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#Jeff Minter
arcadefan · 2 years
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"Planet earth needs you.... Hostile aliens have used genetic engineering to mutate camels from normally harmless beasts into 90 foot high, neutronium shielded, laser-spitting death camels!!"
Attack of the Mutant Camels (1983) artwork by Steinar Lund.
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everygame · 1 month
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Iridis Alpha (C64)
Developed/Published by: Llamasoft Released: 1986 Completed: n/a Completion: Played it so, so much and still only managed a measly score of 8740.
The thing that strikes me most about Jeff Minter after, by this point, playing nearly every game that he released until 1987, his most prolific period, is his contradictions. His games have wacky narratives and comical graphics, but also have complex designs. Then despite those complex designs, they lack strict rules to game feel, and can feel not just sloppy and frustrating but almost unfinished in some cases–like half-formed ideas, untested by anyone but Minter himself. And Minter would be quick to attack on being accused of this–clapping back in his newsletters, in a public spat with Zzap 64–but by all accounts otherwise an incredibly gracious person with a ton of time for his fans.
With that in mind, it’s kind of hard, frankly, to not be frustrated with Minter’s progress in this period. To not question if there’s some sort of unconscious self-sabotage in his releases from the high point of Ancipital, with Mama Llama and Batalyx simply incomprehensible. It feels like there’s a chip on Minter’s shoulder; that in his mind he’s showing that games are more than just action adventures where you pick up objects and take them to another room or shooters where you shoot everything you can see, but his designs are so uncompromising that no one can follow him where he’s going. And yet where he’s going often seems led by whim rather than reason.
Which brings us to Iridis Alpha. A second attempt at an overhaul of the Defender-a-like after Sheep In Space, which has all of the issues discussed above, Iridis Alpha pushes things even further than Mama Llama in terms of complexity, but is actually controllable at all, so it’s at least got that.
You play a pair of “gilbys” which are robots that either whizz around like the ship from Defender or which walk back on forth on land shooting bullets in the air like a popcorn popper if you land. Your goal is, ultimately, to survive all the waves of enemies on a level and then move to the next one.
However.
After the first 3-wave level, you’re doing this with both Gilbys at the same time, one on the top screen, one on the bottom, and you switch between them by flying through warp holes left by the enemies you kill. You have to switch between each ship regularly because if you don’t, you build up entropy in the side you’re not controlling, which leads to a death.
In addition to this, you can’t just blast wildly. Every enemy you kill gains health, which is good, because as usual you die if you take too many hits. However it’s also bad, because if you gain too much health, you also die. Meaning that you either have to take some hits or land on the ground so your Gilby can discharge some of their power (which eventually leads to a mini-game where you can gain extra lives.)
There also is an extremely complex level map that I will simply express to you now that I do not understand.
The thing that strikes any player of Iridis Alpha is that it honestly feels very good to play. Your gilby stays locked in the center of the screen; acceleration and speed feels good, the auto-fire is rewarding, and while it’s a little annoying trying to take off from the ground when you’ve landed, it’s not insurmountable. Within the first waves you’re only controlling a single Gilby, so you start to pick up the energy managing mechanics. You think–adding entropy to this won’t be too hard. I can do this.
Anyway then the next thing that happens is that the third wave features ships, "lickers", that stick to you and drain your health until you explode, and they seem to do this immediately, unfailingly and be nearly impossible to shake off so you lose all your lives and have to start again.
It is the closest, it feels, that Minter has come to straight up telling the player to fuck off.
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The lickers appear. This person's game is already over, they just don't know it yet.
A game like Mama Llama is simply idiosyncratic; Hell Gate is simply pushing intensity as far as it can go. But this is naked contempt. Minter has created a hard game that requires optimum concentration, but he won’t actually even let you play it to the fullest unless you can beat a truly cruel difficulty spike that isn’t even fun in the name of making it brutally clear that he’s making a “thinking man’s shooter.”
You see, the trick here is that it’s a harsh lesson in that you can’t just use auto-fire the whole time. In order to survive this wave, you have to learn to manoeuvrer your gilby at the maximum speed you can manage, avoid the ships in front of you, and quickly turn and fire briefly to spawn lickers, who begin to track you, but die if they don’t touch you within a second. Fire constantly, you spawn them in front and too many. Don’t go fast enough, they get you. Go too fast and they fly off screen before they die.
