Video game titles created by a neural network trained on 146,000 games:
Conquestress (1981, Data East) (Arcade)
Deep Golf (1985, Siny Computer Entertainment) (MS-DOS)
Brain Robot Slam (1984, Gremlin Graphics) (Apple IIe)
King of Death 2: The Search of the Dog Space (2010, Capcom;Br�derbund Studios) (Windows)
Babble Imperium (1984, Paradox Interactive) (ZX Spectrum)
High Episode 2: Ghost Band (1984, Melbourne Team) (Apple IIe)
Spork Demo (?, ?) (VIC-20)
Alien Pro Baseball (1989, Square Enix) (Arcade)
Black Mario (1983, Softsice) (Linux/Unix)
Jort: The Shorching (1991, Destomat) (NES)
Battle for the Art of the Coast (1997, Jaleco) (GBC)
Soccer Dragon (1987, Ange Software) (Amstrad CPC)
Mutant Tycoon (2000, Konami) (GBC)
Bishoujo no Manager (2003, author) (Linux/Unix)
Macross Army (Defenders Ball House 2: League Alien) (1991, Bandai) (NES)
The Lost of the Sand Trades 2000 (1990, Sega) (SNES)
Pal Defense (1987, author) (Mac)
(part one, part two)
ICE WARS was a fantastically-popular vector scan game, featuring a thinly-veiled representation of the Soviet invasion of the Aleutian Islands early at the start of what became World War Short. It was also the game that turned struggling Vectorpoint into a major power in the field of arcade gaming, sponsoring three sequels, as well as the spin-off game SNOWMOBILE CARNAGE, one of the only vector-scan games ever to be rated AR for graphic violence. A tamer set of graphics was included on some supplemental ROMs, but they proved to be so unpopular that they were discontinued (and it’s one of the cases where the more-restricted version of the game ended up commanding higher prices on the collector market).
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Obviously ICE WARS is based on BATTLEZONE (1980), itself a fantastically-successful tank simulator (and one of the first realtime 3D games). It’s also an amazing technical achievement given the computing power of the time. The designers, Ed Otberg and Owen Rubin did so much to conceptualize digital space and set out basic rules for gaming within it.
I learned a lot in the process of making up these screens and designs (themselves based on vehicles created for the Microgame ICE WAR (1979) by the eponymous Elohrir, though I wonder if that designer turned out to be someone else.) Probably the biggest lesson was that games like BATTLEZONE are really dominated by negative space. You don’t shoot at the vector lines, because your target lies in-between them.
The Labyrinth at Nishimori (西森の迷路) 1990, Nintendo Famicom
A graphic adventure horror game for Famicom. A group of friends become separated during a week-long hiking trip through a great forest called Nishimori. As one of the unlucky teens, you find that you’re more than lost–the forest itself has turned against you! When your friends begin to come back from the darkness of the labyrinth, you’ll wish they had stayed lost.
Gameplay takes place over five in-game days–wander aimlessly and you’ll run out of time. Can you solve Nishimori’s riddles and escape, or will you join your friends in the forest forever?
‘If Winter Ends’
Cartridge for My Famicase Exhibition at METEOR in Tokyo. @meteor_club #famicase
Something neat I found by Youtuber IsabelleChiming, a soundtrack for a game that doesn't exist about a Devil and Angel going across small stages in a mad dash to meet each other in Portland.
What's super impressive is, they composed this in 48 hours. And it's super good.
Star Farm (Sierra On-Line, 1986).
And a few more concepts from entirely-not-real point n’ click game!
A collection of epistolary fiction about video games that don't exist
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