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Four Minute Warning

Four Minute Warning is a small (very small) two screen videogame that tasks the player with collecting a few objects to take with them into a fallout shelter, all within the 4 minutes from the warning siren going off to the nuclear missiles hitting.

What sounds like a fairly simple task is made all the more difficult by having the play areas be rather fiddly and unforgiving mazes of clutter. But also, that’s sort of the point. The game expects the player to fail, this is the onset of nuclear armageddon after all. And, indeed, if the player doesn’t fail at their task then eventually, radiation gets to them anyway.

Whatever happens, that’s it. Over. Bummer, huh?

It’s a pro peace, anti nuclear war, anti Tory and anti Reagan vignette. It is unsubtle in every possible way and it’s a game that wants to remind the player that voting for warmongering rightwing hawks probably isn’t the best idea ever.

Part of what I find fascinating about it is it’s the sort of game that would have sat perfectly at home in the indie flash/art game period of a decade and a bit back, except it was made and released in 1985. It’s almost uncanny how well it would fit in the latter half of the 2000’s if you just swapped a few names round here and there and maybe had a black – rather than white – background.

Admittedly, these days nuclear war seems a bit further down the list of worries of where our more immediate existential threats are going to come from but still, I think “don’t vote tory” is as relevant a message as it ever was.


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New Rally X64

Absolutely love the look of this new homebrew conversion of New Rally X for the Commodore 64. The chonky C64 pixels and its distinctive palette are a really, really good fit for the game.

via Indie Retro News.

Indie Retro News: New Rally-X64 – An Arcade conversion of Rally X for the C64 gets its first release candidate
Jake79 with music by Merman and sound effects by NM156, has made available the first release candidate of their Arcade conversion of New Rally-X64
www.indieretronews.com


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Moose Life

The Ghosts Of Videogames Yet To Come

A screenshot from Moose Life. It's like a vidkidz arcade game circa 1983 except new. The screen has the text "attractive moose! I will get a big plushie of you and cuddle up to it in bed. Soporific plushie. Moose cuddles"

Moose Life feels like a game that’s existed as long as videogames. Moose Life feels like a game I’ve never played the likes of before.

Moose Life is really confusing like that. Seriously, it’s kinda baffling.

It’s Llamasoft doing what they do best – a psychedelic arcade game, Vidkidz inspired, honed through 40 odd years of learning on the job, of craft and expertise. Particles fly, words explode, sheep baa. It’s beautiful, hypnotic, it is the zone incarnate.

It's particles. Purple particles everywhere.

If Polybius is the videogame as urban legend, Moose Life is the videogame as hauntology, an echo of something familiar that never really was. A day at the seaside never taken, a game never played in a pub, a sports centre, a chip shop. 10 pence pieces never spent, a name in a high score table never entered, a score never beaten.

Moose Life is uncanny in its authenticity yet also unsettling in its impossibility. An anomalous videogame, unstuck in time – too old to be new, too new to be old. Too perfect a combination to have existed before now.

And yet you could swear…

A screenshot from Moose Life. There is a pixel moose hanging from a pixel ceiling, green mushrooms are scattered all over the 'floor'

Everything, and I do mean everything, explodes

The amount of explosions in this thing is, quite frankly, obscene.

Thinking back to a lot of the time I spent with Space Giraffe and yeah, it was most definitely out there. That said, despite its reputation it certainly took a while to really let go.

By the time I’d survived through to Level 11 of Moose Life for the first time, my eyesight was absolutely broken.

Not in some metaphorical sense either! For a whole ten minutes afterwards anything and everything I looked at moved. Even words on my phone were zooming towards me.

It took until a good way around the halfway mark for Space Giraffe to have a similar effect on me. It’s completely wild. I loved it!

I can’t imagine sticking your head inside it in VR, blimey. That’s gotta chafe.

Moose Life. It's a very trippy orange screenshot with a purple pixel moose, a purple sphere and multicoloured pixel animals. And explosions.

Ostensibly, the objective is simple. Shoot enemies, take pills, save the animals, claim a high score. And yet.

Moose Life is a game of Chicken, of forever ducking and weaving inside the map. It is Defender mapped to a 3d space except the player is constantly facing the same way, staring down an endless one way tunnel of bold colours and chunky pixels.

Enemies rez into position, pixels all up the place. Your lasers shatter them back into pixels on contact. Mostly. Sometimes the player ends up changing the state of the enemy, an abstract shape becomes animal, threatening. Cubes shift colours, seem angrier somehow as though the digital distillation of Zelda’s anti-Zeroid cubes.

Moose Life. It's a lot of particles. You can just about make out some other stuff but mainly just particles.

Everything explodes.

Pills drift into the map offering some of the most ridiculous power ups ever to bless a videogame. Your moose throws a moose party, your moose splits into two – a mirror moose, reflected on the opposite surface.

If a pill drifts past the player, it still exists on the map. Lurch into a panicked reverse, try and remember the baddies that got through your defences so as not to blindly career into them, exploding your moose into pretty colours. Instead, find the pill, explode everything else into pretty colours.

Moose Life is Defender x Ballblazer x Encounter x Devil Daggers x Blaster (with a moose).

There’s so much going on in Moose Life, so many influences, inspirations – work done with intent and coincidentally – that it’s difficult to know where to even start describing it.

The Vidkidz influence is strong, it’s almost Defender mapped to a 3d plane. There’s a hefty dose of David Levine as drifting back and forth within the play area feels a lot like playing the Lucasarts classic Ballblazer (only wilder, obv)

The giant Robotrons flying towards your space moose are more than a passing nod to the criminally underappreciated arcade triumph that was/is Blaster

At times, it has the intensity of Devil Daggers shot through with the DNA of Paul Woakes’ excellent (and all too forgotten alongside Mercenary), Encounter.

It’s the videogame equivalent of a scotch drinker’s dreamiest dream. It’s the special stuff.

any excuse to link a Chinny comparison vid, really.

It’s early days yet but I rather suspect Moose Life might well be the best Llamasoft game since/alongside Space Giraffe, though as ever that’s all a bit “which best thing is the best?” so maybe ignore me.

Ok, let me try that again.

I’ve adored pretty much everything Llamasoft have punted out on recent gen machines, each and every game having been remarkable in its own standout way. Each game has had a distinct personality, never formulaic unless by necessity (and even then we’re talking Tempest 4000/TxK which are Llamasoft’s formula anyway. Well, and Dave Theurer’s too obviously. Let’s not be rude!), always taking steps to someplace else.

Moose Life feels important in the way Space Giraffe did. Steps forward, yeah? Big arcadey steps forward. It shouldn’t feel as fresh and new as it does but it absolutely does. It absolutely is.

I don’t know where we go from here but I can’t wait to find out. I bet it’s full of stars there too.

Moose Life is available on PC and PS4 in normal-o-vision and VR. I’ve been playing the PS4 version and yes, yes, yes.


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