‘Videogames’ Category Archive


May 8, 2013

Spatial Vectors in Videogame Design: Part III

If you haven't already, please see Part I and Read More


May 7, 2013

Spatial Vectors in Videogame Design: Part II

In Part I, I introduced the concept of spatial vectors as they apply to the opening screen ...

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April 28, 2013

Spatial Vectors in Videogame Design: Part I

A design study Poring over NES and Famicom games for the past year and a half has led to a lot of thinking about game design ...

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February 6, 2013

The Legend of Zelda Cold Run: Compiled Sessions

Every Cold Run post in a single, tidy package For those of you clamoring for links to every Legend of Zelda cold run session in a ...

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February 6, 2013

The Legend of Zelda Cold Run: Final Session

Wherein I defeat Ganon and restore peace to Hyrule Level-9 is the culmination of all prior level designs—the meta-dungeon, if you will. (The game cues you ...

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February 6, 2013

The Legend of Zelda Cold Run: Session 9

Wherein I succumb to temptation and consult the NES Atlas I admit that I cheated. The whole purpose of the Cold Run Experiment (TM) is to play ...

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February 4, 2013

The Legend of Zelda Cold Run: Session 8

Wherein I master using it Last time, I picked up the blue ring, but I still don't feel ready to face the Wizzrobes again. With bait ...

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January 25, 2013

The Legend of Zelda Cold Run: Session 7

Wherein I continue to hate the Wizzrobes of Level-6 I have reached an impasse. Level-6 continues to be a bastard. Even with full health, a magic ...

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December 13, 2012

10 PRINT NES

Porting randomness The 10 PRINT book is now available for purchase and download. Its full title is a single line of BASIC code, written for ...

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November 8, 2012

The Legend of Zelda Cold Run: Session 6

Wherein I toot my own whistle After stumbling across dungeon 6 in my previous session, I renew my efforts to locate dungeon 5. The only region ...

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