A game that would be at home in an arcade cabinet beside Robotron, FORGET-ME-NOT
is a classic-style, that is to say, neon-filled, randomness-laden, bone-hard 2D maze/shooting game, with cute characters and retro effects, inspired by the Commodore game Crossroads II
and Pac-Man CE. Collect all the FLOWERS in each random, single-screen level to make the EXIT appear. Then, get the KEY and take it there to move to the next level.
The only controls are the arrow keys (or screen swipes in the iOS version). Face down a large variety of randomly-generated enemy types, and get as far as you can! You automatically shoot in front of you, but beware: your shots can wrap-around, and if they hit you they hurt! They key to playing well is grinding
: push into a wall as you sail past it to build up a charge. Charge up enough and you start glowing; while glowing, you instantly kill any enemies you touch, but if you charge to much you blow up.
. Not free: iOS [more inside]
posted by JHarris
on Aug 19, 2013 -
is an escape-the-
-dream game with a hauntingly beautiful aesthetic that tells the story of a young woman recovering from an accident. It is a cross-platform download or can be played in its entirety for free in Flash
. [more inside]
posted by Thomas Tallis is my Homeboy
on Aug 31, 2011 -
Halfway through the third book of the Hitchhiker's Guide
series, there is a throwaway reference
to a doomed starship, one whose incredible splendor was matched only by the cosmic absurdity of its maiden-day annihilation.
But the story didn't end there. Unbeknownst to many fans, this small piece of Adamsian lore was the inspiration for an ambitious and richly-detailed side-story: a 1998 computer adventure game called Starship Titanic
Designed by Douglas Adams himself, the game set players loose in the infamous vessel, challenging them with a maddening mystery laced with the devilish wit of the novels.
The game was laden with extra content, including an in-depth strategy guide
, a (mediocre) tie-in novel
by Terry Jones, a whimsical First Class In-Flight Magazine
, and even a pair of 3D glasses for one of the more inventive puzzles.
Key to solving these puzzles was the game's groundbreaking communications system -- players interacted with the ship's robotic crew
through a natural language parsing engine called SpookiTalk, whose 10,000+ lines of conversational dialogue spawned 16 hours of audio
recorded by professional voice actors, including John Cleese
, Terry Jones
, and even Douglas Adams himself in several cameos (spoiler cameo)
. Want to experience the voyage for yourself? Then watch this narrated video playthrough (intro (ads)
- 1 2 3 4 5 6 7 8
9? 10 11 12 13
) ...or click inside for a information on how to run the game for free on Windows, Mac, and Linux (along with a bunch of other goodies!). [more inside]
posted by Rhaomi
on Dec 22, 2010 -
Fifteen years ago
this week, programmer Ron Britvich
launched version 1.0 of Active Worlds
. Started as an autonomous project of Worlds, Inc.
(a spinoff of educational gamesmaker Knowledge Adventure
), Active Worlds was one of the first and most ambitious attempts to create a 3D virtual community on the web.
Built on the architecture of Britvich's Worlds Chat
beta, Active Worlds debuted
in the form of Alphaworld
, a sunny green infinite plane open to public building
. In its opening years Alphaworld experienced a land rush of construction
, resulting in an anarchic starfish sprawl larger than the state of California
. A sister company, Circle of Fire, was soon founded to craft additional themed hubs
, and once individual ownership of worlds became possible the AW community spawned a veritable universe of hundreds of worlds
Although the company
has seen its ups and downs
since those heady times and its fortunes have slowly dwindled, the Active Worlds platform survives
to this day
. Look inside for a simple guide on how to log in to the (free) service, rundowns of the best worlds, links to essays analyzing the program's legacy, and other content summing up its venerable community
. [more inside]
posted by Rhaomi
on Jul 4, 2010 -
is the history of Shoot-em-ups in a single game. Take on everything ranging from Space Invaders-like aliens to 21st Century bullet hell. Power up your craft (by collecting green and blue bits and blobs) with innovations like slow-motion, super bombs, lock-on lasers, and the ability to move vertically. (Windows only) [more inside]
posted by CrunchyFrog
on May 2, 2010 -
offers an unquestionably unique approach to Roguelike
games by taking compactness to the extreme. It distills the entire genre to a few core ideas which pay homage to the greats while forging new ground with gameplay similar to that of Oasis or Tower of the Sorcerer
. It also features emergent complexity that rewards truly skilled and thoughtful players.
posted by painquale
on Mar 16, 2010 -
Devil's Tuning Fork
is "a first-person exploration/puzzle game in which the player must navigate an unknown world using visual sound waves" and was made by a group of students in 6 months to compete in the Independent Games Festival
. Unfortunately, it appears to be windows only, but the trailer
is worth checking out anyways. It is pretty.
posted by juv3nal
on Nov 16, 2009 -
the outer space exploration/trading/shoot 'em up, has hit version .99
. I cannot begin to tell you how much time I sunk into previous releases -- the Nethackish randomness, both in the layout of the systems to explore, and the mysterious devices and substances to apply to your ship in hope of an extra edge, makes the replay value immense. RGCD
has a glowing review and an interview with the developer. (Mentioned
but not actually linked to earlier.)
posted by CrunchyFrog
on Jul 30, 2008 -
is a fun little shareware game that I stumbled across today. It's one of those "bounce stuff off mirrors to light up stuff" puzzle games, but with nice graphics, and additional features like a level editor and such. Warning: windows only download, shareware fee to unlock many levels and features.
posted by majcher
on Jan 22, 2004 -