Monday, May 20, 2019

The Ancient Art of War Review


Review on The Ancient Art of War

by Edmund Phoon Jian Cheng



Real-time strategy defines the performance of our actions in the game, ranging from the building of resources or units to fighting against opponents to claim territories, simultaneously without the requirement of taking turns. Players deal with these situations as they occur at the same time and react accordingly to how they can prepare the resources and strategise during this ‘time limit’.

One of the first and oldest known RTS games to be ever made is The Ancient Art of War, which is nothing alike those others of the same genre from the newer generation. Named after “The Art of War” by Sun Tzu and released in 1984, the game stimulates a battlefield emphasizing on the basic elements of the type of troops, their formation and their strength. The goal of the game is to gain victories from a set of battles provided in the list of campaigns.

Players start in choosing the type of battle (e.g. skirmishes, capture the flag) and the opponent to face off with. An interesting feature to this is the use of famous historical acknowledged leaders, including Sun Tzu himself, known for their battle strategies to give an unique AI personality so that the gamer doesn’t feel he is playing with a machine and does not feel as bad if he is beaten by the likes of Sun Tzu or better yet gain a boost in ego if he defeats Sun Tzu, representing the most experienced and hardest AI opponent.

The Ancient Art of War is one of the few examples in RTS that has enabled the balanced system of the classical strengths and weaknesses of characters to be brought to play. For example, knights were strong against archers which in turn could overcome barbarians. This round plays out as the barbarians come up better when faced off with knights. This is reminiscent of the classical animal chess game to even out the playing field forcing the strategic application of resources and positions to gain the upper hand over the opponent.

The player also has the ability to attach or detach the various compositions of knights, archers and barbarians to create a task force to the assigned job to engage the enemy task force. This is necessary since the terrain, such as mountains, forests and water, depending on height, density and flow of current respectively, also plays a part in how fast or slow the various characters would move against the enemy outmanoeuvring instead of direct confrontation.



There is also the option to create your own maps, formations and battles to take place as customised scenarios in the game, in which it will broaden our approach in revising our strategy against the opponent team as the areas change.

When I played The Ancient Art of War several years ago, I found difficulties during gameplay since the mechanics are quite tedious as compared to the modern-day video games we see today. The controls are limited to using the key arrows instead of the mouse of the keyboard to move around or select a squad. Certain keywords may also move the selected squad to travel or attack (i.e. the arrow keys), zoom in battles and even surrender (i.e. key ‘S’). In other words, the game has a primitive ‘background’. Around its release, the 8-bit graphics, controls and even the simple music and ‘one-shot’ sound effects are not well developed at that point of time as the game was designed in the old computers. As only visual words and graphics are depicted, there is no required voice audio in the game.

These factors of constraints can be challenging for amateurs who have not played any games before the 1990s. For anyone who is looking into real-time strategy games, The Ancient Art of War is a must as it is a learning experience on how the games of this sub-genre were like back in the olden times.

Sunday, May 19, 2019

Bubble Bobble Review


Review on Bubble Bobble

by Edmund Phoon Jian Cheng



Dragons are sometimes portrayed as antagonistic frightening scaly beings in various fairy tales whereby the prince must save the damsel in distress in their grasp. However, some works depict dragons to be more harmless and good-natured as a friendlier approach to the children. In the case of the game Bubble Bobble, the dragons are big-eyed, buck-toothed and chubby critters who assume the roles as the “princes” attempting to rescue their own princesses from their enemies as a twist to the traditional literatures.



Released in 1986, Bubble Bobble is the first of a franchise of an action platform game produced by the Japanese developer company Taito, for both arcade and home systems including the Nintendo Entertainment Systems (NES). Players assume the role of any of the two playable dragon characters, Bub or Bob, and traverse their way through a set of hundred levels in order to rescue their princesses from the Cave of Monsters. In a non-scrollable screen of a stage, the player can control Bub or Bob to walk on platforms, jump on higher platforms, and fire bubbles at the enemies appearing on screen. Defeating the enemies by trapping them with Bub or Bob’s bubble and afterwards colliding with them which causes them to turn into pickable fruits, will enable the player to earn points upon collection. This has to be done quickly since the bubble ‘prison’ is temporary and the enemies trapped will eventually break free over a period of seconds. Players can proceed to the next stage once all enemies are defeated and the item rewards are obtained. If any player touches any enemy or gets into contact with the enemy’s projectile, they will lose a life out of the 4 lives. If the player runs out of lives, the game is over. Players are also ‘advised’ not to stay in a level for too long otherwise an invincible enemy will appear and chase the player until the player loses a life or the stage is complete. The final stage involves a boss for the players to defeat, and will be able to save their princesses once completed the stage and hence all the levels. Occasionally, the endings may differ depending on the number of players involved.

Bubble Bobble is a simple and fun game of visual graphics that appeals to all ages, and can be quite addictive and challenging. The more levels the players clear, the more they become satisfied with the points they have collected. Sometimes, two players may be better than one, as they can cooperate in defeating their enemies, collecting more points, and hence solve the levels faster.

Week 8 Practical: Review on our Puzzle Game Prototype


Review on Week 8 Practical

by Edmund Phoon Jian Cheng





On week 8 of our Game Design class, we were tasked to design our own puzzle game prototype. Here, we created a fairly easy sliding puzzle game, consisting of only a 5x5 board and four triangle-shaped pieces, for teenagers who may understand the concept of the genre.

The triangle parts are scattered randomly in different positions of the board, and the goal is to drag the triangles to each other to form a large square. However, this end-configuration has to be in the right sequence to the point that the triangle pieces cannot be interlocked when the non-linking end of one piece of the square blocks another attempting to connect to form the square; hence in other words cannot jump over the other. The triangle pieces can move horizontally or vertically to a corner depending on its position in the board; this function is not allowed to be done midway until it reaches an end. To make the levels challenging, borders within the board are implemented to obstruct the pieces from reaching each other to connect. The level is complete when the square is produced, linked up together by the four triangle pieces.

Puzzle games like this prototype we made require spatial reasoning to determine the best possible ways to move the pieces to each other as we comprehend the space in the board that enable us to slide our pieces to the desired location, and educating us how to fit them together despite the odds provided. These features keep us entertained and addicted into the game, and we would wish to add in the difficulty level of the increase of obstacles to enable the players to test their skills in moving the pieces around and in order to form the square.