Boss 101 Review: Like a BOSS

Growing up, once or twice you have imagined owning a jetpack. Or a robot. Or both. As luck (and reality) would have it, most of us never experience these items in real life. Luckily, there are ways around the gaping hole left by our childhood inclinations of cool gadgets.

“The journey of a thousand light years… begins with a jetpack.”

Boss 101 is an action adventure game, developed by Donley Time Foundation, with you taking the role of Max: a teenager with a jetpack & robot. Your objective is to help your brother and save the world at the same time: buy weapons, hats, and upgrades while you battle bosses, explore different worlds, and experiment with modes.

Story

Boss 101 starts with your brother’s request for an action-packed birthday. Unfortunately he is in the hospital, so it’s up to you to bring him an unforgettable home movie. Thus begins your adventure across the globe (and even the galaxy) in order to collect the best movie footage for your brother. With the utilization of a command center, research labs, and even other games are available to you to complete the task!

Your journey will require the creation of battle bosses with the “Make-A-Boss” generator, a feature that allows you to randomize the challenge of bosses before completing executing a level. The ultimate goal is to rescue baby Robo-AI’s from the clutches of the biggest baddie of all, the dreaded Boss 101.

Presentation

You are immediately welcomed with a colorful and lively game, bright with beautiful landscapes, clean menus, and LOTS to explore / do. The opening scene takes place within the Command Center, essentially serving as the Hub between worlds, a shop for upgrades, & an arcade to play other games (within the game – for prizes).

boss 101 command center

*The Command Center, in full view.

Auditory presentation is full and robust, with orchestral string music swelling the main menu. Each mode contains different themes to fit with the action. Sound effects within the game include standard shooting and impact sounds, very reminiscent of effects heard from the “1941”-type arcade games. The compliments between sound and visual design is proof that the developers took their time to create an entire universe.

For the main story line, it’s a side-scrolling shooter, utilizing your jetpack to dodge incoming projectiles while fighting enemies. Combined with the Command Center’s upgrading system, there are RPG flavors implemented. Upgrade ships, characters, weapons, armor, and much more! The combinations lend to the replayability and use of changing strategy to complete each level. Unmistakably original in execution, especially when considering the next main feature of Boss 101.

boss 101 boss battles

*Boss battles stay challenging with randomization mechanics and variations!

Game Modes

Boss 101 is not just a linear story with a single story mode. There are actually 5 modes with 2 variations to keep the gameplay fresh and interesting. Ideally, you get a ton of enjoyment with the base game and the arcade games are simply an added bonus. This is truly a wealth of content for such a small footprint of a game.

Story – Base game with progression through 31 levels/rounds

Save the Robos – We also have missions where you will be taking Baby Robo’s safely into space.

Warp Chase – Follow the boss as he warps from level to level. Knock him out of the warp tunnel to resume the fight!

Endless Boss Mode – One life against an endless array of bosses. Keep going against random bosses until you die.

Quest and Recover subgames – Modes that will reward players for things like (but not limited to): completing rounds using certain weapons, rescuing allies, timed rounds, knocking out specific enemies, protecting friends and more!

Classic Mode – The classic Boss 101 variation with power-ups just like an old school arcade game.

Iron Bot Mode – One hit point and that’s it.

(The final two modes are sub variations of the other gameplay modes.)

I’m not sure how much more can be expected out of  a project that took three people nearly three and a half years to create. Boss 101 is truly remarkable.

boss 101 kite mode

*Do you want to fly a kite to relax? There’s a mode for that, too.

Verdict

Boss 101 is a delightfully modern twist on a classic arcade genre. Modern elements of customization, boss creations, level exploration, and many hidden Easter eggs provide a gaming experience that is likely to leave a lasting impression. The use of randomizing boss battles is just the icing on the glorious pixel-art cake. At $10 on the Steam store, this little gem has so much to offer, it is absolutely worthy of a spot on that game list of yours.

Freaky Awesome Review: Mutate or DIE

35 hours have gone by since you started looking for your dog. Sam comes across an old abandoned factory, in a desolate landscape. After falling into the basement and landing in (what is assumed to be) toxic waste, you change completely: a hunch grows out of your back, your legs grow thin, and you can shoot green globs as an attack?

In any case, you’ll have to adapt in order to survive. You play as Sam, a previous action hero who’s hell-bent on rescuing his dog, Cox… even if you mutate into a beast.

Are you ready?

freaky awesome game

*Opening scene of the game, the front door would be MUCH too easy…

Freaky Awesome, developed by Mandragora [official site], is a hectic action rogue-lite game, each play through offering a new experience with many variables affecting your approach. The layout of the factory, the enemies, and the mutations available will change with each run. So not only does the game mutate to your skill level, it’s a fresh factory map on each playthrough.

