Tuesday, November 20, 2012

Virtual Cop 2 : SEGA

Review: Virtua Cop 2 is a light gun arcade game, released in 1995 and developed internally at Sega by their AM2 studio. It was ported to home systems on the Sega Saturn in 1996. It was released in PC in 1997 .Its one of the most popular arcade game of 90's end. The can be played in single player and double player mode.

Concept : The player plays the role of a city cop. The game features three levels through which the player’s movement is automated on a predetermined path. It is the player’s job to shoot the criminals that appear before time runs out and they shoot back. Along the way there will be various objects in the background that can be broken if shot, some of which will reveal power ups afterwards. At the end of each level there is a boss battle, as well as one extra final boss battle after all three levels have been finished.


Story (Back ground):  During the events of the first, the original Virtua Cops, Michael "Rage" Hardy and James "Smarty" Cools shut down the E.V.I.L Inc. criminal empire. Three of its leaders, King, Boss, and Kong are all in the maximum security federal pen. And the final, fourth member of the E.V.I.L Inc. gang, international terrorist Joe Fang is believed to have been killed in a helicopter crash, though his body was never found. After the downfall of E.V.I.L Inc., a comprehensive investigation of their black market and gun-running activities was launched in the Virtua City bank.

Last year it looked as though the Virtua Squad had finally put an end to the E.V.I.L Syndicate’s reign of crime over Virtua City. The gangleaders were all either behind bars, in intensive care, or under 6 feet of dirt. And the Virtua City Police Special Investigations Unit got a new member in the shape of Janet Marshall, an expert in criminal psychology profiling.
Then trouble started brewing in unlikely places.... The vice-president of the Virtua City Bank was killed in shady circumstances that were only officially termed "accidental". And the swollen accounts of the now-defunct E.V.I.L Syndicate, which he had been suspected of laundering, were emptied overnight. The missing funds amounted to more than the GNP of most small countries.
Meanwhile, on the other side of town, alarms break the quiet and calm of the Virtua City air. A daring daylight raid on the biggest jeweler’s in the state! And at the site of the new subway construction, there’s been an unusual amount of unexplained activity involving some very suspicious-looking materiel. Looks like the E.V.I.L is reborn.

Summary

the game has three stages and one bonus stage.As the game was mainly developed for console systems so its not a big game.the player is moved to the higher stage as game goes on.
Stage 1: Beginner: You interrupt a jewelry heist in progress, and follow the thieves in a running car-chase firefight.
Stage 2: Medium: Rescue the mayor of Virtua City from vicious kidnappers. Follow them to their hideout in the yacht harbor, and blast them off the Fiesta Deck.
Stage 3: Expert: Pursue the crooks into the subway system, and even deeper into the heart of the Virtua City underground. Destroy the subterranean terrorist HQ.
Final Stage: The stage is one final battle against the main villain.

AGE Framework.

Race to end : Moto Race



As design challenge, we decided to design a board game with movements to be decided using a 6-sided die. It is a car race game. Racing to get the cash jackpot. It starts from a point and on the way to the end, there are obstacles. There are two pit shops equally at the half distance each way. The obstacles include thunder strike, trap, mud pond, fire, death valley. When a player lands on each of these obstacle he needs to get a specific number on the die to get out of it. The added conflict engages players to eagerly roll die and get the required number, so that they can they resume the race. The challenge is unpredictable since it depends on the die to get the required number.   There is a free ride spot to select direction, to apply thinking capability. The directions are marked on the blocks and when landed on them the player has to move in the specified direction.
( might look like in actual representation )

If the same board game had to redesigned as a digital game I would make it more skill based. Say by adding logical thinking capability and not depend upon the die. It would make board game more interesting and engaging.


Here is the prototype of what was designed..

Monday, November 19, 2012

Territorial acquisition game: RUSH


Territorial acquisition game:
We have designed a tradational wheel of fortune type territorial acquisition game. The concept is simple. Each player gets an equal amount
of money at the starting of the game in the lines of monoply. The wheel consists of vehicle parts and the goal is to buils the dream car. Player who builds first wins in case of
draw, player whos has more assets wins. There are limited vehicle parts and if one player buys same parts more than once he can auction for higher amount among the other playes.

The players acquire different parts of the car and that is the main aspect of the game. 
The conflict arises when there are no vehicle parts left for one player to build his car. In that case there is a auction- trade in process, so that both players get benefits.
The wheel also offers money in case the suer does not wish to buy the body parts, he can get money from the bank. Bank pays the amount marked on the wheel in the same area.



Hari Kishan Gupta,Shashi Kiran ,Ha

Wednesday, November 7, 2012

Missile Command





REVIEW: missile command is an arcade game designed and developed in 1980's by ATARI . it supports single player n double player mode .



interactivity : the core phenomenon of the game is shoot down the ballistic missile attack on 6 cities. the player need to protect the city by shooting down the missile .the player can control the 3 tanks and protect the city from destroying .

concept: the player need to protect the city from alien attack .the player is moved to the next level  (i.e. city ) on completing the mission . as the player is moved to the higher level the missile are upgraded to the smart bomb nnd the survival becomes more harder .

setting : the game story goes around the alien attack .So in between the game to make it more interactive few alien spaceship attacks .

goal:  the  player need to protect the city from destroying and being destroyed as there are three tanks so  the player has 3 lives .so the player need to interact with all the 3 tanks . so as fast you destroy the missile you earn more points.

challenge : the bombarding of the missile increases as the player moves to the higher level. as the player is need to control the  three tanks .
story : the game tries to narrate the player as officer who have to protect cities from alien attack .

AGE framework


link http://www.atari.com/arcade#!/arcade/missilecommand