If you like to hear more about certain games, say you are a fan of some, you probably at least heard once a story about contents in the games that end up being unused, but it is factually still on the media. There’s a variety of stories about ideas that were planned, but got cut in development and you could see traces in the files, contents that was in progress, but couldn’t be completed in time of the game release and even data that has nothing to do with the games. Why do these contents even exists and what can they mean exactly? This is what I am about to talk about and I will also bring examples to just show how this is not uncommon to happen.
But first, let clarify one thing that I see a lot of people mistake
Continue reading “Unused data in video games”
You probably know if you play a Pokemon game that the luck factor is present almost everywhere. Getting encounters, dealing low or high damage, missing or hitting and even some rare stuff like getting a shiny or not. You might wonder how is it possible in a software to have this luck factor in any software because you could be trying to find a pattern…..and you likely will not be able to unless you get really deep with the game (like checking its memory while it runs). Well, it is designed so that you can’t find the pattern easily, but there is a pattern and depending on how robust it is, you can even manipulate that to your advantage.
The reality is there’s never true luck in any software, only numbers and algorithm called RNG. this post will be about explaining them more deeply.
Continue reading “RNG or random number generator: the reality about luck in video games”
Music in video games is for most a very important part to make the experience more immersive and in some cases more memorable. Video game music (or VGM) is in my opinion a genre of its own that has a really wide variety of music that fits almost every situation due to this variety. Depending on the atmosphere you want to have, the music can just feel different. Although the instruments and sounds can be very important, one thing that I don’t tend to see talked much is how the music uses stereo sounds to not only make impressive effects, but also to make the audio very immersive. This is why I had the idea to make a post on just that 🙂
Continue reading “Stereo imaging in video game music”
A sequence in a game is basically a sequence of triggers that determines where you are in the logical flow of the game. Ever wondered how a game can have a flow that starts at the beginning, has a couple of events in the middle and eventually ends while all of this can happens in the same game with the same maps and everything? The sequence (especially the linear one) is a mechanic that makes this possible and it is also related as to why there is a reason breaking it can result in entire section of the game being skipped or bypassed.
Continue reading “Seqeunce in video games: how are they made?”
The image you see above is the second Malleo, (TASer) found a trick in Paper Mario: The Thousand-Year Door that has been tested and wanted for about 1-2 years. The trick wasn’t only found by him actually, it’s the result of a collaboration of him, SolidifiedGaming and Really_Tall who has been glitch hunting this game. I wasn’t there when they began to work on it, but I was there for some months before the finding so I could hear enough about it to make a post about it.
Continue reading “Palace skip: where everything just fits together”
Finally my first post about game engineering, I looked forward to it 🙂 Since I posted reviews 3 times in a row, I will try to post about engineering a bit more often the coming posts (I have other ideas), but just be aware that from now on, the contents are going to be new and not pasted from my old one. Hope you’ll enjoy my perspective on video game engineering 🙂
This glitch and everything surrounding it is the most fascinating glitch I ever heard of and this is why it is also my favourite one. In fact, this is the first big glitch that when I found why it worked by curiosity, it started my passion for how software and video games were made in logic.
Continue reading “The MissingNo glitch; why I got interested in software engineering”
As I said in my previous post, this is going to be the last of my ported review I will post. I did others reviews, but they aren’t as good and exhaustive as I would have liked. Also, since I already posted 3 times in a row reviews, I will actually take a break from them in the next couple of posts (at least 2) and post more about engineering of games in glitches. The next one is going to be a very well-known glitch that is in my opinion my favorite glitch because it’s very fascinating on the reasons why it works.
But on to the review, I might say it’s not the best review i could have done, but I found it good enough to be posted. Just again, keep in mind that this review will spoil everything and is intended as a retrospective on the game. This means that I do not recommend to read it if you never played the game. Also, you might want to read my Sticker Star review since I will actually refer to Sticker Star a lot in this review. Oh and just a little note, at the end of the review i say that I am optimistic for the Paper Mario’s series future. That was true when i wrote the review, however…..times have changed and I now am not looking forward to its future due to a certain recent announcement….
With that in mind enjoy 🙂
Continue reading “Exhaustive review; Mario and Luigi: Paper Jam”