It’s probably the worst brick wall I’ve ever faced in a video game. This isn’t, say, an exacting jump in The Lost Levels; this is having to track several things at once while having complete mastery of controls. Managing it with one gilby is a nightmare and I certainly haven’t reached the point where I can do it with two–once you unlock the “full” game they show up with regularity and you have to beat the third wave licker gauntlet for a second time upside down, providing a second difficulty spike and by that point, honestly, the game feels to chaotically unfair to want to push through.
It is astonishingly frustrating, because otherwise the game has an interesting design and feels good! You start to wonder if there’s some kind of unpleasant gatekeeping here; notably the number of enemies left in a level is listed in hexadecimal so it’d be gibberish to anyone except another programmer.
The message is clear: you aren’t part of the club. The question is how much you want to try to be.
Will I ever play it again? For me, there's a limit. The lickers are it.
Final Thought: Unusually, there actually sort of is a club for Iridis Alpha, unlike, say, Mama Llama, and the very few members seem invested in having you join it. You can read an entire book that goes over the assembly code of the game–I would argue possibly the least commercial book ever published–and there’s even a YouTube video from someone laboriously trying to explain how to play it that seems to be narrated by Jerry Springer (though he doesn’t make a point of explaining how to get past the licker ships, absurdly.) There’s even an unlisted video I found that’s another play guide too! 
I appreciate this kind of thing, but seeing a rare few putting this kind of effort to express the artistry of Iridis Alpha only makes me more disappointed in what it is, a game that no human past 1987, who hasn’t just stumped up £12.95 saved up from their paper round, is going to put their time in to get past the third wave in. Christ I played it for days on end and I can’t do it consistently and using rewind feels like a cheat.
There are more missed opportunities in Minter’s career, but this might be the most insane own goal. 
Support Every Game I’ve Finished on ko-fi! You can pick up digital copies of exp., a zine featuring all-exclusive writing at my shop, or join as a supporter at just $1 a month and get articles like this a week early.
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hardcoregamer · 6 months
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Review: Llamasoft: The Jeff Minter Story
Llamasoft: The Jeff Minter Story is a fascinating exploration of a unique voice in video game history. It's an exhaustive, albeit sometimes overwhelming, homage to Minter's prolific early career. For those willing to dive into this psychedelic rabbit hole, the collection offers a rare opportunity to witness the evolution of a video game auteur in real-time. 
Keep reading!
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s-------i-------g · 10 months
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OH HELL YES
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thelatenightsession · 6 months
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Llamasoft: The Jeff Minter Story (Review)
Coming off Atari 50 and The Making of Karateka, Digital Eclipse have struck gold in finding a way to presenting not only classic games of the past but also the people behind them in a documentary format. Their latest title, Llamasoft: The Jeff Minter Story, is an inspired choice highlighting a developer who has been there right from the very beginning of the video games industry and is still…
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xboxissues · 7 months
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New Xbox Games for March 11 to March 15 2024
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thesplintering · 7 months
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Interactive Documentary “Llamasoft: The Jeff Minter Story” Coming To PC, Consoles In March
Interactive Documentary “Llamasoft: The Jeff Minter Story” Coming To PC, Consoles In March | #RetroGaming #Xbox #PlayStation #NintendoSwitch #RetroGames
Superzapper recharge… Publisher Digital Eclipse recently revealed that Llamasoft: The Jeff Minter Story, the second interactive documentary in the Gold Master Series, will release for PC, Xbox, PlayStation, and Nintendo Switch on 13 March. This special collection allows players to explore Jeff Minter’s catalogue of groundbreaking games with pixel-perfect recreations of many of them. These also…
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glitch-e-stardust · 8 months
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....playing vampire survivors and fnaf world without even blinking at the flashing lights because i grew up on f riking llamatron
my eyes fucked up real good m8
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sharivers92 · 1 year
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I'm playing Akka Arrh on atari vcs! i want to share this new video i made with everyone enjoy!
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jeffgerstmann · 10 months
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With that Jeff Minter collection being announced this week, this lead me to find out that Jeff Minter has a YouTube channel where he posts daily videos of him feeding biscuits to his donkeys, llamas and sheep every morning, and I just think that's pretty neat.
Yeah, he used to post those live on Twitter before he switched over to Mastodon. Sometimes I'd wake up at weird hours because of living with babies and I'd manage to catch some of it live. He really seems like he's figured something out about how to live life and all that.
