship, presumably to take you back to your home planet for being so good at this game (actually it’s the ship from Monkey Lander). (more…)