Gameplay

This isn’t the only variable to worry about: mutations happen at random, adapting to the player’s skill for the best method for gameplay. The more enemies you destroy, the more green goo to heal you up, the faster you’re going to mutate into another beast. Each character includes new skills (or lack thereof) which create the necessity to stay flexible in your play style.

Grab up to 3 friends for a co-op (online or local) experience that will multiply the fun. If not, there’s a solo mission mode option as well. Freaky Awesome was released on October 18, 2017 with ‘Mostly Positive’ reviews on Steam. What sets this game apart from other rogue-like action?

“Explore a mutating world: the game itself mutates!”

The map is randomly generated, but the game itself changes with every successful run: new unlocked locations and enemies, bigger levels, stronger bosses, and new mechanics. Slay bosses to unlock their forms as a newly available mutation, increasing replayability.

freaky awesome mutations fill green bar

*Mutations happen after filling the green bar, choose quickly!

Design

Outright, Freaky Awesome, has visuals that bring you right back into the 90s action-hero motif of yesteryear. A wide bird’s eye view allows the whole room to be visible, often containing moving elements in the backgrounds. The animation is a little bit choppy (to fit the style) but it’s charming in execution.

Reminiscent of other arcade classic, this is a game that deserves a seat in a cabinet. Game exploration has elements similar to the “Legend of Zelda” with a room-to-room side scroll giving you a brief moment to determine the threat of enemies before you have to engage them.

Effects from hitting enemies and the transitions between mutations are a pleasure for the eyes to see. Hand drawn sprites & effects look fantastic as you spend your time roaming rooms, collecting goo, and destroying enemies.

freaky awesome level completed screen

*2nd mutation will choose the next upgrade available to you.

Sound

Freaky Awesome is the perfect moniker to describe the sound design of this game. Pulsing music, an electronic feel, industrial sounds, and a vibing bass. It’s just the right music to keep you motivated and alert during gameplay. The original soundtrack employs dubstep-esque grooves, it comes together very clean suiting the gameplay perfectly. Each attack is accompanied with the classic “WA-PSHH” sound often heard in cartoons from childhood.

This game is as much a pleasure to listen to as it is to see.

 

freaky awesome boss fight

*First boss fight, what will the mutation be after beating them…?

Final Impression

Clean design, tight controls, and the right groove to keep you going. This game is a trifecta in action rogue-lite video games. For only $10 right now on Steam, it’s a game that is worth the purchase: replayability, challenge, with randomizing elements leave an impression of wonder as you begin each journey. What will the factory hold for you this time? Hurry, Cox is waiting!

Wait …would a dog remember a mutated owner? Asking for a friend…

Then and Now: Indies Revolutionizing Retro Genres

A few things never seem to go out of fashion: Mountain Dew, Cheetos, video games and shoehorning romance or social options into farming sims. Modern indie titles are bridging the technology generation gap, giving 30-somethings who fondly remember the Nintendo Entertainment System and its spinoffs bonding opportunities for the nerds and their geek spawn. These new indie games are revolutionizing the classics to teach a new generation life lessons, like where to stand in a lightning storm or how many nameless, faceless enemies you can kill before you have to reload.

The Classic Farming Sim: Harvest Moon to Stardew Valley

Harvest Moon for the Super Nintendo got me hooked on strategy and sim-style games for life. It’s a game that, to this day, I can sit and play for weeks if not months. When the guys at Chucklefish picked up the classic farming sim genre with Stardew Valley, I was an early adopter. The indie title hits all the right notes, bringing me back to weeks lost growing crops, sitting in a sauna and romancing 8-bit ladies.

stardew_valley

The biggest difference between the two titles is the addition of combat to Stardew Valley, which actually delivers a fun minigame alongside the core experience. Otherwise, it’s the same core farming experience with a streamlined interface and a lot of subtle changes to many systems. Both games still get some things wrong about farm life, however. Stardew Valley’s guinea-pig-fanatic gamer girl Abigail lovingly advising me to stand under a tree during a lightning storm, for instance. Then again, I always suspected that one of wanting to get me into a suicide pact. I just figured the mines would be involved somehow. Or aliens.

donkey kong

The Iconic Platformer: Mario to Braid

Few game characters have the clout of the Italian plumber. Mario’s already been the subject of one movie, and rumor has it that on top of Nintendo World in Japan and worldwide tours to promote Super Mario Odyssey, he’s negotiating a new animated film. Braid is one of the subjects of Indie Game: The Movie, but that’s not even where the similarities between the titles begin.