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blisscast · 2 years
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[Llamasoft ✨] More at my blog blisscast.wordpress.com, link in bio. ℹ Journal Page 27 about the Jdrama Grand Maison Tokyo is out NOW! Link in bio. 🇮🇹Disponibile anche in italiano! . Some more Jeff Minter and Llamasoft goodness, for our love and joy! For some odd reason, I find Batalyx extremely fascinating XD only Jeff Minter could come up with such weird games. I found the black ad you see randomly on ebay, while I was looking for Llamasoft games. And of course, where will I find something like that again? So I got it as well ( ˙꒳​˙ ). Had to wait a bit for all the packages to arrive (UK postage to Italy is now slower because of Brexit), and today's the day I show these to you! And up in the right corner, the DOS version of Tempest 2000, because yes. Can never have enough Tempest 😌. . Talking about obscure games, on Sunday I'll be able to try a special game for the first time: Tempest 3000! You might be saying, ha, yet another Tempest! Even though it is another version of that, this one only came out on the Nuon, an entertainment system that is so rare that it's really something to see it in real life. And it can't be really emulated either, so even owners of the original machine have to risk using it to play the games. Tempest 3000 is even rarer XD. But thanks to @magnum_cdi, my dreams of playing the game are going to become reality! 🤣Can't bring it back home, though. I'll see if it will be possible to snap an aesthetic pic of it! . #llamasoft #jeffminter #yak #ivanzorzin #ps4 #playstation4 #commodore64 #commodore64games #batalyx #gridrunner #tempest3000 #tempest2000 #nuon #samsungnuon #obscureconsoles #rareconsole #retrocomputer #retrogaming #retrogamer #gamergirls #gamergirl #c64 #atari800 #polybius #polybiusarcade #atari #atari50 https://www.instagram.com/p/ClZa_CjoKtm/?igshid=NGJjMDIxMWI=
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ulkaralakbarova · 2 months
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A gangster, Nino, is in the Cash Money Brothers, making a million dollars every week selling crack. A cop, Scotty, discovers that the only way to infiltrate the gang is to become a dealer himself. Credits: TheMovieDb. Film Cast: Nino Brown: Wesley Snipes Scotty Appleton: Ice-T Garald “Gee Money” Welles: Allen Payne Pookie: Chris Rock Stone: Mario Van Peebles Selina: Michael Michele Duh Duh Duh Man: Bill Nunn Park: Russell Wong Old Man: Bill Cobbs Kareem Akbar: Christopher Williams Nick Peretti: Judd Nelson Keisha: Vanessa Williams Uniqua: Tracy Camilla Johns Frankie Needles: Anthony DeSando Reverend Oates: Nick Ashford Prosecuting Attorney Hawkins: Phyllis Yvonne Stickney Police Commissioner: Thalmus Rasulala Don Armeteo: John Aprea Master of Ceremonies: Fab 5 Freddy D.J.: Flavor Flav Frazier: Clebert Ford Prom Queen: Laverne Hart Fat Smitty: Eek-A-Mouse Biff: Gregg Smrz Teacher: Erica McFarquhar Singer at Wedding: Keith Sweat Gigantor: Max Rabinowitz Woman in Hallway: Marcella Lowery Judge: Manuel E. Santiago Prosecuting Attorney: Ben Gotlieb Reporter: Thelma Louise Carter Reporter: Linda Froehlich Bailiff: Christopher Michael Recovering Addict: Kelly Jo Minter Recovering Addict: Tina Lifford Recovering Addict: Erik Kilpatrick Assistant DA: Ron Millkie Kid on Stoop: Harold Baines Kid on Stoop: Sekou Campbell Kid on Stoop: Garvin Holder New Year’s Eve Band – (Guy): Teddy Riley New Year’s Eve Band – (Guy): Aaron Hall New Year’s Eve Band – (Guy): Damion Hall Singers – Spring – (Troop): Rodney Benford Singers – Spring – (Troop): John Harrell Singers – Winter – (Levert): Gerald Levert Singers – Winter – (Levert): Sean Levert Butchie The Doorman: Jimmy Cummings Courtroom Spectator (uncredited): Akosua Busia Prostitute in The Pool (uncredited): Lia Chang Gangster Standing at Bar (uncredited): Jake LaMotta Barber (uncredited): Larry M. Cherry Brides Maid (uncredited): Cynthia Elane Girl in the Window (uncredited): Toni Ann Johnson Connie The Waitress (uncredited): Candece Tarpley C.M.B. Member (uncredited): Chris Thornton Film Crew: Director: Mario Van Peebles Story: Thomas Lee Wright Music Supervisor: Doug McHenry Screenplay: Barry Michael Cooper Casting: Pat Golden Production Design: Charles C. Bennett Director of Photography: Francis Kenny Casting: John McCabe Editor: Steven Kemper Unit Production Manager: Preston L. Holmes Costume Design: Bernard Johnson Original Music Composer: Michel Colombier Music Supervisor: George Jackson Associate Producer: Fab 5 Freddy Associate Producer: Suzanne Broderick Associate Producer: James Bigwood First Assistant Director: Dwight Williams Stunt Coordinator: Jery Hewitt Stunts: Danny Aiello III Stunts: G. A. Aguilar Second Assistant Director: Joseph Ray Production Supervisor: Brent Owens First Assistant Editor: Kevin Stitt Camera Operator: John Newby First Assistant Camera: Gregory Irwin Second Assistant Camera: Myra-Lee Cohen Additional Camera: Ed Hershberger Steadicam Operator: Ted Churchill Production Sound Mixer: Frank Stettner Boom Operator: Keith Gardner Cableman: Rosa Howell-Thornhill Art Direction: Barbra Matis Art Direction: Laura Brock Art Department Coordinator: Roberta J. Holinko Set Decoration: Elaine O’Donnell Script Supervisor: Cornelia ‘Nini’ Rogan Makeup Artist: Diane Hammond Assistant Makeup Artist: Ellie Winslow Hairstylist: Larry M. Cherry Hairstylist: Aaron F. Quarles Wardrobe Supervisor: Barbara Hause Wardrobe Supervisor: Jane E. Myers Wardrobe Assistant: Jill E. Anderson Gaffer: Charles Houston Rigging Gaffer: Martin Andrews Best Boy Electric: Val DeSalvo Key Grip: Robert M. Andres Best Boy Grip: Paul Wachter Dolly Grip: Tom Kudlek Property Master: Octavio Molina Assistant Property Master: Laura Jean West Assistant Property Master: Kevin Ladson Charge Scenic Artist: Jeffrey L. Glave Construction Coordinator: Raymond M. Samitz Special Effects Supervisor: Steven Kirshoff Special Effects Coordinator: Wilfred Caban Second Unit Director: Jeff Lengyel Second Unit Director of Photography: Jacek Laskus Second Unit First Assistant D...
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everygame · 6 months
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Llamasoft: The Jeff Minter Story
Developed/Published by: Jeff Minter, Digital Eclipse / Digital Eclipse Released: 13/04/2024 Completed: n/a Completion: Played and viewed all of “The Early Years” and part way through "The Hairy Years" and still digging into the rest of it.
I know, I can’t believe it either. Every Game I’ve Finished topical for two weeks and even posting a write up of a game on its day of release (well, for supporters, anyway). It’s like I’m a games journalist again (spit).
I was hugely excited for this after enjoying what I’ve played of Atari 50 (better than those flashback collections!) and The Making of Karateka, and although this is absolutely, 100% not what I would choose to put out if I was attempting to be commercial after The Making of Karateka, I’ve gotta say… fair play to them. Though they’re pretty much nailing their flag in the terrain that says the Gold Master Series is not so much The Criterion Collection of games as it is like… Vinegar Syndrome or something. I mean there’s nothing wrong with that! Someone’s gotta put out deluxe versions of Bruno Mattei films [checks notes] oh hang on, no.
(To be fair, it’s actually a lot more like my buddy Justin’s boutique label Gold Ninja Video, which actually does insane work to put out work by filmmakers who should absolutely be known better.)
Anyway. They say there’s a stonking 42 games on this, but that’s a slight exaggeration because there’s technically on 33 different games with a few offering different versions based on system (Gridrunner, for example, is on VIC-20, C64, Atari 8-bit and as a remastered version) and most of the games are pre-1985 so there’s a lot of stuff here that’s really only going to be of interest if you like diving into some very dusty cupboards. This is something I honestly enjoy very much, so I loved pulling out a VIC-20 game and trying to make sense of it, but for many, I assume, the main draw here is the fact that it’s a proper re-release of his beloved Tempest 2000, a well that Minter has been back to a bunch of times–I loved TxK to pieces. It’s a slight bummer that this doesn’t re-release Minter’s more recent games which have been delisted like the iOS “Minotaur Project” (of which only a couple of games have been re-released as Minotaur Arcade.) However, it seems pretty obvious that would be a ton of fucking work to port, as would, say, getting a Nuon emulator up to spec so people could play Tempest 3000, so that's... fine.