braid

The creator of Braid clearly couldn’t get enough of the plumbing paisano, and the platformer genre he invented is polished to a neat chrome shine in the indie title. He even took the time to build a Donkey Kong tribute into the game, just in case you weren’t sure of the inspiration. The iconic platformer has changed in many ways, but Braid brought the original version back into the light.

mega man 2 bubble man stage

The Platform Shoot-’Em-Up: Mega Man to Shovel Knight

Put a gun on Mario’s arm. Give him the ability to steal powers without ingesting strange forest substances. Now you can see how the Blue Bomber, Mega Man, also owes a lot to the overlord of overalls. Platform-based shoot-’em-up’s became their own offshoot of traditional platform games by giving the hero a new role, and few games personify this the way Mega Man has.

shovel knight dragon

Shovel Knight brings back that classic gameplay, running, jumping and pummeling enemies in ways that give the Blue Bomber a run for his money. I’m pretty sure we’ve seen that Drop Spark before, and the full-health requirement reminds me of another classic NES title, something about the legend of a narcoleptic princess and the adventures of her orphaned, speech-impaired friend. Now if only we could get Shovel Knight in a Brawl title to see what he could really do.

castlevania dracula

Metroidvania: Castlevania and Metroid to Hollow Knight

Partially because it’s fun to follow the evolution of this type of game, the platform shoot-em-up eventually evolved into a form commonly known as Metroidvania. This genre offshoot emphasizes the combination of tools and platforming puzzles instead of button mashing to avoid pitfalls or fireballs.

super metroid kraid

Castlevania and Metroid are two of the standout titles in a lineup that includes tens or hundreds of games that make use of this gameplay. Games like Hollow Knight and Unworthy hearken back to the classic roots of Metroidvania with a return to Nintendo Hard bosses and challenging gameplay.

hollow knight

The sillier entries of recent years are all but forgotten as these games return to the classic macabre settings and innovative gameplay that made Metroidvania one of the go-to gaming styles for decades.

smash tv

Bullet Curtains: Smash TV to Hotline Miami

“Top-down shooter” is the name the journalist-types love to give to the genre that spawned Smash TV in the arcades and Super Smash TV for home consoles, but most people know it as a bullet curtain, a bullet hell, or a twin-stick shooter. Smash TV made the genre famous with its blood splatter and swarms of enemies as well as the snide emcee who can’t get enough of the bloodshed your characters are inflicting on his killing floor.

hotline miami 2

Hotline Miami took that splatter to a whole new level. Just as Smash TV threw hundreds or thousands of uniformed soldiers at you without any care, this indie title takes that and doubles down with as many business-suited mobsters for you to mow down in your quest to umm … well, let’s just say don’t skip the bonus level. It’s got all the shock value of battling the emcee in Smash TV, which was truly an iconic moment for that title. Bonus points to Stardew Valley for also including a.classic-style twin-stick shooter as a minigame. It’s Abigail’s favorite.

These are just some of the game genres making a comeback thanks to the efforts of the indie community. If you liked the indie games, check out the originals. Old-school gamers looking for a fresh challenge or to relive their lives on the farm (or their days on the killing floor) should check out what the kids are playing these days. It just goes to show that when you become an adult, whether you grow up or not, you’re likely to see your favorite things come back retro-cool.

Town & Country Surf Designs Review: Wood & Water Rage

There are a few iconic sounds that remind you of your favorite games: Mario’s coins and one-ups, Sonic’s rings and drowning music, Joe Cool faceplanting and sliding on the pavement. “Ssssshhhh…” — that’s the sound that the world’s worst low-speed road rash makes when you fail at Town & Country Surf Designs: Wood & Water Rage for the Nintendo Entertainment System.

And if you’ve ever played the game, you will never forget this sound. It’s the stuff of nightmares. They might have sampled it for the Halloween movie soundtrack. Some of the game has a lot going for it, despite being an obvious plug for a line of surfing clothes and gear. Do you want to play it? Do you like Nintendo-hard games? Have you ever wanted to surf and safari? We took the plunge for you.

t n c surf designs selection screen

Four Characters, 2.5 Game Modes

Wood & Water Rage features four characters, drawn from the T&C roster of t-shirt characters known as “Da Boys.” One of these, a monkey known as Thrilla Gorilla, went on to star in a spin-off travesty to this Nintendo-hard title. The other three exist. That’s really all you need to know to start playing.