(There’s also no Defender 2000, but that’s rights issues, and as far as I remember people don’t think that’s any great shakes.)
Presentation-wise, you know what to expect with this release, the same wrapper as in Atari 50 and The Making of Karateka with some different colours and music. This is fine! I think I’ve settled into this three releases in. You get a ton of interesting images, details, and box art to look at, though I still have issues with the layout of the documentary/museum (I can't remember which terminology Digital Eclipse would prefer.) I have small quibbles: in “The Early Years” if you go through it in order you play a version of Bomber on ZX Spectrum before they introduce the system into the narrative (admittedly the kind of thing you won't spot unless you're brutally anal on these kind of things like myself.) Then the final video you watch recaps everything you’ve just learned in a way that makes you feel like it should either have come first, or been split up into more videos. 
But I’d argue there’s deeper structural issues if you’re really trying to get people excited about video game history, and I again place it at the decision to go pure chronological* (as I did in The Making of Karateka.) If you play each game as you go, you’ll play a series of games so old and so ropey that you have to already be interested in this story to see it out. If you don’t know why you should care about Jeff Minter, I’m sorry, but a video of some talking heads and then immediately playing 3D3D, a baffling and slow first person maze game for ZX81 that has literally no analogue in the entire rest of his career is… not going to help! And I have to again bang on that I feel they just don’t place the games in enough context of the wider games industry at the time.
(*There's a quirk in that it's not exactly chronological, because all the Atari 8-bit ports are later in the documentary, which is a bit weird when you, for example, play two versions of Gridrunner and then the Atari 8-bit version several games later. I'm unclear on the exact reason if it, and if you're going to be even that irreverent, feels like you might want to just wildly reorder the whole thing for the audience anyway.)
I think Digital Eclipse’s counter overall would be that I probably want something more verbose and detailed which wouldn’t be as accessible, which isn't wrong. They might even argue that I'm basing my criticism on a hypothetical consumer who isn't even their intended audience! It's a hard line to ride, but I’d still argue that there’s a sense for storytelling in the curation here that’s missing--and I really don't want them to limit their audience because as critical as I might be, I love this series already and I want it to go on forever.
So yes, this is still the exact kind of thing I want to be released and if it’s opening up people to learning more about Jeff Minter and Llamasoft on their own time then I think it’s brilliant. I just think that anyone who picks this up who isn't already steeped in this era needs to be a bit forgiving and skip past all the ropey old games after looking at them for a couple of minutes tops and just enjoy reading the text and watching the videos until they get to the good stuff, so consider this fair warning before you buy it (because you should buy it.)
I mean if you only want this to play Tempest 2000 (and Llamatron 2112, actually) there’s nowt wrong with that, and that’s already worth the money.
Will I ever play it again? I’m still working through it!
Final Thought: I will, of course, be playing every game on this, and although I won’t be giving every Llamasoft release a full post, I have at least started with a write-up of each of the games in "The Early Years", as an introduction to the kind of things you’d be playing if you pick this up (and which sadly explains why you probably won’t want to play most of them... it gets better by the time you get to The Hairy Years, and significantly). If you want to read it, it's a supporter-only post over at my ko-fi. I suppose saying that makes my usual please subscribe stinger a bit pointless but let's hammer the point home why not. Support Every Game I’ve Finished on ko-fi! You can pick up a digital copy of exp. 2600, a zine featuring all-exclusive writing at my shop, or join as a supporter at just $1 a month and get articles like this a week early.
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boredtechnologist · 4 months
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"Tempest 2000," developed for the Sega Saturn, is a vibrant and intense remake of the classic 1980s arcade game "Tempest." This game, designed by Jeff Minter, an iconoclastic figure in the video game industry known for his distinctive and psychedelic game designs, offers a fascinating exploration of the connection between creator psyche and digital expression. This analysis delves into the introspective aspects of its creation, focusing on how Minter's personal vision and philosophies are intricately woven into the game’s design and play mechanics.
"Tempest 2000" is not merely a technological update to its predecessor but a reimagining that infuses the game with new layers of audiovisual experience and gameplay complexity. Jeff Minter's approach to game design often involves a deep personal connection to his projects, with a focus on how games can evoke specific emotional and sensory responses. In "Tempest 2000," Minter integrates vibrant visuals and a pulsating soundtrack to not just challenge the player’s reflexes but also to immerse them in a unique aesthetic experience that reflects his own interests in psychedelic and trance-like elements.
The game’s design is a direct reflection of Minter’s introspective journey into the realms of visual and auditory sensation. Each level of "Tempest 2000" offers a distinct experience, characterized by a combination of fast-paced gameplay and an overwhelming sensory environment. This approach can be seen as an invitation to players to not only navigate the game's challenges but also to experience a state of flow and immersion that mirrors the designer’s own meditative engagement with the creative process. The game becomes a medium through which Minter communicates his inner experiences and shares them with the player, effectively bridging individual creativity and collective experience.
Moreover, "Tempest 2000" encourages players to engage in a form of reflective gameplay. As players advance through increasingly complex levels, they must adapt to the escalating pace and complexity, which in turn demands a heightened state of awareness and mental agility. This aspect of gameplay parallels Minter’s philosophy that video games should challenge the mind and senses, pushing both the creator and the audience to explore their limits and capabilities. The game, therefore, is not just an arcade shooter but a dynamic environment for self-exploration and personal testing.
In conclusion, "Tempest 2000" stands as a testament to the power of introspective game design, where the creator’s personal vision and experiences profoundly shape the game’s development and impact. Jeff Minter’s distinctive approach to creating a game that challenges traditional norms about what video games should be and how they should feel offers a deep, introspective look into the potential of digital spaces to reflect individual creativity and philosophical inquiries. Through "Tempest 2000," Minter not only revitalizes a classic arcade game but also invites players to journey through a digital landscape that challenges their perceptions and enhances their sensory experience, making it a quintessential example of how personal introspection can lead to transformative gaming experiences.
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kiwimadegames · 6 months
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'Gridrunner Pico-8' (2021) By: Paul Hammond (Napier) For: PC A Pico-8 version of Jeff Minter's classic for the Vic 20. Links: - Pico-8: https://www.lexaloffle.com/bbs/?tid=44406
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s-------i-------g · 6 months
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MARCH 2024
Forsaken Remastered | Llamasoft: The Jeff Minter Story | Pseudoregalia
Enhanced | Enhanced 2 The Max | Madame Web | Dune Part Two
Ghost in the Shell: Stand Alone Complex
ACCA: 13 Territory Inspection Department Volume 1 by Natsume Ono | Tokyo Zombie by Yusaku Hanakuma
Lover's Acid by Luke Vibert | Mate Tron by Luke Vibert | Chicago,Detroit,Redruth by Luke Vibert | We Hear You by Luke Vibert | Luke Vibert's Nuggets 3 by Various Artists | Halloween (Pt. One) by Luke Vibert | Halloween (Pt. Two) by Luke Vibert | Ridmik by Luke Vibert | Bizarster by Luke Vibert | Luke Vibert Presents UK Garave Vol. 1 by Luke Vibert | Frndzne 04 by Mark Archer and Luke Vibert | X to C by Luke Vibert and Robin Ball | Luke Vibert Presents Amen Andrews by Luke Vibert | Luke Vibert Presents Modern Rave by Luke Vibert | Unitary Covert Sonic Procedures II by Luke Vibert and Posthuman | We're Going Deep by Luke Vibert | Grit. by Luke Vibert | Machine Funk by Luke Vibert | Oneohtrix Point Never - Ambients by Oneohtrix Point Never | ADHD (A Difficult Handmade Dream) by Storken | Musical by Wagon Christ | Patashnik [Decrypted by Sketch] by Biosphere and Sketch | Untouchable by Scattle | Chemistry of Life by Theiz | Acid 1 by Pye Corner Audio | Acid 2 by Pye Corner Audio | Jupiter Lounge by Sparkle Division | The Abandoned Stasi Chateau by Ørdop Wolkenscheidt | Salt Water by Klara Lewis and Yuki Tsuji | Ways of Seeing by Konx-Om-Pax | Light in Extension by Konx-Om-Pax | Optimo Tracks by Konx-Om-Pax | Regional Surrealism by Konx-Om-Pax | Caramel by Konx-Om-Pax | Refresher by Konx-Om-Pax | Return to Cascada by Konx-Om-Pax | Astronomical Objects by Konx-Om-Pax | Spring Hurry/Blue Lagoon by Konx-Om-Pax |System Works 001 by Konx-Om-Pax | System Works 002 by Konx-Om-Pax | System Works 004 by Konx-Om-Pax | System Works 005 by Konx-Om-Pax | Selected Recall by Konx-Om-Pax | Delight by Arushi Jain | Escape from Luna by Jinjé | Geometry by Jega | Phlax by Jega | Type Xer0 EP by Jega
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