Okay, a bit more about them. Joe Cool is Elvis in board shorts with sunglasses. Tiki Man is probably Joe Cool wearing a Tiki Mask. Kool Kat is literally a cat in a business suit and, as the only original idea on the list, conspicuously missing from the original box art. Thrilla Gorilla is a big monkey that wears Joe Cool’s sunglasses and Carmen Sandiego’s hat. It’s like some crazy surf and safari combination that crept out of the flash art at an early ‘80s tattoo parlor.

Joe and Tiki are available for skateboarding. Kool and Thrilla surf. You can combine the two standalone modes, alternating between characters. In mixed mode, you get a team that includes one human and one furry beast. Players alternate between crashing on the sidewalk until time runs out and surfing until their teammates get eaten by giant waves. Occasionally, a teammate may actually reach the end of the course. The reward for this is another, longer course; the gameplay repeats until time runs out or until the furry teammates get eaten by giant waves.

t n c design surf level

So Much Surf Rash

The gameplay on the skateboarding side is surprisingly intuitive and fun, in its own way. Players need some level of NES masochism to truly enjoy it, but challenging yourself to reach higher and higher rounds before time runs out can actually be a great way to spend an hour or so. Gameplay involves spamming one button to speed up and mashing another to jump. Hold back on your D-pad to snag your board for a quick ollie (a jump while holding the board). Try to make it to the finish every time. We dare you.

Surfing is far less fun. Through countless hours of gameplay, we discovered that no one wanted to spend more than a few minutes on this tedious activity. Surf up the wave using the D-pad; surf down the wave using the D-pad. If you want big points, you can try to jump out of the water at the top of the wave and land your jump. This almost inevitably results in disaster. The wave can catch up to you, a random miscreant may appear, or you may inexplicably seem to fall off your board due to what we can only assume is a case of serious surf rash.

Surf rash, in case you don’t know, what happens when you apply your abs to the cheese grater that a surfboard becomes as the wax wears down throughout the day. There are cures and salves for surf rash, but there’s nothing for the sick burn that you get when you fail on this game’s surfing mode. Like the laughing dog of Duck Hunt fame, Thrilla Gorilla and his crew are more than happy to laugh at your pain as you crash and burn (or possibly even drown) on the waves. Sometimes, it’s even their fault.

t n c surf designs street level

Turtles, Seagulls and Other Miscreants

Back in the day, LJN partnered with Rare and other studios to develop their games. Atlus, the company that brought the Japanese the Megami Tensei series and gave us some really weird stuff, like the Karate Kid and Friday the 13th NES games, lies at the heart of T&C. They apparently thought the game modes weren’t hard enough. They added turtles, seagulls, and in a bout of rage-inducing mania, random appearances by Da Boys to foul your ride.

One of the best way to snag some free bonus points on the skateboarding levels is to try to ollie up on a turtle, Mario style. It requires split-second timing and is about as likely to succeed as that surfboard jump we mentioned earlier. The turtle lives to watch you faceplant. Similarly, random frisbees, baseballs, oil slicks and other hazards will jump out of nowhere to increase the difficulty as you play. If you hate bad beats beyond your control, T&C is a world of hurt.

The same happens on the surfboard side, but in this case, it can actually be funny. Since most of the surfing gameplay is monotonous, having it broken up by dive-bombing seagulls and random opponents floating on an inflatable lounger crashing into you is fun, right? Everyone except you will think so.

 

Mad Music (Or Music That Makes You Mad)

If you’re still here, then you’re probably willing to give the game a go. Maybe you’re like us and play games on Hardcore and Insanity because you love the challenge. Maybe this is your one chance for that crazy surf-and-safari adventure of your dreams. And we have good news. The music is great. It’s awesome. For an 8-bit title, they did great things with the background music, which does exactly what it’s supposed to. It’s great fun when you’re winning.

And when you fail, the music punishes you. Like the “sssshhhhh…” of the faceplant, the failure music will become something you hear in the wee hours of the morning when you can’t sleep and are waiting for the alarm to go off for school or work. The music actually sounds disappointed in you. The music wants you to feel bad. You were riding high; now you are brought low. Get back up, do it again, get the great music going … until the inevitable crash. This game is mean.

game over

Wood and Water Rage Is Right

We spent far too much time with this game when it came out in 1988, and it’s one of those few titles that is just as fun as it was at release. If you love an insurmountable challenge, the skateboarding side of Town & Country Surf Designs: Wood & Water Rage tosses just enough randomness at you to keep it fun and entertaining. If you want to laugh at your siblings or coworkers when they try not to fail, the surfing side puts the sado back in sadomasochist. Even better, let the others play the surfing part and hog the skateboarding for yourself — not that we’ve done that.

T&C Surf Designs was quite happy with this game when it came out and promoted it heavily. Counting on nostalgia, they even brought back Thrilla Gorilla and Da Boys as a set of retro T-shirts and stickers in 2016. Still, and all we hear is “ssssshhhhhh…” and some very disappointed music.

Article by Bradly Robbins

How to Write a Good Story for your Indie Game: 5 Steps

You’re an Indie who wants to tell a story within your game. Where do you even start?

I’m Edwin McRae, an Indie veteran narrative design, and here’s some things that I’ve found useful.

Start with what’s actually going to be in your game.

You don’t need a creation story. You don’t need to know how the ancient empire rose and fell. You don’t need a tome on multiple-universe theory or a freshly invented afterlife concept.

In the beginning, you only need to know what Level 1 looks like and what the player is supposed to do there.

Is your player character a space scavenger and Level 1 is the docking bay of an abandoned space station? Great!

Make stuff and ask questions along the way.

No-one has all the answers at the beginning of the game dev process. In fact, no-one even has any questions at the beginning of the game dev process because there’s nothing there yet to even query. Good questions arise from making stuff, looking at it, and asking ‘does this work?’

So how did your space scavenger player character find this space station? What are they hoping to scavenge? What sort of gear and abilities would they need for effective scavenging?

And since we’re in the docking bay of the space station now, was this where the space station crew tried and failed to abandon ship? Why were they trying to leave? Does it have something to do with the human-eating blob aliens that our scavenger is having to fight off with her blowtorch? Did these aliens get onto the space station via the docking bay? And once we have answers to all of these questions, how can we best show these bits of story?

‘Because it’s cool’ is an alarm bell you need to listen out for. Why have all the space station crew been turned into zombies? Because it’s cool. Nope, wrong answer, next contestant please.

Never stop asking questions of your game, even when it’s finished, because you might still get some answers that’ll help you with the next game.

Show first, Tell later.

Show don’t tell…such a tired old maxim, and inherently wrong for games, because there are times when you simply have no choice but to ‘tell’ the player what’s going on. So here’s the trick. First try to show, through gameplay, art, and sound. And only when you have crossed out every show option, either because of budget or skill restraints, then have a go at telling through NPC dialogue, in-game text and UI instructional comments. When you have a tiny art budget, there’s nothing wrong with having that chatty NPC who tells the PC everything they need to know in handy little text boxes. Just make sure that text is well written.

Hire a narrative designer.

Notice that I didn’t say ‘hire a writer’? Too many times, I’ve been called in by Indies to clean up the mess that another writer has left behind. And when I ask if that writer had any previous experience writing for games, the answer is usually ‘no’.

When it’s time to get serious about your game story, find a narrative designer who has actually worked on a game before. Experienced narrative designers know how to balance the demands of story and game mechanics, authorship and player agency. Novelists and screenwriters can be awesome at story, but even if they’re gamers, they simply haven’t had the unsettling experience of putting a player in charge of their story.

But yeah, I know, it’s all a bit ‘chicken and egg’. How are writers supposed to become narrative designers if no-one ever lets them work on games? Well, just like you are doing, they can make their own games. Ink Script, Twine, Episodes, Inform 7, Choice Script, Ren’Py, Fungus, RPG Maker and Yarn. Some of these, like Ink Script, are more writer-friendly than others, but they all allow a writer to create their own game and practise the art of putting the player in the plot-driver’s seat.

If a writer can’t show you any sort of game that they’ve made…keep looking.

Know when enough is enough.

Be real with yourself. If you were coming to your Indie game for the first time, as a player, how much story would you actually want there to be?

  • How much story did Space Invaders have?
  • How much story did Doom have?
  • How much story did Baldur’s Gate have?

If you only got to play one of these three games before you died of being eaten by a space blob, which one would it be and why? Then look at the game you want to make. Is it more like Space Invaders, Doom or Baldur’s Gate? These comparisons will help you work out your ‘story tolerance’ in games, and therefore, how much story you really want to put effort into creating.

And if my examples don’t ring any bells, think through your own video game backlog. They don’t even need to be games in the same genre as the one you’re making. It’s just a matter of recognizing which games had the right gameplay/story balance for you. Then you’ll know when enough story is really enough…for you.

Hopefully those five points I’ve made have at least got you started on your ‘game story journey’. If you do need a little more, try Narrative Design for Indies: Getting Started. It’s the first in my upcoming series and is available on Amazon Kindle and Kobo.

Edwin McRae
Narrative Designer
www.edmcrae.com

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